TEXT: 1
  Core Rule Book
  
  2
  Fragged Empire: Core Rule Book.
  Copyright (C) 2015 by Design Ministries.
  ”Fragged Empire” trademarked by Wade Dyer.
  All rights are reserved. No part of this publication may be reproduced, 
  distributed or transmitted in any form or by any means, including 
  photocopying, recording or other electronic or mechanical methods, 
  without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication 
  are fictious. Any resemblance to actual persons (living or dead), 
  events, institutions, or locales is coincidental.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  ISBN: 978-0-9924979-2-7
  First Edition.
  Printed in China.
  Dedicated to:
  Shell; Your kindness and generosity are a constant
  reminder to me of God’s grace and love.
  Frank, Geordie, Jye, Mark, and Simon;
  Thank you for your ceaseless friendship.
  Without you, this book would not exist.
  
  3
  Betrayed by your creators, you are a genetically engineered 
  remnant, emerging from the ruin of genocidal war.
  You and this new civilisation are on the precipice
  of great opportunity and danger.
  www.fraggedempire.com
  
  4
  Introduction
  Setting Introduction
  Map
  Short Story: Galatèa
  Short Story: History
  Playable Races
  Corporation
  Kaltoran
  Legion
  Nephilim
  Rules Introduction
  Optional: Game Types
  Character Overview
  Making a Character
  Level
  Traits
  Attributes
  Fate
  Languages
  Skills
  Strong Hits (Primary Skills)
  Strong Hit: Effort
  Primary Skills
  Everyday Skills
  Professional Skills
  Combat Skills
  Personal Combat Skills
  Vehicle Systems Skills
  Acquisition
  Loot
  Resources
  Influence
  Perks
  Complications
  Spare Time Points
  Trade Goods
  Research
  Combat Overview
  Movement
  Environment, Conditions & Effects
  Attack Roll
  Range Increments (Rng)
  Rate of Fire (RoF)
  Strong Hits (Combat)
  Defence
  Cover
  Damage
  Strong Hit: Critical Hit & Boost
  Bleeding
  Death
  Healing Rolls
  Downtime
  Optional: Theatre of the Mind Combat
  Combat Turns & Actions
  Surprise Round
  Weapon Types
  Drones
  Action Major Effects
  Action Minor Effects
  Tactical Actions
  Stealth
  Range Actions
  Melee Actions
  Equipment
  Equipment Slots
  Overburden
  Variations
  Modifications
  Weapons
  Weapon Stats
  Weapon Keywords
  Outfits
  Outfit Stats
  Utility Items
  Outfit and Utility Item Keywords
  Misc Items and Services
  Spacecraft Overview
  Spacecraft Creation
  Influence Cost
  Build
  Traits
  Weapons
  Repair Roll: Change Out
  Attributes
  Size
  Optional Rule: Change Size Scale
  Cargo
  Non-Combat Travel
  Resupply
  Spacecraft Perks
  Spacecraft Combat Overview
  Combat Scale
  Velocity
  Environment, Conditions & Effects
  Attack Rolls
  Damage
  Strong Hit: Critical Hit & Boost
  Destruction
  On Fire
  Repair Rolls
  Optional: Theatre of the Mind Combat
  Optional: No Spacecraft Combat
  Turns & System Rolls
  System Roll Effects
  Command System Roll
  Engineering System Roll
  Operations System Roll
  Gunnery System Roll
  Spacecraft Weapons
  Front, Side and Rear Arcs
  Fighters
  Boarding Party
  Warheads
  Battery
  141
  142
  144
  144
  144
  145
  145
  147
  148
  148
  150
  151
  151
  152
  155
  156
  158
  160
  162
  164
  164
  164
  164
  164
  166
  166
  168
  173
  174
  175
  176
  177
  178
  178
  180
  180
  181
  181
  6
  7
  8
  10
  16
  20
  20
  22
  24
  26
  28
  29
  30
  30
  32
  33
  34
  35
  36
  38
  42
  42
  43
  43
  48
  52
  52
  53
  54
  54
  56
  58
  60
  62
  64
  66
  68
  71
  72
  73
  78
  78
  81
  82
  84
  86
  87
  88
  88
  90
  92
  95
  96
  100
  101
  102
  104
  107
  107
  108
  109
  110
  111
  113
  114
  115
  116
  116
  118
  122
  124
  126
  130
  130
  134
  136
  
  5
  GM’s Guide
  Non-Combat
  Combat
  NPC Actions
  NPC System Rolls
  Balancing
  Henchmen
  Skilled
  Nemesis
  Spacecraft
  Optional: Large-Scale Combat
  Rewarding Players
  Amount
  Game Style
  Perks
  Complications & Conditions
  Optional: Intense Damage
  Game Ideas
  Hijacking the Orpheus Run
  Rebellion on Exo-Station 13
  Archon Ghost Ship, Carthage
  Quest for the All-Parent’s Seed
  Opponents
  Mechonids
  Feral Nephilim
  Draz
  Enforcers
  Setting Guide
  Timeline
  Short Story: Humanity
  Short Story: Archons
  Short Story: X’ion
  Playable Races
  Corporation
  Kaltoran
  Legion
  Nephilim
  Places of Interest
  Alabaster
  Asteroid Belts
  Eden
  Gehenna
  Halo Nebula
  Kadash
  Lilith
  Mishpacha
  Technology
  Timeline
  Daily Life
  Communication
  Electronics
  Biology
  Medicine
  Mechanics
  Materials
  Drones
  Ley Lines
  Psionics
  The Unknown
  Combat Technology
  Weapons
  Defences
  Spacecraft Technology
  Sensors
  Shields
  Reactors and Propulsion
  Jump Travel
  Character Lists
  Race
  Traits
  Level
  Fate
  Resources
  Influence
  Example Perks & Complications
  Attributes
  Everyday Skills
  Professional Skills
  Personal Combat Skills
  Vehicle System Skills
  Weapons
  Weapon Variations
  Weapon Modifications
  Outfits
  Outfit Variations
  Outfit Modifications
  Utility Items
  Misc Items & Services
  Example Items
  Spacecraft Lists
  Build
  Traits
  Attributes
  Size
  Weapons
  Variations
  Modifications
  Index
  Acknowledgments
  182
  182
  184
  187
  193
  197
  198
  212
  228
  242
  256
  256
  258
  260
  262
  264
  266
  268
  270
  272
  272
  274
  274
  275
  276
  276
  277
  277
  277
  278
  278
  279
  280
  280
  282
  285
  286
  287
  288
  288
  340
  340
  341
  341
  341
  342
  342
  343
  344
  346
  350
  354
  356
  358
  360
  364
  366
  366
  367
  368
  370
  371
  372
  372
  373
  373
  376
  377
  378
  379
  380
  382
  291
  291
  292
  293
  293
  294
  296
  298
  300
  302
  304
  306
  307
  307
  309
  309
  309
  309
  310
  311
  312
  313
  315
  316
  322
  328
  334
  
  6
  It is over 10,000 years into the future.
  Earth is forgotten.
  Humanity is dead.
  Genetic erosion, brought on by thousands of years of apathy.
  You are one of many genetically engineered descendants.
  Created by the eugenicist Archons (humanity’s heirs), or the vengeful monster X’ion.
  A genocidal war has ravaged the known galaxy.
  X’ion won, killing the Archons, destroying their empire, and then abandoning his army to vanish without a trace.
  This event threw the galaxy into 100 years of brutal tribalism.
  After 100 years, your people have just re-entered space.
  No one knows what’s out there.
  Four surviving races have banded together.
  Not out of a common direction, but out of necessity.
  No one knows where this new society is headed.
  Each race is struggling for survival.
  They need each other.
  
  7
  Key Setting Themes
  Post-Post-Apocalyptic Setting
  Exploring the state of the universe after a cataclysmic event is a 
  popular theme in science fiction literature. It allows us to delve into 
  the nature of civilisation, humanity, and rediscovery after we have 
  lost all that we know.
  This setting does not take place immediately after this cataclysmic 
  event (a genocidal war), but a hundred years later. Enough time has 
  passed for people to partially accept what has happened and start 
  to rebuild. You are at the dawn of a new civilisation, a time of great 
  opportunity and danger.
   » What should this new society look like?
  Cultural Tension
  Shaped by the Great War and what it took to survive it, the races 
  have had one hundred years to create their own distinctive cultures, 
  formed from their experiences, core beliefs, and genetic nature.
  These races have only had a few years to interact with one another: 
  not enough time to fully understand or accept each other. Their 
  delicate coexistence is held together more by need than choice.
   » What do you live for?
  Genetic Engineering
  Humanity is long dead, but they managed to created their own 
  genetically engineered successors: the Archons. The Archons 
  repopulated their inherited empire with their own creations in an 
  effort to create the perfect race. This pursuit not only led to a wealth 
  of technological advancements, but also empire-wide genocidal war. 
  Eventually, the Archons fell to their deaths at the hands of their own 
  vengeful creations.
   » What responsibility comes with the ability to make life?
  Exploration
  This new society is built not only on the ruins of the Archons’ 
  empire, but also on top of the ancient human empire and who knows 
  what else.
   » What is out there?
  What’s in the Name?
  Fragging
  A term used to describe the assassination of a leader during 
  wartime by their own soldiers, usually in a manner that could look 
  like an accident (eg: dropping a fragmentation grenade at their feet), 
  commonly during the heat of battle.
  Can also describe the manipulation of the chain of command 
  to have a subordinate deliberately killed by placing them in great 
  mortal danger, such as sending a soldier or unit on a suicide mission.
   » Did your people kill their creator?
   » Were you betrayed by your creator?
  Fragmentation
  Denoting the process or state of breaking or being broken into 
  smaller disconnected parts. Used to describe both physical and 
  metaphysical breakdowns.
   » Will society’s broken nature be its downfall?
  Frag
  A popular term used for killing someone in a computer game.
  Because this is a game where you kill people.
  
  8
  Cerberus
  Var
  6 Days Jump Travel
  per Hex
  Legion
  The Habrixis
  Sector
  Ley Line
  Haven
  
  9
  1 Day Jump Travel
  Eden
  (Arid, Tundra)
  Liberty Belt
  Halo Nebula
  The Haven
  System
  Alabaster
  (Gas)
  Lilith
  (Arctic)
  Kaltoran
  Corporation
  Kadash
  (Ocean)
  Nephilim
  Monopoly Belt
  Mishpacha
  (Jungle)
  Sector 3
  Sector 2
  Sector 1
  Sector 5
  Sector 4
  Sector 1
  Sector 3
  Sector 2
  Gehenna
  (Lava, Barren)
  Esh
  
  10
  Short Story: Galatèa 
  They were only four hours into their voyage, and Rachel was ready 
  to pistol-whip her boss.
  One good smack in the face, it’d barely hurt him.
  It would actually hurt quite a lot, and Rachel had a feeling that 
  Theodore would take it personally.
  She contented herself with screwing in a loose bolt more vigorously 
  than was necessary, wiping beads of sweat from her forehead as she 
  did so.
  Theodore might not have been her boss in the traditional sense - 
  more like the guy who owned the ship and made sure the occupants 
  didn’t kill each other. But he was still a typical Corporation lackey: 
  obsessed with hierarchy, efficiency, money and a host of other 
  Corporate concerns that Rachel didn’t care for.
  “Swag, status report.”
  Rachel glanced over her shoulder and saw the hazy blue, 
  hologramatic head and shoulders of Theodore himself. Of course, he 
  couldn’t possibly make the trip all the way down to the engine room. 
  Too many flashy displays needed his attention. 
  “Repairs 92% complete,” she replied in an exaggerated monotone. 
  “Hull stability achieved, Archon drive almost at full capacity, Gauss 
  batteries loaded, Ley Line system…”
  “Report to the bridge.”
  The hologram flickered and vanished, and she grinned. 
  Technically, information overload wasn’t insubordination, so it 
  was Rachel’s favourite method of irritation. It would sate her 
  urge for a good pistol-whipping, for the moment at least.
  With a sigh, the young Kaltoran tucked the spanner into her 
  tool-belt and began the journey through the bowels of the ship to 
  the bridge. She definitely wasn’t in a hurry.
  ***
  The Galatèa wasn’t a large ship, designed as it was to be operated 
  by a skeleton crew, but it still took Rachel a fair effort to extricate 
  herself from the tangle of wires and machinery that formed the 
  engine room. It was a cut ‘n’ shut vessel, formed from at least two 
  different Kaltoran hulls and a Legion gunship, and stuffed full of the 
  best spare parts the crew could… “acquire”.
  Still, the Galatèa’s unique nature made her repairs and various 
  patch jobs all the more interesting. It was the one part of the job that 
  Rachel truly loved. With practiced precision, she swung herself onto 
  the main catwalk that led to the exit. Heights and darkness never 
  bothered her, or any Kaltoran; after all, she’d grown up in a gigantic 
  
  11
  pit city with dwellings honeycombing the deep crust of her home 
  world. A childhood of badly lit walkways and cramped metal spaces 
  made the engine room of the Galatèa practically roomy.
  She emerged into the hallway, unbinding her long blue dreadlocks, 
  and almost ran headlong into Maximus. The Legionnaire grabbed 
  her by the shoulders with strong, gentle hands, thus avoiding the 
  collision. Not that it would’ve hurt him, given that he was eight feet 
  of pure simian muscle wrapped in red Tactical Armour.
  “Watch out, four-ears,” Maximus grunted, letting her go and 
  stepping to the side.
  “Sorry, Max,” Rachel said, smirking as she walked around and 
  punched him on the arm. “I’ll try not to hurt you.”
  “Captain called?”
  “Yeah. Probably another scolding.”
  She arranged her face in what she thought was an approximation 
  of Theodore’s and put on her best high-class Corp accent.
  “Swagger, I think you might have set the self-destruct. If we’re not 
  dead in two minutes, I’m taking this out of your commission.”
  Maximus stared at her, expressionless.
  “That was good,” Rachel said, pointing at the Legionnaire as she 
  turned towards the bridge. “Your impersonations are almost as good 
  as mine.”
  In reality, Rachel knew Maximus was a firm believer in Legion 
  tradition: never disrespect a commander. 
  Just then, as Rachel was about to round the corner, she heard 
  Max’s soft rumble.
  “Captain would sound more growly.”
  She whirled around to see Maximus disappearing into the armoury, 
  and stood motionless for a moment before giving a short laugh. 
  Maybe she could mould their ship’s gunner into a rebel after all.
  ***
  Rachel had to pass the lab to get to the bridge, and she used 
  this opportunity to check in on the group’s resident Nephilim. A 
  young woman in appearance, with grey skin and tendril-like hair, 
  Hraks stood observing their prize, the mysterious piece of tech 
  they’d swiped from under the noses of unscrupulous Draz raiders. 
  No one was exactly sure what it was; it looked like a simple cube, 
  a quarter meter wide, metallic silver with glowing purple veins in a 
  fractal pattern and no visible controls, save for a large purple button 
  in the centre. Rachel had been all for pressing it, but Theodore 
  had forbidden any action until they knew it wasn’t something that 
  would blow a hole in their ship. The artefact was suspended in an 
  Electro-Gravity field in the centre of the lab, with Hraks intensely 
  studying data readouts on the surrounding displays.
  “How’s it coming along?” Rachel said, leaning against the 
  doorframe. She immediately cursed herself.
  Too chirpy.
  “Not good,” Hraks replied, without shifting her eyes from the 
  console. “The artefact does not respond to any testing or diagnosis 
  method I currently have access to on this backwards ship.”
  “Aw, be nice to Galatèa. She does her best.”
  Rachel leant in to view the box, which saved her having to make 
  awkward eye contact with Hraks. The two had a curious and volatile 
  relationship; Rachel thrived on its curious nature, while Hraks thrived 
  on its volatility. Rachel had little personal experience outside her 
  home world’s pit cities, but she had many memories, genetically 
  passed on from her parents and grandparents. Dark memories of 
  death and suffering, brought on by Hraks’s people, the Nephilim.
  Despite this, Rachel was keen to make new memories, better 
  memories for the children she was yet to have. She wanted to build 
  some kind of positive relationship with Hraks.
  The Nephilim had no room for such focused prejudice; Nephilim 
  were equally prejudiced against everyone, even their own kind.
  Hraks was a Nephilim Emissary, grown in a lab no more than three 
  years ago, with a head full of false memories to give context to 
  her implanted skills; a brilliant mind that jostled for space with an 
  aggressive thirst for knowledge. Rachel couldn’t imagine what it was 
  like to be born full-grown.
  Rachel turned from inspecting the mystery box to see the Nephilim 
  woman gazing at her with a curious expression.
  “What?” Rachel asked.
  “I was curious about your relationship with the ship,” Hraks replied. 
  “You spend such a great deal of time in the engine room. And you 
  refer to it as if it were a person. As if it were alive, or… one of us.”
  “Some Nephilim ships are alive.”
  “The Galatèa is obviously not alive.”
  Rachel stepped back from the gravity field and folded her arms, 
  pausing to think.
  
  12
  Rachel kept up her charade for a few more moments before rolling 
  her eyes and leaning against the railing.
  “Fine. What do you need me for?”
  Theodore took a few moments to respond, engaged as he was in 
  some kind of complex calculation. Rachel watched him for a moment, 
  standing there in his impeccable dark suit and gold vest, cigarette 
  hanging loosely from his mouth. His short hair was so controlled it 
  was like he’d run over it with a toothbrush; the same could be said 
  for his sparse stubble. Spotless, clean-cut, and utterly collected 
  at all times: Theodore was practically the physical embodiment of 
  the Corporation.
  “I have a new assignment for you,” he said, removing the cigarette 
  from his mouth and staring straight ahead into literal space. “It’s 
  going to last for the remainder of the voyage.”
  “Just remember I still have repairs from our escape,” Rachel 
  replied. “I’m not even sure if we’ll get them done before we dock.”
  “This takes priority.”
  “As in, higher priority than life support?”
   “Ask Hraks to deal with that. I want you to work on optimising our 
  Ley Line drive. We need more speed.”
  He said it so matter-of-factly, as if it were as simple as asking 
  someone to pass the salt. Rachel bristled and folded her arms.
  “Hraks is busy with the artefact and I’ve told you, we…”
  The sensor consoles suddenly changed from green to red. Rachel 
  wasn’t well-versed in sensor displays, but she made the assumption 
  that this was a bad thing. Red generally meant trouble. The wailing 
  siren was also a clue.
  “Unknown vessel approaching!” chirped Texos in its usual 
  high-pitched monotone that Theodore refused to change for some 
  reason. “Signs of aggression! Unidentified beam technology, locking 
  on! Recommend…”
  “Calm down, Texos,” Theodore said, unruffled as his hands moved 
  in a blur across the console. “Give me visual.”
  Rachel stepped out of the way as a slightly fuzzy hologram sprang 
  to life in the middle of the bridge, showing a large, well-armed 
  battleship. The Kaltoran swallowed, instantly recognizing the ancient 
  Archon design: Mechonid.
  “So they found us,” the captain mused. He reached to the far 
  right of his holographic console and held down the intercom control. 
  “Maximus, in the very unlikely event that you aren’t already inside 
  the gun-pod, I need you in there. We have Mechonids on our tail. 
  Hraks, if you’re…”
  “You can still form attachments to things that aren’t alive; you 
  make it alive. With… your imagination.”
  “That is foolish,” Hraks replied, turning back to her work.
  Rachel needed to word things in a way that Hraks could accept.
  “Think of it this way… by forming an attachment with something, it 
  increases our investment in that thing…”
  “Thus facilitating the lengths to which you will go to support 
  said thing.” Hraks was facing Rachel again. “That sounds like you 
  are voluntarily choosing to believe a lie because you lack the 
  faculties to…”
  “I know the ship is not alive in the traditional sense of the word. 
  People don’t always mean exactly what they say.”
  “That is also foolish.”
  Hraks once again turned back to her work.
  “Did captain not call for you?”
  “Right,” the girl replied, backing out the door and nearly tripping 
  over some loose coils. “Right, yeah. I’ll get on that. Good luck with 
  the… thing.”
  Hraks may have replied, but the lab door slid shut before she 
  could hear it.
  ***
  The Kaltoran reached the door to the bridge and jogged on the 
  spot for a few moments, just to make it seem like she’d been 
  hurrying. Then she pressed her hand to the scanner, and the door to 
  the bridge slid open.
  By bridge standards, it wasn’t all that impressive. A large 
  transparent steel window loomed over four chairs, arranged in a 
  rough square, none of which were used regularly. Rachel was mostly 
  in the engine room, Hraks in the lab, Maximus in the gun-pod, and 
  Theodore at the navigation console as he was now, cigarette in 
  mouth, one hand in his pocket and the other tracing coordinates on 
  the display.
  Texos, Theodore’s personal drone, was engaged at the pilot’s 
  station as always, its thin metal arms extending from a small 
  circular hovering metal shell. Despite Theo’s constant control over 
  the drone, knowing that the fate of their ship lay in the cold metallic 
  stick-fingers of a lifeless probe gave Rachel the shivers.
  “Reporting for duty,” she barked, standing at the bridge’s midsection 
  and breathing heavily.
  “I could hear you jogging outside the door.”
  
  13
  He and Rachel were thrown off balance by a sudden tremor that 
  ran the full length of the ship, causing the lights to flicker. With her 
  four keen ears, Rachel traced the echo to its source, and felt her 
  blood run cold.
  “The engine room,” she breathed, already sprinting through the 
  hologram and into the main corridor. Theodore called her back, but 
  she couldn’t stop. Somehow, they’d found a way onto the ship. Those 
  foul machines could be inside, ruining all her precious work. If they 
  did enough damage, it could cripple the Galatèa, leaving them all 
  stranded – or worse. She wouldn’t allow that to happen.
  The trip from the engine room to the bridge had taken minutes; 
  the return journey was over in seconds. Rachel charged through 
  the door and heard the echoes from down below. It was cannon fire. 
  Fuelled by the unbridled rage of a girl who finds someone touching 
  her stuff, Rachel vaulted over the catwalk and jumped from one pile 
  of machinery to another. She descended into the bowels of the ship, 
  wincing as the sound grew louder, until a brief somersault brought 
  her to a walkway directly above the floor of the main engine room. 
  Peering over the rail, it was exactly as she’d feared: a Mechonid 
  stood flanked by machinery, firing its gun-arm at everything in 
  sight. White-hot rage flooded through Rachel’s veins, but she forced 
  herself to think. That thing was a vaguely humanoid hunk of metal, 
  and she was slightly more squishy. An array of purple orbs formed 
  the Mechonid’s sensor cluster, and she decided that these were her 
  best target.
  Rachel silently drew a long dagger from her leg holster, wishing 
  she had her gun. A flick of a switch bathed the blade’s metal in a 
  blue glow - all the better to slice rogue machines into bits. With a 
  final glance, the young Kaltoran flung herself over the railing, dagger 
  raised over her head and her lips parted in a silent battle cry.
  This was when the plan went wrong. In the split-second before 
  the blade made contact, Rachel identified a faint aura similar to 
  her dagger’s around the Mechonid. It was an uncommon feature, but 
  this machine was obviously meant to be an advance guard and was 
  therefore better protected. It had a burst shield, and it was too late to 
  account for; her strike was already descending. The dagger deflected 
  off the shield and flew into the mass of machines, leaving Rachel to 
  awkwardly land clinging to the Mechonid’s head.
  She wasn’t there for long, leaping off and landing in a crouch, 
  just in time for the Mechonid to wheel around and let loose with a 
  barrage of cannon fire. She leapt forward, rolled, and came up in a 
  sprint, ducking as shells flew over her head. Scooping up her fallen 
  dagger, Rachel dove behind the Galatèa’s large dorsal landing-gear 
  piston and pressed her back against the cold metal. The gunfire 
  halted, replaced by the clanking of Mechonid footsteps.
  She didn’t have her gun. Her dagger wouldn’t work against the 
  shield. She only had seconds before the Mechonid began tearing the 
  place apart once more. This was definitely not what she’d signed 
  up for.
  Rachel gritted her teeth and grasped the hilt of her weapon. The 
  only option was to stall for time.
  She pulled herself onto the large piston and saw the Mechonid 
  raise its purple sensor orbs towards her. The gun-arm followed, and 
  Rachel leapt to the next shot-blocking hunk of metal. She hopped 
  from one piece of machinery to the next, ducking and weaving 
  through pipes, coils, beams, and every other piece of haphazard 
  equipment in the cluttered engine room. The Mechonid slowly turned 
  on the spot, but she knew the room better than it did, and she gave 
  it no chance for a clear shot.
  It was as she ducked behind a mass of thick coolant coils that 
  the firing abruptly stopped. For a moment, Rachel thought that it had 
  run out of ammunition, and she drew her dagger in preparation. Then 
  there was a hiss of rapidly released gas.
  Oh crap.
  She’d never expected it to use a missile in such close quarters. 
  The girl emerged from her hiding place in time to see a tiny torpedo 
  arcing towards her position. She broke into a sprint, but the explosion 
  blasted her off her feet.
  By explosion standards it was small, but this didn’t occur to 
  Rachel as her slight frame catapulted through the air, landing almost 
  directly in the middle of the engine room floor. The wind left her 
  lungs and she came to a stop, the world spinning.
  Splayed on her back, Rachel raised her head just in time to see 
  the barrel of a gun being pointed in her face. 
  So this is it.
  Strangely, all she could think about was the fact that their water 
  coils were now in flames and utterly ruined. The ship would now have 
  cooling problems for the rest of the voyage.
  The barrel lit up with a purple glow and made a sound like rushing 
  wind, signalling the end of the girl’s life.
  Then there was a loud clang, followed by an electrical discharge. 
  The Mechonid’s head snapped upwards and it began to tremble. 
  Rachel was forced to roll backwards as the robot pitched on its face 
  and lay in a heap, devoid of power.
  Theodore stood a little way off, smoke wafting from both the 
  cigarette in his left hand and the pistol in his right. As per usual, he 
  looked like he was posing for a photo-shoot. If he hadn’t just saved 
  her life, Rachel would’ve rolled her eyes.
  He lowered the gun, and Rachel stood on shaky legs. She noticed 
  that the back of the Mechonid’s head was emitting an orange glow 
  and a slight fizzling sound, and realised that Theodore had switched 
  his pistol from his usual energy rounds to swivel rounds – using a 
  miniature nuclear reaction to fire an irradiated bullet at ridiculous 
  
  14
  Theodore, who hadn’t even stumbled during the ordeal, waved 
  his hand across the holographic display, splaying it over the 
  front viewport.
  “Hraks, offensive pattern,” he said. “Give Maximus the best 
  shot possible.”
  Hraks nodded and brought them around to face the Mechonid ship, 
  which had sustained even more damage in the interim. For a moment 
  they were stationary, then the engines roared to life, propelling them 
  straight for the enemy vessel.
  “Engines at max output,” Rachel reported. “Our acceleration 
  is stable.”
  The ships traded fire, and Rachel winced as the occasional shot 
  pierced their shields.
  “Maximus, aim for the fuel cells on my mark,” the captain ordered. 
  A grunt from the intercom was the only response. They were getting 
  closer. They could now physically see the Mechonid ship - a large, 
  cruel vessel shaped like a claw. It dwarfed the Galatèa, but this 
  would work to their advantage, making it an easier target. They were 
  almost at the collision point, where their ship would be smashed like 
  a bug on a windshield.
  “Bank down,” Theodore barked, and Hraks sent their ship into a 
  half-spiral that had them sailing underneath the Mechonid ship.
  “Fire!”
  Maximus let loose with their most powerful weapon: a Legion rail 
  gun, modified for close range and maximum damage. The Mechonid 
  fuel cells ripped open, the single shell carving a deep scar on the 
  ship’s underside. Rachel transferred power to the engines as Hraks 
  punched the throttle. They blasted out from the shadow of the great 
  ship in time to see the fuel cells go up in flames, quickly consumed 
  by the lack of atmosphere. The Mechonid ship was dead in the void.
  There was silence for a moment before Rachel realised that it was 
  her job to speak next.
  “Uh… Mechonid ship is crippled. Their auto-repairs seem to be 
  underway, but they don’t have movement. The Galatèa is stable; 
  minor damage to landing gear, and two shield nodes are burnt out.”
  “That’ll give them something to worry about,” Theodore replied. 
  “Maximus, report to the bridge. We…”
  The entire ship shook, and Rachel was thrown out of her seat. The 
  metal floor didn’t make for a particularly soft landing.
  “What was…”
  The sentence remained unfinished as a purple crack ripped open 
  in the centre of the bridge, flooding the room with light. A Mechonid 
  speeds, spinning fast enough to cut through most known substances.
  The Corporation considered these weapons illegal, given their 
  penchant for uranium leaks. Theodore’s gun was shielded, but many 
  an intrepid adventurer had been swindled by shady dealers into 
  carrying shoddy nuclear handhelds.
  “Where’d you get that?” Rachel panted, still catching her breath 
  through the rippling pain down her side.
  “You’re welcome,” he replied.
  “Since when do you have a new gun?”
  “You can thank me any time.”
  “But your people consider those things illegal. Even having a gun 
  equipped with…”
  “They’re very effective against distracted targets with burst shields.”
  Rachel’s calmer thoughts finally caught up with her adrenaline-
  laced ones.
  “Uh… thanks,” she said, feeling sheepish. 
  A curious expression flashed across Theodore’s face; was it 
  concern? In a moment, though, he was back to his reserved self.
  “Don’t mention it,” he grunted, spinning his pistol in a full circle. It 
  collapsed into a flat rectangle, which he clipped into his belt buckle. 
  “Besides, there’s a larger issue at hand.”
  They took the elevator to the top of the engine room and made 
  their way to the bridge, where Hraks was already in the pilot’s seat.
  Rachel limped straight for the diagnostics console, while Theodore 
  moved to his own command station. Hraks expertly avoided a hail of 
  purple bolts as Galatèa returned a well-aimed burst of Gauss fire, 
  striking the Mechonid ship’s rear thruster and practically shearing 
  it off.
  “Status report,” the captain ordered.
  Rachel scanned the display and compressed the information in 
  her head. Theodore wasn’t a huge fan of frills.
  “We’re stable. They managed to land a hit on the hull, but the 
  damage is minimal; shields are at 90% efficiency.”
  “I suggest holding on,” Hraks said, vigorously jerking the controls 
  to the left. Rachel caught a brief glimpse of a cluster of missiles 
  careening towards them before her view-screen tipped on its side 
  and they went into a spiral. The homing missiles collided with each 
  other and exploded, leaving only a few on their tail. Seconds later, a 
  storm of shells from the Galatèa’s gun-pod cut down the stragglers.
  
  15
  tumbled out of the breach, landed on its feet, and immediately aimed 
  its gun at the main console.
  Hraks was faster. The Nephilim whipped out her spine rifle and 
  blasted the Mechonid’s head off with a well-placed burst of bone 
  needles. It trembled and collapsed, the crack in the air already 
  sealing. There was another moment of shocked silence.
  “Hraks, get us out of here,” Theodore ordered, turning back to the 
  navigation console and punching in a destination. “Full speed. I don’t 
  know how they’re getting onto the ship, but I want them gone.”
  Hraks dropped her rifle and gunned the engines. In seconds, 
  the Mechonid ship was a speck in the distance, and 
  rapidly vanishing.
  “Rachel, with me,” the captain continued. Rachel 
  nodded and drew her gun as Theodore unfolded 
  his own.
  “You think there are more?”
  “Almost 
  certainly. 
  We’ll 
  meet 
  up 
  with 
  Maximus, then…”
  They both halted as 
  the 
  corridor 
  outside 
  echoed with gunfire. 
  There was the sound of 
  grinding metal, clanking 
  footsteps, and a lot of 
  roaring, followed by an 
  ominous 
  wrenching. 
  Theodore crossed to 
  the door, pistol aimed 
  forward, and reached for the 
  button. Before he could press 
  it, the door slid open, revealing the 
  hulking frame of Maximus.
  Rachel exhaled with relief as she saw he was 
  unharmed. Then she noticed the two Mechonid heads 
  dangling by wires from the Legionnaire’s hands, with their 
  bodies lying in the corridor beyond. They might have been robots, 
  but it was somehow still a gruesome sight.
  “I checked,” Maximus grunted, still framed in the doorway. “They’re 
  all dead.”
  Theodore nodded and holstered his pistol. When Maximus said 
  there was no more fighting to be done, there usually wasn’t.
  “So it’s over?” Rachel breathed, sinking back into her chair. 
  They were away, and everyone was safe. Her stupid, argumentative, 
  dysfunctional family was safe. Her relief was palpable. Theodore 
  kicked the headless Mechonid body that lay in the centre of the 
  bridge with an expression of disdain.
  “It’s not over until I find out how they got on my ship, and that 
  damn artefact is sold. Hraks, take them apart.” Without a backwards 
  glance, Theo turned and left the bridge. Maximus still holding the 
  Mechonid heads, watched him go,
  “Let’s just be glad there were only the four of them,” Rachel said, 
  to break the silence. “I wouldn’t want to go up against an entire 
  ship’s worth.”
  Maximus grunted and stalked out, but not before mumbling 
  something that sounded very much like “Speak for yourself.”
  Rachel glared at the back of his head, but the 
  Legionnaire didn’t notice.
  ***
  The Mechonid husks lay piled in the 
  lab, where Maximus had dumped 
  them hours beforehand. Three were 
  missing their heads, while one 
  had a single bullet hole in its 
  central processor.
  The lab was dark, lit only 
  by the soft purple glow of 
  the box suspended in the 
  Electro-Gravity field.
  There was a soft 
  hum. The sound 
  wasn’t loud enough 
  to penetrate the walls, 
  but it echoed around the 
  room and seemed to multiply 
  until it created a mechanical harmony. 
  The purple veins of the box began to pulse 
  erratically, as if transmitting some kind of code.
  The Mechonid that still retained its head stirred. Then 
  its purple sensor orbs flickered and slowly lit up, one by one.
  
  16
  Short Story: History
  “History is a tricky thing. You’d think that it would be static… and 
  it is. But like anything, it changes depending on what angle you look 
  at it from, and the longer you look, the more nuanced it becomes.” 
  Gregory sunk back into his office chair as he settled in for a long 
  discussion with his dear friend, Grofix.
  It had been a long shift, and both friends were keen to make the 
  most of the temporary stillness in Gregory’s office to indulge their 
  philosophical and intellectual pursuits.
  “Thas iz troo.” Grofix took a seat on the nearby coffee table. The 
  fact that none of the many chairs in the room could accommodate 
  his tail said a lot about the type of people Gregory was “supposed” 
  to entertain. “Itz also doos not helps that wees ar trying to 
  look buck thruw ten thousand yeargs of time and thruw manyz 
  collapsed empirez.”
  Even Gregory found it hard to understand his friend’s heavy accent 
  at times. He often repeated what he had just heard, to make sure he 
  had listened correctly – a form of “active listening” as he liked to 
  think of it.
  “Yes, we are trying to look back over a long time and through the 
  haze of many fallen empires, the greatest of these clearly being the 
  humans, and only the religious dare to speculate what came before 
  them.” Gregory took a cigar from his desk drawer as he keyed the 
  word “human” into his computer’s Stream Search program.
  Humanity
  “The problem with talking about a long-dead race, one which has 
  shaped our universe so much, is that we can’t help but reduce them 
  down to a caricature. A soulless list of notable achievements and 
  failures.” Gregory fiddled with his unlit cigar as he thought about 
  where to start. “While I’m sure humans were just as culturally diverse 
  as us, how can we know for sure? Maybe they invented emotions, 
  currency… and family.”
  That last point struck a painful emotional chord in Gregory’s 
  capitalistic heart. 
  “Weez cans specululate all night if youz want. But we dontz haz 
  time.” Empathy did not come easily to Grofix; it wasn’t in his genes. 
  But even he could emulate it, if it would make this information 
  exchange more efficient. “Whatz is this ‘soullezz’ list?”
  Gregory quickly regained his composure, lighting his cigar.
  “We can’t be exactly sure about the order of events; the 
  Stream Search gives them as follows: reached electronic-based 
  Technology Singularity…”
  “Az whutz?”
  “Um… ‘A point of exponential technological progress,” Gregory 
  
  17
  paraphrased, looking to his friend for a visual cue that his answer 
  was sufficient; it appeared to be. “Leading to a singular momentous 
  event known as The Reality Fracture, resulting in what we call 
  Ley Lines - mappable areas of space where some scientific laws 
  can be bent, namely the ability to travel faster than light without 
  exponential mass increase or time dilatation - enabling humanity 
  to spread throughout the galaxy, possibly further, and to terraform 
  many worlds. With more resources and space than they ever needed, 
  humanity found itself without want, and all conflict ceased.”
  “Hmrgh…” Having been created for conflict, Grofix found this 
  concept difficult to believe and more challenging than any other 
  human achievement.
  “But humanity became stale. They stopped learning, advancing, 
  travelling, or growing.”
  “Thass what happenz when you stop fightin for life.”
  “Evidently…” While Gregory’s idea of healthy conflict was far less 
  physical than his friend’s, he did agree. “… Leading to their genetic 
  erosion, and a breakdown in their biological diversity. They died in 
  the billions to disease, famine, and birth defects, troubles they had 
  forgotten how to fight. Out of desperation, they created the Archons…”
  The Archons
  “… A genetically engineered race, created to replace humanity.”
  Gregory paused for a moment; any thought of his creators, the 
  Archons, brought up complex thoughts and feelings.
  “They iz like your negligant parenttz and myz estranged 
  grandparents,” Grofix mused. He never quite knew how to think of the 
  Archons. But he momentarily put these thoughts to the side; very 
  soon Gregory would get to his creator, X’ion, and then the Great War. 
  That is where his people came in.
  “Not wanting to tread in the footprints of their creators, the 
  Archons did not work towards rediscovering what humanity had 
  formerly achieved. Rather, they pushed out in a different direction, 
  most prominently in repopulating their inherited empire with their 
  own genetically engineered creations. All in a effort to create the 
  perfect race, to be called the X’ion.”
  Gregory started to seethe as he brought to mind what the Archons 
  had done to his people. Closing down his computer screen, he shared 
  his own raw thoughts.
  “They were terrible parents. Pouring their favour out on some, like 
  the ridiculous Kaltorans, and limiting the potential of their ‘failed’ 
  offspring… like us, the Corporation!” Gregory was almost standing 
  now, from memories of what he and his people had gone through.
  “Welz you showdz themz.”
  “Yes… yes, we did… or more to the point, your people did.” Gregory 
  sat back down. “But before we get to that, we need to talk about your 
  own failed parent.”
  Grofix’s expression remained unmoved.
  X’ion
  “After three thousand years and hundreds of new species, the 
  Archons thought they had finally created the perfect race, worthy of 
  the title ‘X’ion’.” Gregory rotated his chair to face the large transparent 
  Synth Steel window, giving him a fantastic view of the large gas giant 
  ‘Alabaster’ that his company’s space station was mining for fuel and 
  other chemical compounds.
  “Thatz iz correct,” Grofix also got up to look out the window. “Butz 
  the Archonz change their minds, they think they notz worth it… how 
  many X’ion had been made at this pointz?”
  “Twelve… they were still in the genetics lab where they had been 
  created. Not yet given their own world.” An awkward smile crossed 
  his face as he voiced a thought: “Imagine if they had been given their 
  own world and allowed to breed.”
  “Thenz I darz say we would notz be talkin here as friendz.”
  “True.” Gregory stood up to get a better view of the planet and 
  the space station they were on. “The X’ion did not take the Archons’ 
  removal of their title well. I imagine the fight that followed was 
  brutal. But the X’ion did not stand a chance; the Archons flew in 
  reinforcements and quickly killed all of the X’ion… all but one… He, 
  she… it… does X’ion have a gender?”
  “Don’t knowz.”
  “Well ‘it’ stole a ship and fled out into uncharted space, the 
  Archons giving chase for almost five years according to the local 
  pub speculation.”
  “It wouldz bee back.” 
  “Yes, but it’s worth talking about the changes to Archon 
  culture first.”
  Grofix turned to look directly at Gregory. This was the part of the 
  story he had heard very little about.
  “The Archons became ideologically fractured over differing 
  perspectives on ‘perfection’ and the need to test their existing 
  children. Many Archons thought they needed trials of hardship to 
  grow and prove themselves, while other Archons pushed for all 
  current genetic projects to be halted.”
  “Isnt itz strange that we carez about all zisss so muchz.”
  
  18
  “Not strange at all; in many ways our culture and history shape 
  us more than our genetics.”
  This idea was contrary to Grofix’s upbringing, where the nature of 
  one’s birth defined one’s entire life. But if this belief was the result of 
  his cultural upbringing, then it only added weight to Gregory’s point.
  “History shapes us, especially momentous history, like war.”
  The Great War
  “When X’ion returned, it brought a diverse army of genetically 
  engineered warriors.” Gregory looked at Grofix. “Your people, the 
  Nephilim, as you have come to be named.”
  “Myz mother fought during that warz.”
  “Are many who fought in the war still alive?”
  “Yes, manyz… at leastz a fifth of the peoplz from my city.” Grofix 
  thought for a little while. “We callz the older Nephilim ‘Purebloods’. 
  We suspectz sumz of them can livs for hundrez of yearz. Butz I am 
  notz a Pureblood; I amz a ‘Hybrid’ as I comez from two different 
  Pureblood species of parentz. Us Hybrids we is veryz diverse.”
  “And what about the ‘Emissaries’? They are very similar to us.”
  “Yezz, they is new… only made in the lastz few yearz. But we arz 
  off topic; lez get back to the war.”
  “Yes, well… while it was technically a war, it was closer to a 
  slaughter. X’ion’s army of Nephilim and fleets of organic spacecraft 
  laid waste to almost every world with nuclear, biological, and ground 
  combat. Some of the Archons in their stupidity welcomed the war, 
  thinking that it would not only test their children but also themselves.”
  “Yuz, they werz tested… and found lacking. Theyz all deadz now.”
  “Once X’ion had killed the last Archon, it just left. Abandoning its 
  army, your people. No one knows why.”
  Grofix did not know how to feel about this. He had not fought during 
  the war and held no allegiance to his creator.
  Re-Emergence
  “A hundred years later and we are only now just starting to grasp 
  what happened back then.” Gregory sat back at his desk, bringing 
  up a hologram of their solar system, the Haven system. “Our people 
  survived, yours, the Kaltorans and the Legion. We are all now acting 
  outside the scope of our original design.”
  “Tey possibly leftz uszz to learn to standz on our own?”
  “I have heard thousands of ideas as to how this is all part of the 
  ‘Creator’s’ plan. I choose not to believe that; they were created just 
  like us. Flawed, just like us.”
  Grofix paced the room thoughtfully as Gregory smoked. 
  “Butz wherez we at nows? Everything hangs on a thread… we have 
  only re-emerged back into spacez a few years ago…”
  “My people have been back in space for over fifty years now!” 
  Surprised by his harsh retort, Gregory rotated his chair to face away 
  from his friend.
  Grofix loved conflict and misread this as an invitation to speak 
  more forcefully.
  “Yus, oh Corporate master!” he said sarcastically, his accent 
  clearing up slightly as his thoughts suddenly focused. “And you 
  don’t knowz waz out there! You don’t know if X’ion is coming back 
  to finish the job! You escapez from yours wretched home world 
  youz comes here, to this Haven system to build comfortable home 
  for yourselves.”
  “Grofix I didn’t…”
  “Still so desperate to prove youselvezz to your dead parents. Wellz 
  I dontz have to proovez myself, I amz Nephilim! If weez wanted, we 
  could killz you allz. There iz more of uz and we haz tha weapons!”
  “Damn it, Grof! I and everyone knows that the Nephilim are the 
  military might in this system. But we also know that you need us!” 
  Gregory was now standing, but still not looking at his friend… eye 
  contact would just encourage his genetic desire for conflict. “We all 
  need each other; we don’t have a choice. No matter who was to win 
  another war, they would be dead a few years later. You need a stable 
  society and economy.”
  Steadying himself against a wall, Grofix held his words back. He 
  knew Gregory was right, but his instincts fought against his logical 
  mind. It screamed at him to take the position of authority, both 
  physically and verbally. But Gregory was right; for a race that had 
  no discernible genetic gifts, their occasional wisdom was impressive.
  “We all need each other.” Gregory could sense that Grofix was 
  calming himself. “Despite the often-greedy nature of my people, we 
  do provide spacecraft fuel and manufacturing. Your people provide 
  science and a cost-effective labour force…”
  “Hmmmm.”
  “… The Legion provide us with an effective military force and a 
  passion for law enforcement.” Gregory turned to look his friend in 
  the eyes. “Damn it… we even need the Kaltorans; they provide a large 
  amount of raw minerals and food.”
  “Iz not onlyz tangiblezz things thaz we oferz each other. We helpz 
  each other find balance, to balance each other’s natures.”
  “There is wisdom in your words my friend...”
  
  19
  
  20
  
  21
  Corporation
  See pg: 198 for extensive Corporation write-up.
  Rejected by their creators (the Archons) as inferior, the Corporation 
  (formerly known as Vargarti) have grown to love the Great X’ion 
  War because it freed them from an existence of insignificance and 
  irrelevance. Discarding their racial identity, they are now eager to prove 
  themselves. Not a nation in the classical sense, the Corporation is 
  a massive corporate entity comprising millions of smaller, affiliated 
  business enterprises – a purely capitalistic society.
  Corporation Trait, pg: 340
   » +2 Maximum Resources and Influence.
   » Gain 1 Resource and Influence.
   » +1 Wealth, Operations, and Tactical.
   » -1 Fate.
   » -2 Maximum Strength.
   » Complication: Prejudice from Kaltorans.
  Play a Corporate if you:
   » Value social power.
   » Value money and possessions.
   » Value the individual over the group. 
   » Care about your appearance.
   » Want to be a space merchant.
   » Refuse to be defined by your genetics.
  Physical Qualities
   » Average Height: 1.7m.
   » Average Weight: 75kg.
   » Average Life Span: 80 years.
   » Yellow patterned skin along neck, back, 
  shoulders, and hairline.
  Home World: Alabaster, pg: 256
  Alabaster is a massive gas giant, rich in helium-3, with a single 
  large moon and distinctive ring made of ice and rock particles, 
  gathered as its orbit occasionally brings it close to the Monopoly 
  asteroid belt.
  The X’ion War left the Corporate home world, Varsphere, a desolate 
  wasteland. After fifty years, the rediscovery of space travel enabled 
  the (newly renamed) Corporates to search for a new home. Accessing 
  Archon data banks, they were able to locate a rare gas giant in a nearby 
  system that could be harvested for vital spacecraft fuel and other 
  valuable chemicals. Naming the newly claimed planet “Alabaster”, 
  they quickly set about building a new home for themselves.
  The Corporation has built numerous large chemical-mining space 
  stations in close orbit to the dangerous Alabaster atmosphere. These 
  stations undergo constant repair and expansion, using asteroid-mined 
  materials and imported supplies. Space travel around Alabaster 
  often frustrates pilots, who face a relentless bombardment of digital 
  advertisement and near-constant traffic deadlock.
  Corporation Culture
  Largely motivated by a desire for personal success and shaped 
  by social expectations, Corporate culture is deceptively simple to 
  outsiders. While most Corporates are materially well provided for, 
  nearly all present an image of greater personal success than they 
  have actually achieved, especially around other Corporates.
  No matter how impoverished, every Corporate will have at least 
  one set of expensive-looking clothes to wear in public. The most 
  wealthy frequently throw extravagant parties to firmly establish 
  public knowledge of their success.
  Corporates mostly live on large, crowded, and hastily constructed 
  space stations orbiting the gas giant Alabaster, with large central 
  chambers full of garish advertisements and shops, and surrounded 
  by large space ports.
  The Corporates are the greatest unifying force in the Haven system 
  – with most of their manual labour and production done by Nephilim-
  created biological drones called “Flesh”, law enforcement largely 
  managed by the Legion, and even food 
  and raw minerals provided for by trade 
  with the often-troublesome Kaltorans.
  Common Characteristics
  Abrasive, decisive, entrepreneurial, 
  organised, and pragmatic.
  Common Male Names
  Aaron, Dale, Derrick, James, Lucas, 
  Malvin, Milo, Steve, or Theodore.
  Common Female Names
  Abbey, Amy, Isabel, Judy, Julie, Rita, Robyn, or Stephanie.
  Common Family Names
  Angelson, Bolt, Cartove, Darrison, Jefferson, or Smith.
  Example Corporation Character
  Theodore grew up in the early years of the Corporation’s space 
  colonisation of Haven. Both parents struggled to even meet their 
  own basic needs, forcing Theodore to do whatever it took to survive. 
  Theft, violence, hunger, and sickness followed his every step.
  He took any job he could get, anything for a shot at a better future. 
  Eventually, growing tired of the daily drudgery of space colonisation, 
  he moved into security, then into arms dealing as a freelance rep 
  for Body Count ConglomerateTM – a new and dynamic group of 
  companies that catered to a growing demand for armaments and 
  munitions, regardless of intent.
  Having put together a diverse and eclectic team, Theodore can 
  make connections amongst any culture and go anywhere he wants. 
  Theodore does not know what this uncertain future holds for him and 
  his crew, but he is eager to make the most of it, possibly one day by 
  starting his own company.
  
  22
  
  23
  Kaltoran
  See pg: 212 for extensive Kaltoran write-up.
  Born with the genetic memories of their ancestors, Kaltorans 
  are an innately gifted and flexible race. They are eager to make a 
  new future for themselves, though they struggle with the “genetic 
  memories” of not only the Great X’ion War but the extreme measures 
  taken by their ancestors to survive it.
  Kaltoran Trait, pg: 340
   » Reduce all Untrained Primary Skill Roll penalties by 1 (except Wealth).
   » +1 Awareness, Command, and Small Arms.
   » +1 Fate.
   » +2 Defence vs Stealth.
   » Reduce all Limited Vision and Low Light penalties by 1 Step.
   » Gain Language: Kaltoran.
   » -1 Wealth.
   » -2 Maximum Focus.
   » Unwanted Flashback: If you roll triples with any Fate re-roll, you 
  immediately gain a Minor Psychological Condition (which may 
  be removed with an appropriate Extended Care Healing Roll).
   » Complication: Prejudice from Corporation.
  Play a Kaltoran if you:
   » Value friends and family above all else.
   » Want to be a space rogue.
   » Make spontaneous decisions.
   » Like to make lots of different Skill Rolls.
   » Enjoy tactile and dirty technology.
   » Distrust greedy Corporates.
  Physical Qualities
   » Average Height: 1.65m.
   » Average Weight: 70kg.
   » Average Life Span: 120 years.
   » Dreadlock hair.
   » Four pointed ears.
  Home World: Kadash, pg: 266
  A holy planet of the Kaltoran people during their golden age of 
  favour with the Archons, and terraformed into a paradise planet by 
  the ancient humans, Kadash was once a jewel of their empire.
  During the Great X’ion War, the losing Kaltorans continually fell 
  back in a fighting retreat. Kadash was their last stand. In a final 
  effort to survive, the Kaltorans modified ancient human terraforming 
  equipment to vaporise much of the water on the planet’s surface, 
  wracking their world with violent storms and tidal waves.
  The Kaltorans dug beneath the ocean floors and deep into the 
  planet’s crust, making new cities for themselves. These cities are 
  complex tangles of caverns and tunnels woven around large hollow 
  chambers, making use of extensive life support systems and airlocks 
  to allow free access to their ancient submersible spacecraft.
  Kaltoran Culture
  Everything revolves around family for a Kaltoran, a core trait 
  reinforced by the genetic memories that each Kaltoran passes down 
  to their children.
  For almost a hundred years after the Great X’ion War, the Kaltorans 
  went to extreme measures to survive, descending into brutal 
  tribalism and cannibalism, horrors and survival instincts that are 
  now passed on to every Kaltoran. Overcompensating for the failures 
  of their ancestors, Kaltorans are often overly optimistic, passionate, 
  and eager for a clean slate and a better future.
  With large families and limited living space, they have learnt to 
  make the most of their limited resources, creating eclectic and 
  dense subterranean cities. Kaltoran businesses are frequently run 
  from within family homes or directly from a spacecraft’s cargo hold, 
  often selling raw minerals, fish, or weapons.
  Kaltorans have a very small and focused government that 
  only deals with major social concerns. Local laws are dictated by 
  prominent family Elders and popular opinion. Few rules are enforced, 
  but those that are, are often dealt with severely and quickly: all 
  Kaltorans carry a weapon – even children 
  and especially the elderly.
  Common Characteristics
  Cunning, driven, fun-loving, inquisitive, friendly, 
  loyal, opportunistic, optimistic, and thrifty.
  Common Male Names
  Adam, Aaron, Cain, Daniel, Elijah, Gideon, Jacob, James, 
  Jamie, Joseph, Jude, Lot, Matthias, or Nathan.
  Common Female Names
  Ana, Danielle, Debra, Elizabeth, Esther, Eva, Eve, Iva, Jayne, Joan, 
  Mary, Rachel, Rebekkah, Sally, Sarah, Talia, or Zera.
  Common Family Names
  Chillax, Filch, Game, Jinx, Juked, Omni, Swagger, or Thrift.
  Example Kaltoran Character
  Rachel Swagger is the adopted middle child of a family of 14. Her 
  family was always active, complicated, and fun. Her siblings were 
  born soldiers and leaders – two traits she was not born with, though 
  she is an amazing mechanic.
  Rachel has the genetic memories of her ancestors, including her 
  great grandfather, a master technician to an Archon lab. She inherited 
  his ability to fix anything with an engine and his love for meeting 
  new people. Her grandmother, who fought the Nephilim during the 
  Great X’ion War, gave her the ability to keep a level head in combat. 
  But she also feels her mother’s fears and pain from the Dark Years: 
  fear of losing her children to cannibals, and the pain of knowing that 
  her children would remember the horrible things she did to survive.
  The Dark Years are in the past, and Rachel is keen to make a 
  better future. Finding work on a spacecraft was her best hope of 
  realising this dream. Her people needed to get out there and make 
  new memories to pass on, not to dwell on the pain of the past.
  
  24
  
  25
  Legion
  See pg: 228 for extensive Legion write-up.
  A physically imposing race, hastily created by the Archons to fight 
  their losing war against X’ion, the Legion now struggle to create a 
  stable society and to find meaning without a war to fight. In recent 
  times the Legion have formed a close economic relationship with the 
  Corporation, acting as enforcers for hire.
  Legion Trait, pg: 340
   » +1 Resolve, Gunnery, and Heavy Arms.
   » +1 Armour.
   » +2 Defence vs Impair.
   » Never requires ‘Environmental Outfit or Equipment: Arctic’.
   » Gain Language: Legion.
   » Requires ‘Environmental Outfit or Equipment: Temperate’ outside 
  Arctic Environments or be Suppressed each Turn.
   » -1 Armour when at 0 Endurance.
   » -2 Maximum Movement.
  Play a Legion if you:
   » Value honour, duty, respect, and skill.
   » Want to be a space soldier.
   » Want to be tough.
   » Love big guns and heavy armour.
   » Can hold a grudge.
   » Distrust monsters.
  Physical Qualities
   » Average Height: 2.4m.
   » Average Weight: 180kg.
   » Average Life Span: 60 years.
   » Scaled, lizard-like skin.
   » Often large and muscular.
  Home World: Cerberus Prime
  The Legion continued to fight for decades after the Great War, 
  employing guerrilla warfare tactics against the remaining Nephilim 
  forces. But supplies grew thin and the Legion needed a home. They 
  chose the Cerberus system.
  With only three planets orbiting a large, unstable star, the 
  Cerberus system was chosen as a home for its defensive attributes 
  and because its third frozen planet was ideal for Legion physiology.
  While the Legion no longer consider themselves at war, they are 
  very insular and are suspicious of outsiders entering their territory. 
  They will often search merchant ships and escort travellers to make 
  sure they don’t wander.
  Secondary Planet: Lilith, pg: 268
  The outermost planet of the Haven system, Lilith is a cold 
  tri-mooned world that functions as a base of operations for the 
  Legion. They use the world to facilitate their interactions with the 
  other races and provide refuge for working Legion mercenaries.
  Legion Culture
  Created by the Archons to be resilient and skilled warriors, these 
  traits have not helped to create a sustainable society during the 
  hundred years following the Great X’ion War. Choosing to have a 
  family or take on full-time civilian work is considered a great and 
  noble sacrifice.
  Legion culture is very rigid with many heavily enforced laws. Very 
  protective of their homes, few outsiders are able to visit their small 
  and heavily fortified cities. Settlements have few businesses, as food 
  and other supplies are distributed according to need.
  A lot changed for the Legion after they made contact with the 
  other races. The attraction of living a life of action has proven 
  a strong incentive for many Legion. Giving up their pursuit of a 
  self-sustaining society, many now act as mercenaries and enforcers, 
  especially for the Corporation. Old grudges have made interactions 
  with the Nephilim difficult, but the situation is currently stable. They 
  enjoy a natural comradeship with the Kaltorans as they share similar 
  goals despite their contrasting natures.
  Common Characteristics
  Efficient, focused, honourable, loyal, 
  organised, protective, proud, and stubborn.
  Common Male Names
  Ajax, Ares, Bacchus, Cronus, Hector, Janus, 
  Mars, Theseus, Vulcan, or Zephyrus.
  Common Female Names
  Aglaia, Aurora, Brisa, Cassandra, Danu, Electra, Eris, 
  Hydra, Ismini, Kynthia, Medea, or Selene.
  Common Family Names
  Antonius, Augustus, Aurelius, Brutus, Casca, Cinna, Crassus, 
  Gracchus, Lepidus, Scaevola, or Vespillo.
  Example Legion Character
  He was born Ares Vespillo, but everyone called him Maximus. Life 
  was very straightforward for Max – not simple… he just always knew 
  what to do. His life had focus and clarity.
  Like every Legion, he was born to be a soldier. His parents had 
  sacrificed much to raise him and support their community through 
  their hunting business, but things didn’t need to be like that anymore. 
  The other races could provide much of that now. The Corporation 
  could build things, the Kaltorans could provide food, and the Legion 
  could provide protection. The Archons had made them all with a 
  purpose, he thought. But real life was not as straightforward as he 
  would have liked. Maximus learnt this in his first week working as a 
  mercenary on a Corporation merchant ship.
  Their Corporate captain was constantly manipulating their clients 
  and suppliers. Their Kaltoran mechanic was extremely fun and kind, 
  but her emotions hung on a thread at times. Their Nephilim medic 
  and resident scientist was the most complex. She was rude and 
  arrogant, but she had clarity and focus about who she was, two traits 
  that Max wished they did not share.
  
  26
  
  27
  Nephilim
  See pg: 242 for extensive Nephilim write-up.
  Nephilim: A junk-word term used to describe the diverse 
  descendants of X’ion’s genetically engineered army. Created to wage 
  war on the Archons and their creations, before being abandoned by 
  their creator, X’ion, once the war was won.
  The Nephilim have an eclectic, primal, and often violent society 
  supported by advanced biological technology. While publicly no 
  longer loyal to X’ion, many Nephilim pursue genetic perfection at 
  any cost.
  Nephilim Trait, pg: 340
   » +1 Bio Tech, Engineering, and Exotic.
   » +1 to all Spare Time Rolls.
   » +1 Recover.
   » Gain Language: High X’ion or Primal X’ion.
   » -1 Conversation.
   » -2 Culture.
   » Complication: Prejudice from Kaltorans and Legion.
  Play a Nephilim if you:
   » Value innate ability and science over all else.
   » Are motivated by intellect and instinct.
   » Like to defy presumptions.
   » Possibly want to look like a monster.
   » Believe the end always justifies the means.
   » Don’t mind modifying your body and genetics.
  Physical Qualities
   » Average Height: 1-2.5m.
   » Average Weight: 50-290kg.
   » Average Life Span: 20-300 (est.) years.
   » Wide range of appearances.
   » Often have features of mammals, fish, and/or insects.
  Home World: Eden, pg: 260
  Before the Great X’ion War, Eden was the Kaltoran home world. Once 
  covered in thriving megacities, lush forests, and great lakes, it is now 
  a wasteland of deserts, salt plains, and ruins. Its surface is littered 
  with giant craters, radiation, poisonous gases, and roaming monsters.
  Decades after the Great War and without supplies, the Nephilim 
  ships slowly fell into disrepair. In a desperate attempt to survive, 
  they landed (or according to some, crashed) many of their ships 
  onto the surface of Eden.
  Over the remains of these ancient warships, the Nephilim built 
  Necronus, a towering black metal and biological city. The weak 
  masses live amongst the crumpled bases of its many towers, 
  while the most powerful live at the top – a position that must be 
  constantly maintained through force and influence as their towers 
  continue to grow taller.
  Nephilim Culture
  Life is cheap in this brutal society that values both intelligence 
  and strength. Largely shaped by perceived genetic superiority, the 
  Nephilim split themselves into three broad categories: Purebloods, 
  Hybrids, and Emissaries.
  Purebloods are ancient Nephilim who fought in the Great War 
  or are pure blood descendants of those that did. Often large and 
  imposing, they are a living reminder of their people’s past service 
  to their creator, X’ion.
  Hybrids are the diverse and mixed offspring of the Purebloods. 
  Diverse in appearance and nature, Hybrids make up the bulk of the 
  Nephilim population.
  Emissaries are the newest of the Nephilim. Created only a few 
  years ago, they are born fully grown, with a head full of knowledge 
  and memories that are not their own. With the aim of alleviating 
  cultural tension with the other races, they are bred with a physical 
  form closer to those of their former enemies. However, their Nephilim 
  form is not hidden, only softened.
  Nephilim culture has very few laws and is only stabilised 
  by the self-serving wills of its powerful leaders, who are 
  largely unconcerned with the masses.
  While the Nephilim are easily the most powerful 
  military force in the Haven system, they know that 
  long-term survival and prosperity depends on their 
  forming some kind of functional relationship with 
  the other races – a feat that is incredibly difficult 
  given their war history, old ties to X’ion, appearance, 
  and brutal culture.
  Common Characteristics
  Blunt, dismissive, focused, proud, honest, instinctual, 
  intelligent, ruthless, and fierce.
  Common Names
  Beytah, Hegh, Heghta, Hraks, Huch, Jagh, Jatmey, Lonta, 
  Mangghom, Ngabtah, Porghmey, Qeh, Qehpu, Sagh, Yempu, or Wabmey.
  Example Nephilim Character
  Hraks is only three years old, a child by most races’ standards. 
  But she was born fully grown, her head filled with valuable skills and 
  fake memories, which give context to her personality and thoughts. 
  As a Nephilim Emissary, her purpose is to mingle with the other 
  races, a task she was built for.
  Spending time in the local space port bars, she was able to pick up 
  work as a medic for a small mercenary group. Life as a mercenary 
  was ideal for Hraks, allowing her to gain real memories and expand 
  her skills, especially in biological technology and combat.
  Despite her constant confidence and gifts, the other races often 
  find Hraks difficult to deal with. Her appearance is a constant 
  reminder of darker times, and her blunt way of speaking often 
  causes confrontations. But things would inevitably change. The races 
  would eventually become acclimatised to each other, the past would 
  be forgotten, and they would learn that the Nephilim know best.
  
  28
  Welcome to Fragged Empire
   
  What You Need to Play
  At least three six-sided dice (3d6) per player.
  Character Sheet print outs (can be downloaded from the website).
  Pens or pencils.
  A laminated square-grid battle map.
  Whiteboard markers.
  Character and spacecraft miniatures.
  Rulebook (print or PDF).
  Two to five friends!
  If You Are Familiar with Tabletop RPGs
  If you are an experienced tabletop role player, you will easily pick 
  up the Fragged Empire rules. (Though as you know, it always takes 
  time to learn a new game system.)
  To see what sets this system apart from others, we recommend 
  you read the Traits section (pg: 33) and Acquisition section (pg: 54). 
  Of course, taking a look at a character sheet will give you a good 
  feel for where the simple and more intricate rules of the game are. 
  Don’t forget to check out our YouTube channel.
  www.fraggedempire.com
  Read this book alongside a printout of the
  character sheets, and watch our YouTube rules videos.
  If You Are New to Tabletop RPGs
  The simplest way to think of a tabletop RPG is that it is like a 
  computer RPG, but the rules and story aren’t automatically done for 
  you (most computer RPGs started as tabletop RPGs). The story in a 
  tabletop RPG is told by you (a single character) and a Game Master 
  (GM), who runs the game. You are not constrained by what a program 
  says you can do. If you can think of it, you can attempt it.
  Learning to play a tabletop RPG can be a daunting task. The best 
  way to learn is from a friend who is already familiar with RPGs or 
  from watching a recorded game on YouTube. You may need to read 
  through this book a few times. Best just read it once, then play a 
  small game, then read it again and play a slightly larger game.
  Glossary of Common Terms
  GM = Game Master (the person who runs the game).
  PC = Player character.
  NPC = Non-player character.
  1d6 = A six-sided die (like you get in most board games).
  3d6 = Three six-sided dice.
  1d3 = The result of 1d6, divided by two, and rounded up.
  Key Features of the Rules
  Adaptable Rules
  While these rules are designed for use within the 
  Fragged Empire setting, they are robust and flexible 
  enough to be used for most science fiction settings 
  with just a little creative “house ruling”. One of the best ways to 
  alter the feel of a game is to increase or decrease the characters’ 
  Resources (pg: 56) and Influence (pg: 58).
  Simple 3d6 Resolution System
  Most Skill Rolls are resolved with a simple 3d6 
  dice roll. If your roll, plus any bonuses or penalties, 
  equals or exceeds the required amount, then 
  you succeed.
  Nonlinear Character Progression 
  Characters have many options available to 
  them, with no set paths for ability or equipment 
  progression. This allows for characters to quickly 
  specialise or diversify and to create unique combinations of abilities 
  and Equipment.
  Low-level characters, specialised properly, can be dangerous 
  threats to high-level characters. Even if two characters have similar 
  Attributes, Skills, or Equipment, they can function quite differently 
  because of their differing Traits.
  Best for Long Sandbox Games
  Fragged Empire can be used to play short games, 
  but it is best when used for long sandbox-style 
  games. In this post-apocalyptic setting, you will 
  regularly have to make the most of what little resources you have, 
  balancing short-term sacrifices and long-term gain.
  Tactical Miniatures Combat
  This ruleset includes intuitive tactical combat 
  in which you will need to react not only to your 
  environment (cover is your friend), but also to your 
  opponents’ actions. It also includes optional rules for miniature-free 
  combat (pg: 96). GMs are encouraged to make combat a part of 
  the story and to reward intelligent play. As there are no perfect, 
  statistically balanced encounters, the players’ creativity, skill, and 
  teamwork will be the key to victory.
  Rules Introduction
  
  29
  Optional: Game Types
  Ragtag Band of Misfits
  (Standard Game)
  Joined together by unlikely circumstance or need, you and your 
  oddly matched team are trying to make your way in a hostile and 
  mysterious galaxy.
  Small freelance mercenary groups and merchant ships are the 
  lifeblood of the Haven system. They are able to quickly respond and 
  adapt to ever-changing opportunities and dangers.
   » Start at Level 1.
   » Start with 3 Current Resources and Influence.
   » Start with 3 Spare Time Points.
   » Often involves the party owning a spacecraft.
  Story Focus
  (Light Combat Rules)
  Physical conflict is primarily a tool for moving the story forward. 
  While it may be prominent and an important part of your game, it 
  does not need to take up such a large portion of your game time.
  Please note: This game type discards much of the combat and 
  equipment rules. Some knowledge of these systems is still advised.
   » Start at Level 1.
   » 0 Max Resources (never increased).
   » Influence is only used to gain Perks and Complications, not 
  for acquiring a spacecraft.
   » Any time you would gain Resources or Influence, gain a Spare 
  Time Point.
   » Start with 3 Influence and Spare Time Points.
   » Always use Optional Theatre of the Mind Combat Rules (pg: 
  96 and 166).
  Survival
  (Great for Horror Games)
  Bound together out of need or desperation, you and your 
  companions are just trying to survive to see another day.
  Please note: It is recommended that you and your players have 
  reasonable grasp of this rule system before you run a game of 
  this type, as managing combat and Spare Time Points can be a 
  little overwhelming.
   » Start at Level 1.
   » Start with 0 Current Resource and Influence.
   » Start with 6 Spare Time Points.
   » +4 Equipment Slots.
   » -1 Fate.
   » +1 Max Resources and Influence per 2 Levels (normally +1 
  per 1 Level).
   » Gain 2 Spare Time Points per session (normally 1).
   » Personal Combat Weapons with infinite Clips or Ammo cost 
  +2 Resources.
   » Weapon Clips do not refill during Downtime.
   » Refilling personal Combat Clips, Ordnance Clips, rebuilding 
  Destroyed Drone Bodies require a Spare Time Roll of 14t.
   » Your character dies if any Attribute reaches -2 (normally -5).
   » Optional: Food and Water must be acquired with Spare Time 
  Rolls (see Food Supplies, pg: 137).
   » Optional: Intense Damage (pg: 309).
  Casual Game
  (Easier Combat)
  The galaxy is not quite so dangerous.
   » Start at Level 1.
   » Start with 3 Current Resources, Influence.
   » Start with 3 Spare Time Points.
   » Often involves the party owning a spacecraft.
   » Each player character gains +1 Armour.
   » Player character spacecraft do not gain -1 Armour at 0 Shields.
   » All Small Arms, Heavy Arms, Tactical, and Exotic Weapons 
  gain +1 Clip.
  
  30
  Making a Character
  The Game Master defines your starting Level (usually Level 1).
  Select your Race.
  Distribute 18 Attribute Points (0-5 Points each).
  Select your Trained Skills.
  6 Primary Skills (Everyday or Professional).
  2 Personal Combat Skills.
  2 Vehicle System Skills.
  Select your Traits, 1 per Level.
  Starting Resources, Influence and Spare Time Points = Your Level+2.
  Allot Resources and Influence.
  Spend Spare Time Points (you may automatically gain any item 
  or service that costs 14t or less, no roll required).
  Starting Level, pg: 32
  See pg: 341 for a full list of available Traits.
  Your character usually begins at Level 1 (with 1 Trait).
  You start with Resources, Influence, and Spare Time Points equal 
  to your Level +2. You gain 1 additional Trait, Maximum Resource, and 
  Influence per Level.
  Level 0 is a child or unskilled.
  Level 1 to 4 is averagely gifted.
  Level 5 to 9 is skilled.
  Level 10 to 19 is amazingly gifted.
  Level 20 or more is legendary.
  Choosing Your Starting Traits
  The Trait(s) you select at character creation should represent 
  your character’s defining nature and history. Some Traits can 
  only be selected at character Creation (eg: Old).
  Attributes, pg: 34
  You have 18 points to distribute amongst six Attributes: Strength, 
  Reflexes, Movement, Focus, Intelligence, and Perception. Each 
  Attribute may be set from 0 to 5.
  0 represents an impairment of some kind.
  1 or 2 is average.
  3 or 4 is impressive.
  5 is amazingly gifted.
  Trained Skills, pg: 38
  Select 6 Primary Skills, 2 Vehicle System Skills, and 2 
  Personal Combat Skills to be Trained in. All other Skills are 
  considered Untrained.
  Trained Skills give a +1 bonus to your Skill Rolls.
  Untrained Skills give a -2 penalty to your Skill Rolls.
  Resources and Influence, pg: 54
  See pg: 113 for full Equipment rules.
  See pg: 141 for full Spacecraft rules.
  See pg: 358 for a full list of available Equipment.
  You start with Resources and Influence equal to your Level +2. 
  Resources represent your ability to maintain weapons and 
  equipment, while Influence represents your favour with an NPC group 
  (or groups) and reflects your ability to maintain a spacecraft.
  Allotted, Not Spent
  You do not decrease your Resources or Influence when you 
  acquire, lose, or change your equipment or spacecraft. Resources 
  and Influence represent the quality and quantity of equipment 
  and spacecraft the character may maintain at any one time.
  Spare Time Points, pg: 64
  You start with Spare Time Points equal to your Level +2 (eg: a Level 
  1 character starts with 3 Spare Time Points). You may keep these 
  Spare Time Points for later, or you may spend them on any Spare 
  Time Item with a cost of 14t or less, no roll required (each item still 
  cost 1 Spare Time Point, no matter the roll difficulty).
  Any use of Spare Time Points after character Creation uses the 
  standard Spare Time Point rules.
  Character Overview
  Level 1 Legion, Character Creation Example
  Derrick starts at Level 1. For his race he chose Legion. He wants 
  to define himself as a leader, so he selects the Leadership Trait 
  “Inspiration”. He has 3 Resources, 3 Influence, and 3 Spare Time 
  Points. He spends his Resources on a Shotgun (2 Resources) and 
  a Combat Outfit (1 Resource). He saves his 3 Influence until he 
  can combine it with his companions to buy a larger spacecraft. He 
  spends 1 Spare Time Point on a Toolbox; this normally requires a 
  Spare Time Roll of 14, but does not during character creation.
  
  31
  GM Sets the Starting Level
  You usually start at a game at Level 1.
  An average person is Level 1-4.
  Allot Resources and Influence, Spend Spare Time Points
  You start with Resource, Influence and Spare Time Points each equal 
  to your Level +2.
  Resources are primarily used to acquire Weapons and Outfits.
  Influence is primarily used to acquire a spacecraft.
  Spare Time Points are used to acquire minor items or services, or to 
  make Equipment Modifications.
  You may start with items or Modifications that requires a Spare Time 
  Roll of 14t or less without needing to roll. Each item costs 1 Spare 
  Time Point.
  Making a Character
  Best done alongside the GM and other players.
  Start with a character idea before you start building.
  Distribute 18 Attribute Points
  You have 18 points to distribute amongst 6 Attributes.
  Each Attribute may be set from 0 to 5.
  An average person has 1 or 2 points in each Attribute.
  Select your Trained Skills
  A Trained Skill grants a +1 bonus to your Skill Rolls.
  An Untrained Skill has a -2 penalty to your Skill Rolls. 
  Select 6 Primary (Everyday or Professional), 2 Personal Combat 
  Skills, and 2 Vehicle Systems to be Trained in.
  Select 1 Trait per Level
  You may have up to 1 Trait per area: Level, Resource, Influence, 
  Attribute, Fate, Trained Primary Skill and up to 2 Traits per Trained 
  Vehicle System or Personal Combat Skill.
  You need to meet all Requirements for any Trait you select.
  Select Your Race
  You may select one Race.
  
  32
  Level
  This 
  represents 
  your 
  character’s 
  personal 
  skill 
  and 
  experiential growth.
  Gain 1 Level once every 3 game sessions.
  When you gain a level:
  Gain 1 new Trait (pg: 33).
  Increase Maximum Resources and Influence by 1 (pg: 56 & 58).
  You may Retro a single part of your character (see below).
  Optional Retro
  On gaining a new Level, you may change a single Trait, Trained 
  Skill, or allotted Attribute Point (pg: 34). This is called a Retro.
  You may not change a Trained Skill if you have already selected 
  a Trait for that Skill. You must first change that Trait to one for 
  another Skill, then you may change the first Skill (requiring 
  2 Retros).
  If changing your Attributes would break a Traits Requirement, 
  you lose the benefits of that Trait but keep the Disadvantages.
  All Retro changes must be approved by the GM and will often 
  require some in-game actions to justify the change.
  Your First Few Game Sessions
  GMs are encouraged to allow players to change their
  Attributes and Traits after a few sessions.
  Gaining a Level Example
  After playing three game sessions the Game Master grants Derrick 
  the Legion and his companions a Level up to Level 3.
  Derrick needs to choose a Trait. He likes being the up close and 
  personal combatant so he chooses the Tactical Trait ‘Second Wind’. 
  This Trait has the “Legion” Requirement, which he meets.
  Derrick’s maximum potential Resources and Influence are also 
  increased by 1. He wants a new Outfit, but he needs to increase his 
  Current Resources through his actions in-game.
  Derrick may also change (Retro) one aspect of his character. 
  He is happy with his Trait choices, but the group has discovered 
  that as a team they are missing the Programming Skill. Derrick 
  decides to untrain one of his Trained Skills and become Trained in 
  Programming. He asks the Game Master for permission to do this. 
  The Game Master says he may untrain the chosen Skill, but he will 
  need to perform some relevant in-game actions to justify learning 
  the new Skill.
  Next game session Derrick spends a Spare Time Point to purchase 
  a Personal Computer and says he is also reading a data book on 
  the subject in his spare time. The Game Master says this is reason 
  enough for him to gain the Programming Skill mid-Session.
  
  33
  Traits
  See pg: 341 for Traits list.
  Traits are what set your character apart from others. They often 
  define the nature of your Attributes and Skills, and can give access 
  to unique abilities.
  You gain 1 Trait per Level.
  You may select up to 1 Trait per area: Level, Resource, Influence, 
  Attribute, Fate, Trained Primary Skill, and up to 2 Traits per Trained 
  Vehicle System or Personal Combat Skill. This makes every Trait 
  selection important, as each choice also means you are forgoing 
  other Traits.
  Requirements
  Many Traits have requirements that must be met before that Trait 
  may be selected.
  Armour X-Y
  Your Armour value must be “X” or higher.
  Your Armour value can be no higher than “Y”.
  Armour vs Energy, Slow, or at 0 Endurance do not affect this.
  Char Creation
  This Trait can only be selected before your first game session.
  This Trait cannot normally be changed through Retro.
  GM Approval
  The GM must approve your selection of this Trait.
  Normally requires an in-game action to justify its choice.
  Maximum Attribute (Max X)
  The listed Attribute must be equal to or lower than “X”.
  Minimum Attribute (Min X)
  The listed Attribute must be equal to or greater than “X”.
  Psionic
  You must be a Psionic (see right).
  Robot
  You must be a Robot (see right).
  Secret Knowledge (Secret Kn)
  You must have Secret Knowledge (from Research, pg: 68) in a 
  field that thematically matches the Trait. This often represents 
  your character learning this Trait.
  Trait or Race
  You must have the listed Trait or Race.
  Traits Should Make Thematic Sense
  Choose Traits that match your character’s existing personality, 
  history or skill use. Traits can also represent your character 
  developing or changing throughout play.
  GMs should feel free to require players to take in-game actions to 
  justify their selecting a Trait (eg: require a character to spend time 
  learning through reading or training).
  Implant and Splice Traits
  Electronic implants, biological implants, and genetic splicing 
  are all commonplace in the Haven system, pushing an individual’s 
  abilities beyond what is naturally achievable through modifications 
  and alterations of one’s body or genetics.
  All Implant and Splice Traits are identified with the word “ Implant” 
  or “Splice” in the Trait name.
  If you wish to select an Implant or Splice Trait after you have 
  created your character, you must undergo Medical Surgery, requiring 
  a Surgery Roll (pg: 92). This Surgery Roll represents your Implant 
  being installed into your body or your DNA being re-sequenced 
  through splicing.
  A Surgery Roll is also required if you change out (Retro, pg: 32) 
  your Implant or Splice Trait for another Trait.
  If the Surgery Roll fails, you may try again at a later time, but you 
  do not lose the Trait.
  You Are a Psionic
  Some rare and gifted (or cursed) individuals can uniquely interact 
  with reality and people’s minds. This is connected to the Ley Lines 
  (pg: 278) in some way and is not an ability that was invented by the 
  Archons (pg: 187) or X’ion (pg: 193) (as far as we know).
  You can secretly communicate to others using Telepathy (pg: 37), 
  and you can use Weapons with the Weapon Type: Psionic (pg: 103).
  You Are a Robot
  You are a construction of mechanics and electronics. You are 
  resistant and vulnerable to different things and have different needs.
   » Rather than eating, you require power, lubricants, and components.
   » Rather than sleeping, you power down for at least 6 hours a day.
   » You are immune to poisons, but can get computer viruses.
   » You are immune to low levels of radiation, heat, and cold.
   » You do not breathe air.
   » You are vulnerable to electromagnetic fields.
   » You are vulnerable to Disruptor Weapons.
   » Your mind can be Hacked.
  
  34
  Attributes
  Attributes represent your character’s raw physical and mental 
  ability. Attributes are primarily used for combat (pg: 71) and fulfil 
  the requirements of many Traits (pg: 33). Out of combat, they may 
  change your Description Bonuses/Penalties (pg: 38) to a Skill Roll 
  or determine whether an attempt can even be made, especially in 
  situations using Strength.
  When creating a character you have
  18 points to distribute amongst 6 Attributes.
  Each Attribute may be set from 0 to 5.
  An average person has every Attribute at 2. A rating of 0 is 
  impaired, and one of 5 is amazingly gifted.
  There is no “social” Attribute. A character’s social ability is purely 
  determined by their Trained Everyday Skills (pg: 43).
  Strength (Str)
  Your physical power and general quality of health.
  Primarily used to determine the size of Weapons and the weight 
  of Outfits you can efficiently use. Also determines how resilient you 
  are in combat.
  Reflexes (Ref)
  The speed of your physical response to your environment, along 
  with your flexibility and general agility.
  Primarily used to avoid being hit, and represents your 
  melee proficiency.
  Movement (Mov)
  Your speed of movement and general physical stability.
  Does not give any statistical boost to combat rolls, but is used 
  to move around combat areas, managing distance, and moving 
  between Cover.
  Focus (Foc)
  Your mental strength and ability to focus.
  Primarily used for long-range combat, and determines your speed 
  of Recovering from exhaustion and minor damage in combat.
  Intelligence (Int)
  Your clarity, speed of articulation, and thought.
  Primarily used for determining who acts first in combat, and for 
  analysing opponents.
  Perception (Per)
  Your ability to use your senses to perceive your environment.
  Primarily used to determine the accuracy of range Attacks you 
  make during combat.
  Scientist, Attribute Example
  Edwarck, a Nephilim bio-tech researcher, wants to maximise his 
  ability to invent and use biological Prototype Weapons that will clear 
  entire rooms of foes.
  Str: 2 (Don’t need to be too strong to do science.)
  Ref: 3 (Average reflexes to avoid the odd attack.)
  Mov: 2 (Don’t plan on running around much.)
  Foc: 4 (Good for long-range combat and making sure he does 
  not need to get too close in a fight.)
  Int: 5 (Gives access to the best Research Traits.)
  Per: 2 (Large-area weapons don’t need to directly hit their 
  targets to kill them.)
  Tough, Attribute Example
  Derrick is an in-your-face Legion shock trooper; he needs to not 
  only take a punch but also move in fast.
  Str: 5 (Good for taking a hit and wearing heavy armour.)
  Ref: 2 (Helps to avoid the odd attack.)
  Mov: 3 (OK for getting into and out of trouble.)
  Foc: 4 (Good for long range, but more important for making 
  sure he can stay in the fight longer.)
  Int: 1 (He won’t be doing much tricky stuff in combat.)
  Per: 3 (Average. He shouldn’t miss too often.)
  Sneaky, Attribute Example
  Adam, a master Kaltoran sniper, needs to be able to hit targets 
  at a great range and with deadly accuracy. There is little need for 
  defence if all your enemies are dead before they know where they 
  were attacked from.
  Str: 2 (Enough to carry a solid rifle.)
  Ref: 5 (Needed for stealth.)
  Mov: 1 (Must be careful to not need to move after he sets up.)
  Foc: 3 (OK for long range, but he will need to have the right 
  equipment to boost his range further.)
  Int: 3 (Needed to analyse each target carefully.)
  Per: 4 (He won’t often miss.)
  Flexible, Attribute Example
  Samantha needs to be ready for any situation as a Corporate 
  smuggler. A nasty fight could break out at any time and in almost 
  any environment.
  Str: 2 (Most small arms are not heavy.)
  Ref: 4 (Best way of staying alive is to not get hit.)
  Mov: 3 (Solid movement to make sure she stays in the 
  best cover.)
  Foc: 3 (Can recover after taking a beating and keep targets 
  within range.)
  Int: 3 (Should be able to act before most in combat.)
  Per: 3 (If she can keep herself well positioned, hitting her 
  targets should be easy).
  
  35
  Fate
  Fate is an ambiguous representation of your character’s luck, 
  destiny, and spiritual protection, or their control over their own future 
  through advanced technology.
  All characters start with 2 Fate, which may be changed through 
  Traits (pg: 33).
  Dice Re-Rolls
  Each session, you may spend a Fate Point
  to re-roll all dice in a roll. You may re-roll a re-roll.
  Eg: Skill, Attack, or Spare Time Roll.
  Unspent re-rolls are not accumulated between game sessions.
  Re-Roll an Important Shot, Fate Example
  Boris rolls 3d6 to Attack a target with Defence 14. Rolling a total 
  of 6, he misses. He can either accept the failed roll or spend 1 Fate 
  Point to re-roll.
  He spends a Fate Point and re-rolls his 3d6 to get a total of 12. 
  The first roll is ignored (even if it were better).
  Unfortunately, he still misses. This is a really important Attack, 
  so he decides to spend another Fate Point to re-roll again. This time 
  he rolls a 16 and scores a Strong Hit (pg: 82), so he decides to keep 
  this roll.
  To decide what Attribute is Damaged, he rolls a single d6 and gets 
  a a 1 (Strength). If he wished to, he may spend another Fate Point to 
  re-roll this die roll, as long as he had the Fate to spend.
  Avoiding Death
  See pg: 90 for full Reduce Fate to Avoid Death rules.
  See pg: 164 for full Reduce Fate to Avoid Destruction rules.
  If you have at least 1 Fate Point, you can permanently reduce your 
  Fate by 1 to miraculously avoid your character’s imminent Death. If 
  you wish to avoid your spacecraft’s Destruction, all characters on 
  your spacecraft must permanently reduce their Fate by 1.
  Fate-Activated Abilities
  Some Traits (pg: 33) give you access to abilities that cost a Fate 
  Point to use.
  Using an ability that costs a Fate Point is a Free Action (pg: 100) 
  that takes no time.
  Jacob was screwed, as if the ancestral Kaltoran 
  spirits had come back and found out he was cheating 
  on his wife.
  The Draz junkie had the stubby little Protectron pistol 
  barrel jammed against his forehead, pressing hard 
  enough to make the corridor’s metal rivets dig into 
  Jacob’s skull.
  The junkie, a vacant sneer plastered across his face, 
  wasn’t at his steadiest. 
  “I will never come home late from a party and take 
  a shortcut through the inner stations slums again! And, 
  um, I’ll do my meditation! Go visit my kids! And stop 
  cheating on my…” Jacob’s fevered, muttered promises 
  were cut short by the rapid tread of heavy booted feet 
  coming down the grimy and cluttered corridor, causing 
  the grotty junkie to swear and shove the pistol somehow 
  harder against his skull as he pulled the trigger.
  There was a beautiful fizzling sound and a mild burst 
  of heat against Jacob’s face as the pistol’s internal 
  workings abruptly fused and warped.
  A sudden blow to his head left Jacob reeling and 
  bloodied as the filthy junkie sprinted down the corridor 
  into the shadows, leaving him shuddering in relief.
  “Oh, thank the ancestors…”
  Three loud-booted Legionaries walked past, eyeing 
  him warily, and turned into the dingy brothel Jacob had 
  just crawled out off.
  “… and thank crappy Corporate weapons.”
  Fate-Activated Ability, Fate Example
  Sedrick has the “Void Touched” Trait. It allows him to spend 2 Fate 
  Points to force an NPC to re-roll any roll.
  An NPC Attacks Sedrick, rolling a 4, 6, and 6. Sedrick spends 2 
  Fate Points to force the NPC to re-roll. Sedrick’s action is a Free 
  Action and can be made at any point, even during the NPC’s Turn.
  The NPC rolls, a 3, 4, and 5. The NPC must use this roll, discarding 
  the previous one. If Sedrick had 2 more Fate Points, he could spend 
  them to force the NPC to re-roll again.
  
  36
  Languages
  These example languages represent the range of communication 
  that a character can access, be it vocal or written, based on gestures 
  or something else entirely. All player characters can speak and 
  write Corp (detailed below). Further languages can be acquired 
  through Traits. GMs should feel free to give players access to minor 
  languages through Research: Secret Knowledge (pg: 68).
  At the height of their empire, the Archons not only genetically 
  engineered races, but their cultural scientists also engineered social 
  structures and accompanying languages. As a result, a number 
  of drastically different languages were spoken across the old 
  Archon Empire.
  Cross-Language Communication
  Use Culture Skill Rolls (pg: 45) or Research (pg: 68) for any 
  cross-language communication.
  Corp
  The most widely used of all languages within the Haven system, 
  Corp is comparatively easy to learn, with short words and a limited 
  vocabulary. It has distanced itself from its original Vargartian form 
  by taking on a melting-pot approach to vocabulary and a simplified 
  grammatical structure. This makes it a terrible (but often used) 
  Corporate legal language, as even a moderately skilled lawyer can 
  easily bend the meaning of contracts and other legal agreements 
  written in Corp.
  Many major languages within the Haven system are slowly 
  accumulating words from and contributing words to Corp. This makes 
  it an increasingly complicated and broadly accepted language.
  All player characters have the language: Corp.
  Vargartian
  The language of the Corporation’s original home planet has been 
  widely out of use for over thirty years, having been largely rejected 
  by the Corporation people as a symbol of Archon oppression and 
  external societal control. It is still seen from time to time, and 
  linguists with a keen eye for detail often find Vargartian words 
  and phrases being reintroduced into Corp by savvy advertisers 
  keen to distinguish themselves linguistically in an over-saturated 
  Corporate market.
  Archon
  The language the Archons spoke during the height of their 
  civilisation is a detail-oriented language, making it perfect for 
  communicating technical or scientific knowledge. However, because 
  of this, and the stigma it often has from Corporate speakers, it is not 
  widely spoken and remains the language of the learned among the 
  peoples of the Haven system.
  Many technical manuals are written in Archon; therefore, it is an 
  essential language for those of a scientific persuasion. The large 
  vocabulary (of over a million distinct root-words) means that the 
  language can elegantly communicate new and complex concepts or 
  discoveries in any field. Archon also makes for very good poetry, 
  especially when read aloud, owing to its melodious pronunciation.
  Kaltoran
  During the Great War, the Kaltorans were forced underground, 
  where they remained for one hundred years. This spawned several 
  unique features in their language: a touch-based component to 
  fully express emotion, meaning, and direction, as well as severe 
  visual communication limitations. Where Ancient Kaltoran used a 
  full alphabet of seventy-three letters, Kaltoran uses only forty of 
  those to spell full words. Even this limited visual format was only 
  maintained due to the Kaltoran people’s ancestral genetic memories.
  The Kaltoran language is expressive, emotive and loud, often making 
  good use of the speaker’s hands in emphasis (though Kaltorans 
  gesticulate even while speaking other languages). Kaltoran is also a 
  useful language for explorers and archaeologists within the Haven 
  system, as old Kaltoran ruins are very common. Although speakers 
  of modern Kaltoran would struggle to read many of the old letters, 
  once understood the words are still closely and obviously related.
  Ancient Kaltoran
  Though the “ancient” part is a slight misnomer, the Kaltorans 
  still revere the language of their ancestors. Where modern Kaltoran 
  is touch-oriented, loud, and emotive, Ancient Kaltoran is more 
  harmonious, peaceful, and meditative, and it implies a deep sense 
  of respect for places and people with most verb-forms. It is still 
  an emotive language, and caches of engraved poetry, songs, and 
  proverbs have been discovered across known space.
  It is an extremely useful language for archaeologists to know, as 
  many of the ruins within the Haven system are old Kaltoran cities 
  and facilities.
  Legion (and Hand Signal)
  The spoken Legion language shares many similarities with 
  Archon. Where Archon’s specificity was directed towards scientific 
  or technical descriptions, Legion has an obvious leaning towards 
  military and tactical movements. Elaborate and verbose when 
  needed, it is rarely poetic or figurative, favouring practicalities. It can 
  quickly convey complex directions, especially in relation to weapons, 
  tactics, and training.
  
  37
  Walking the busy inner circuit of the Corporate station 
  was a steady job, but left a lot of time for reflection. 
  “When we’re not bored and underpaid, we are fighting 
  and dying for the Corporates. Which does what to further 
  the cause of our own people? Nothing! That’s what!” 
  Decanus Augustus was used to the near-constant 
  stream of complaint from his friend Brutus. Augustus 
  nodded along to the flow of injustices and perceived 
  shortcomings, adding the occasional grunt to hold up 
  his end of the conversation.
  The two turned the corridor’s wide corner, its walls 
  and ceiling filled with retail advertisements. Each had 
  spinning, glowing, eye-catching colours and was set 
  to headache-inducing sound-rhythms, apparently to 
  induce enough stupidity to cause people to purchase 
  something they didn’t need from one of the multitude 
  of crowded retail cubicles.
  “… and even if it was necessary at the time, which 
  I, for one, am not convinced about, then it should be 
  obvious that we can easily produce a material surplus, 
  enough to be economically viable as an independent 
  species, instead of fighting for the Corps like they are 
  born-again Archons…”
  Without pausing or changing tone, Brutus subtly 
  started making a secret Legion hand signal.
  (We have a tail following us. 5 o’clock high, 
  retail drone.)
  “… with no respect for proper military tradition, I ask 
  you, how...”
  (Surveillance to hit where there are no patrols?) 
  Decanus Augustus signed back. 
  This could be the break against the Draz Cartel they 
  were being paid to eliminate! The scaled ridge on the 
  back of Augustus’ neck raised up as adrenaline started 
  to be released into his system, his natural aggression 
  responses held in check by long years of training and 
  combat experience. 
  (Go to the lavatory at the next junction,) Augustus 
  ordered. (Signal reserves helix and echo to deploy to 
  plan gamma-3. This could be the break we need.)
   
  “… but it sure beats a trade job…”
  One of the main features differentiating Legion from other 
  Haven-system languages and dialects is that Legion features an 
  entire sub-language, based on elaborate hand signals. Created for 
  operational use, this short-form sign language is flexible and able 
  to change its code structure mid-combat. This makes it almost 
  impossible for opponents to understand what is being communicated, 
  even if they are fluent in Legion.
  High X’ion
  Of all the languages in the Haven system, High X’ion, the language 
  of the Nephilim elite and sentient Nephilim spacecraft is by far 
  the most alien in nature. This extremely complex language makes 
  use of a speaker’s full range of available senses and entire body. 
  Its meanings often obscured or revealed by the speaker’s physical 
  attributes, including pheromones, multiple vocal cords, posture and 
  positioning, and many other undocumented means. Designed by the 
  X’ion for its Nephilim army, this language was most likely made to 
  be nearly incomprehensible to the Archons and all of their creations.
  High X’ion can only be spoken by some Nephilim, though it does 
  have a limited written form that can be understood by others.
  Primal X’ion
  Always crude and sharp, Primal X’ion is a junk term used for the 
  large array of dialects the common Nephilim population speak. It has 
  a guttural edge to it, and all of its dialects are drawn from High X’ion, 
  although elements of Corp have begun to seep into Primal X’ion 
  through the regular contact between the Corporation and other races.
  As they change regularly, Primal X’ion dialects are chaotic and 
  unpredictable to all except native speakers. The dialects have a 
  wide variety of features, pronunciations, word ranges, and meanings, 
  although amazingly the speakers of the various dialects remain 
  able to communicate with one another due to the non-verbal, 
  physiological aspects of Nephilim communication; these remain 
  constant and stable.
  Telepathy (Psionics)
  Psionically gifted individuals are able to partially transcend all 
  known language barriers with other psionics by directly transferring 
  their thoughts to one another. The ability to communicate via 
  thought to another nearby Psionic is a huge boon, but does come 
  with limitations. A Psionic can only communicate in pictures or 
  emotions to another Psionic within roughly fifty meters, or to a 
  familiar Psionic mind up to approximately one kilometer away. To 
  fully express one’s self via thought, however, the Psionic must share 
  a language with the target.
  This ability is also restricted to communication between Psionics. 
  Those without Psionic abilities “receive” nothing.
  
  38
  Skills
  Skills represent a character’s knowledge of and ability to interact 
  with the universe. Characters may make Skill Rolls to determine if 
  they succeed or fail at doing or knowing something. All Skill Rolls 
  are made with 3d6 and modified by your Skill bonus/penalty and 
  Description bonus/penalty. To succeed, the total of this must equal 
  or exceed the difficulty.
  Making a Skill Roll
  3d6 +/- Skill +/- Description
  Some Skill Rolls requires specific Tools (eg: Toolkit).
  Give a Reason for Your Skill Choice
  GMs may require characters to use a specific Skill, or may simply 
  present a problem and give the players the option to use a Skill of 
  their choice. In the latter case, the players must give reasons or 
  justification for their Skill choices.
  Skill Difficulties
  Routine or Easy task: 8 or more.
  Moderate task: 12 or more.
  Difficult task: 16 or more.
  Very Difficult task: 18 or more.
  Rolls significantly above the required difficulty should produce 
  additional positive effects (eg: completed faster than expected). 
  Rolls significantly below should also produce negative effects (eg: 
  activating a security alarm).
  Tools and Workshops
  See pg: 371 for a full list of example Tools and Workshops.
  Some Skill Rolls can only be attempted if you have the right 
  equipment (eg: to pick a mechanical lock, you will need a Mechanics 
  Toolkit or Toolbox; you can’t do it with your bare hands).
  Toolkit
  Eg: Wrench, bandages, or other basic tools.
  Toolbox
  Eg: Bank card, chemistry kit, telescope, or other practical tools.
  Workshops and Dedicated Workshops
  Eg: Office space, repair shop, med bay, or other work space.
  Minimum Attribute Score
  Some Skill Rolls, particularly for Strength-based Skills, may 
  require a minimum Attribute score to even attempt (eg: breaking or 
  moving an object).
  Skill vs Skill
  When making a Skill Roll against another player or important NPC,
  both characters roll, and the higher result wins.
  Trained and Untrained Skills
  When you create a character, select 6 Primary Skills, 2 Personal 
  Combat Skills, and 2 Vehicle Systems to be trained in. You can 
  always use a Skill, even if untrained; however, you must be trained 
  in a Skill to select an associated Trait or make use of a Toolbox 
  or Workshop.
  Trained Skills grant a +1 bonus to your Skill Rolls.
  Untrained Skills give a -2 penalty to your Skill Rolls.
  Description Bonus or Penalty
  How a character approaches a problem and how they make use of 
  their strengths and weaknesses greatly affect the outcome of a Skill 
  Roll, up to a +2 bonus or down to a -2 penalty.
  Good Role Playing
  The Description bonus should NEVER be automatically
  applied. This bonus is there to reward well-planned and
  well-described approaches to a problem.
  Players should play to their strengths AND give a good
  description of their approach to gain the full bonus.
  Attributes
  If a character is playing to their Attribute strengths, then GMs 
  should feel free to give a Description bonus (or penalty) to a 
  Skill Roll (eg: A perceptive person finds it easier to find objects 
  with an Awareness Skill Roll).
  An Attribute should only grant a Description bonus if it is over 
  3. It should only grant a Description penalty if it is under 2.
  
  39
  GM Sets the Scene and Problem
  The GM describes the situation to the players, possibly suggesting 
  a Skill choice.
  Be sure to point out any major restrictions or issues (eg: they may 
  have limited time or available tools).
  Be sure to also set the mood.
  Players Explain their Approach and Choose Skills
  Each involved player takes a turn explaining their approach to the 
  current situation.
  The players pick Skills to use based on their approach.
  Each player may select a different Skill.
  GM Awards Description Bonus or Penalty
  Players who put effort into describing a particularly good approach 
  and play to their strengths should be given a +2 bonus to their 
  Skill Roll. Playing to their weaknesses should give a -2 penalty.
  Players Roll 3d6 + their Skill Bonus + Description Bonus
  Each player rolls 3d6 and adds their Skill bonus (or penalty), then 
  adds any Description bonus (or penalty).
  Higher rolls are always better.
  If you roll a “6” on the dice, you score a Strong Hit (pg: 42).
  Strong Hits are used to make use of special abilities.
  GM Describes the Outcome
  After each involved player has made their Skill Roll, the GM describes 
  the outcome of the situation, including the time taken.
  High rolls of at least the difficulty should have positive results, 
  while rolls below the difficulty may have negative results. Choice 
  of Approach and Skill should also affect the result. For example, 
  if two characters use different Skills and approaches to the same 
  problem, they should get different outcomes even if their rolls are 
  the same.
  Making a Skill Roll
  3d6 +/- Skill +/- Description
  These are for Primary Skills (mainly used outside of combat).
  Tools or Workshop
  Based on a player’s approach, the GM may specify if any 
  Tools are required, such as a Toolkit, Toolbox, Workshop, or 
  Dedicated Workshop.
  
  40
  Effort
  Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll
  You may re-roll a single die from this Skill Roll.
  Strong Hit
  Result
  Requirements
  Corp,
  Languages:
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  2+
  +
  Lv +2
  Lv +2 +
  =
  Fate
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  Personal Combat Skills x2
  Small Arms
  Total
  =
  +
  Heavy Arms
  Tactical
  Exotic
  =
  +
  =
  +
  =
  +
  x2 Traits
  Vehicle System Skills x2 
  Command
  Total
  =
  +
  Engineering
  Operations
  Gunnery
  =
  +
  =
  +
  =
  +
  x2 Traits
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  CHARACTER SHEET
  Wealth
  Total
  Untrained (-2)
  Trained (+1)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  Total
  Traits
  =
  +
  Leadership
  Culture
  Conversation
  Physical
  Resolve
  Awareness
  Survival
  Mechanics
  Electronics
  Programming
  Bio Tech
  Medicine
  Psychology
  Astronomy
  Planetoids
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  Everyday
  Primary Skills x6
  Professional
  Effort
  Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll
  You may re-roll a single die from this Skill Rol
  Strong Hit
  Result
  Requirements
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  2+
  +
  Lv +2
  Lv +2 +
  =
  Fate
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  Personal Combat Skills x2
  Small
  Heavy
  Tacti
  Exoti
  Vehicle System Skills x2 
  Com
  Engin
  Opera
  Gunn
  Equipment Slots
  Weapons & Misc Items, 1 slot per Weight
  1)
  6)
  11)
  3)
  8)
  13)
  2)
  7)
  12)
  Outfit
  Utility Item
  Trade G
  Research
  Acquire
  +1 Unit
  12t
  D Ws: Dedicated Workshop
  Ws: Workshop
  Wb: Workbench
  *Secret Knowledge or Minor Perk
  Unethical
  -4t
  +4t
  -1 Inf
  x2 Inf
  Difficult
  Variations
  12 Units
  16 Units
  1 Inf
  2 Inf
  Publish
  14t
  Wb
  Ws
  Ws
  D Ws
  Workshop:
  Spare Time Roll +
  Perks
  Complications
  Spare Time Poi
  Current Inf
  Current Res
  CHARACTER SHEET
  Wealth
  Total
  Untrained (-2)
  Trained (+1)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  Total
  Traits
  =
  +
  Leadership
  Culture
  Conversation
  Physical
  Resolve
  Awareness
  Survival
  Mechanics
  Electronics
  Programming
  Bio Tech
  Medicine
  Psychology
  Astronomy
  Planetoids
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  Everyday
  Primary Skills x6
  Professional
  Green Nebula, Requires Research Example
  The players wish to travel through a mysterious green nebula. A 
  simple Astronomy Skill Roll informs them that their ship will be 
  unable to travel through without severe damage.
  As the players still wish to travel though the nebula, the GM 
  requires them to gain at least 8 Units of Research on the nebula’s 
  effects on their ship. Each unit requires a Spare Time Roll of at least 
  12. Beau has +4 to his Astronomy Roll, requiring a roll of only 8 for 
  each Unit. It will still take him some time to complete his Research, 
  and he will require samples and scans of the nebula.
  In Combat Skill Use
  Primary (Everyday and Professional) Skills are usually used for 
  out-of-combat activities. If you wish to make a Primary Skill Roll 
  during combat, use the Prep Action (pg: 108). This will require a 
  Combat Action (pg: 100) and let you make a Skill Roll during combat.
  Some long or complicated activities may require multiple Prep 
  Actions before they are completed.
  Assisting
  Players can help each other when making a Skill Roll. To Assist 
  someone, you must make a relevant Skill Roll and get at least 10. If 
  successful, the Assisted player gains +1 to their Skill Roll.
  You may assist someone even after they’ve failed a roll.
  Assisting a Spare Time Roll (pg: 64) costs a Spare Time Point.
  A Door with and without Assistance Example
  Boris has good Mechanics Skill and a Mechanics Toolbox. He tells 
  the Game Master that he wishes to use his Mechanics Skill to unlock 
  a door by cutting into the frame and disconnecting the hydraulics 
  keeping it locked. The GM tells him that this is a moderately difficult 
  task that requires a Skill Roll of at least 12 and a Mechanics Toolbox 
  and will take at least ten minutes. The door will also be permanently 
  unlocked unless he repairs it or rolls very well (at least a 16).
  Boris rolls 3d6 and gets 8. He is Trained in this Skill, so he gains 
  +1. He also has a Trait that grants +1 to Mechanics, and his Toolbox 
  grants another +1 (total +3). With a total of 11, Boris has failed.
  Sarah wants to assist Boris. She has a total bonus to her Mechanics 
  Skill of -1 and needs to get a total of at least 10. Sarah rolls a 15, 
  giving a total of 14, which is more than enough to grant Boris a +1 
  bonus. This brings his total to 12, so he succeeds.
  Re-Attempting a Failed Roll
  If you fail a Skill Roll and attempt it again within a short time, you 
  roll at a cumulative -4 penalty. 
  This penalty also applies when rolling to assist, but not to Spare 
  Time Rolls (pg: 64).
  Research or Skill Roll
  See pg: 68 for full Research and Secret Knowledge rules.
  GMs may require a player to reach a certain amount of Research 
  Units rather than succeed at a single Skill Roll to gain knowledge 
  about a particularly difficult on indepth subject.
  This Research can be Published or added to, as with other 
  Research Units.
  1
  2
  3
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  -2
  2
  2
  -2
  -2
  -2
  -2
  1
  1
  1
  1
  1
  -1
  -1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Weapon Smith
  Credit Card
  1
  1
  1
  1
  1
  1
  Tools and Workshops
  Toolkit
  Toolbox (+1)
  Workshop
  Dedicated Workshop (+2)
  Trained (+1) or
  Untrained (-2)
  Trait Bonus or Penalty
  
  41
  
  42
  Strong Hits (Primary Skills)
  Rolling a 6
  When making a Skill, Vehicle System, or Attack Roll,
  you gain 1 Strong Hit per “6” rolled on the dice.
  Each Strong Hit can be spent on a Strong Hit Option.
  You may select the same Strong Hit Option multiple times, 
  as long as you have the Strong Hits to spend.
  Primary Skill Roll Strong Hit Everyone has Access to
  Effort.
  Combat Strong Hits Everyone has Access to
  Effort, Critical Hit (pg: 88) and Critical Boost (pg: 88).
  Additional Strong Hit Options
  See pg: 341 for a full list of available Traits.
  See pg: 358 for a full list of available Weapons.
  Additional Strong Hit Options can be gained through Traits or from 
  specific Weapons (eg: Disruptors).
  Requirements
  Nearly all Strong Hits have requirements to be used. The most 
  common requirement is that you are using the correct Weapon, but 
  you may also need to use a specific Skill.
  Primary Skill (or a specific Primary Skill)
  Can only be used with a Primary Skill (pg: 43) or a specific 
  Primary Skill.
  Success
  Your Skill Roll must be Successful to use this Strong Hit Option.
  Does not Req Success
  Your Skill Roll does not have to be Successful to use this Strong 
  Hit Option.
  Not a Spare Time Roll
  Cannot be used for any roll that is being used to acquire an Item 
  or Service that costs a Spare Time Point.
  Results
  This is what happens if you meet all the Requirements of your 
  desired Strong Hit Option.
  Pick Thought, Conversation Strong Hit Example
  Astrid’s psionic abilities have grown quite strong, enabling her to 
  pick the thoughts right from a person’s mind.
  Astrid strikes up a casual conversation with a local thug, hoping 
  to find his gang’s base of operations without tipping him off to the 
  fact that she’s looking for it.
  Her Conversation Skill Roll results in a total of 9 (1, 2, and 6), 
  which is not high enough to subtly gain information. But her 6 counts 
  as a Strong Hit.
  She has two Strong Hit Options she can choose to use, Effort or 
  Pick Thought (pg: 346). She chooses to use Pick Thought, which 
  allows her to read her Target’s surface thoughts.
  The GM lets her know that, while the thug speaks to her, he 
  is not suspicious. Rather, he thinks of hanging out with friends to 
  play computer games later that night. Astrid manages to locate an 
  address where his friends ought to be, and she hopes that is their 
  gang base.
  Name Requirements
  (in brackets)
  Result
  Effort (Primary Skill, does not Req Success, not a Spare Time Roll) You may re-roll a single die from this Skill Roll. 
  Strong Hit: Effort
  Pushing yourself, you reassess your situation and take advantage 
  of a slightly different approach.
  Requirements
  Primary or Vehicle Skill
  Can only be used with a Primary Skills (pg: 43) and Vehicle 
  System Skill (pg: 53) Rolls.
  Does not Req Success
  Not a Spare Time Roll
  Result: Re-Roll a Die
  You may re-roll a single die (not including the die that was 
  gave you this Strong Hit or any that have been used to cause 
  a Strong Hit).
  
  43
  Everyday Skills
  These Skills are the most commonly used because they focus on 
  your natural body, social ability, and cultural knowledge.
  Wealth
  Your ability to use money and barter, and your knowledge of 
  financial values, business, and economics. Commonly used for Spare 
  Time Rolls (pg: 64) to purchase minor items or services.
  Knowledge, Ability, and Currency
  Wealth is a little different from other Skills because it 
  represents the amount of available funds your character 
  can access, as well as their knowledge and ability.
  These funds are usually Corporation Credits (pg: 274),
  ie: money. Your wealth might also represent other valuable 
  items, such as precious stones or ammunition.
  If you want your character to be wealthy, then you should
  be Trained in the Wealth Skill.
  Areas of Knowledge, Ability, and Currency
   » Finance (stock market, shares).
   » Money (spare money to spend).
   » Macroeconomics (business cycles).
   » Contracts (loans, insurance, merc contracts).
   » Trade (supply and demand).
  Example Uses Without Tools
   » Recommend an investment.
   » Buy something with money.
   » Know which organisations are wealthy.
   » Fill out a loan application.
   » Estimate the value of an item.
  Example Uses with a Toolbox (Bank Card & Finance Software)
   » Calculate value of investment.
   » Buy something with a bank card.
   » Calculate interest.
   » Interpret a complex financial contract.
   » Calculate the value of an item.
   » Buy shares from the stock market.
   » Buy something from a Data Stream.
   » Calculate inflation.
   » Create a legal document.
   » Learn where a trade good is valued.
  Example Uses with a Workshop (Office)
   » Manipulate stock prices.
   » Buy in bulk from a wholesaler.
   » Research interstellar trade.
   » Create a legal quagmire.
   » Find gaps in the goods market.
  Buying and Paying for Things
  If you wish to purchase an item or service with money,
  you should make a Wealth Spare Time Roll (pg: 64).
  Under 20 Credits
  100 Credits
  500 Credits
  500 Credits & Rare
  1000+ Credits
  Wealth Spare Time Roll Example
  Logan is having a friendly chat with a disgruntled Draz 
  production worker. After a few drinks, Logan tells the GM that 
  he wishes to pump the NPC for information on the security of 
  the Draz factory.
  The GM informs him that this will require a Conversation Skill 
  Roll of 12. Logan rolls and gets a total of 8, far lower than what 
  he needed.
  The GM tells Logan that the NPC now knows what he is trying to 
  do and is willing to tell Logan what he wants to know for a bribe 
  of 500 Credits. This will require Logan to make a Wealth Spare 
  Time Roll of at least 14 (and will cost Logan a Spare Time Point, 
  even if he fails this roll) to see if Logan has the required funds 
  to pay the bribe or negotiate a lower cost.
  Primary Skills
  See pg: 68 for full Research rules
  See pg: 370 for a full list of Tools and Workshops.
  Primary Skills focus on out-of-combat tasks and are split into two 
  categories: Everyday and Professional.
  At character creation you may select any six Primary Skill to be 
  trained in. Each Trained Skill may have a single connected Trait.
  Trained Skills grant a +1 bonus to your Skill Rolls.
  Untrained Skills grant a -2 penalty to your Skill Rolls.
  = No Roll Required
  = 12t
  = 14t
  = 16t
  = 1 Resource
  
  44
  Conversation
  Your knowledge of and ability to verbally communicate with NPCs 
  in a variety of subtle ways.
  Areas of Knowledge
   » Diplomacy.
   » Rumours.
   » High Society.
   » Inquiry.
   » Deception (acting).
  Example Uses Without Tools
   » Mediate a dispute.
   » Eavesdrop without being noticed.
   » Be eloquent in conversation.
   » Get a friendly NPC to answer a question.
   » Tell a convincing lie.
  Example Uses with a Toolbox (Suitcase of Clothes & Accessories)
   » Run a video conference.
   » Get the word on the street by wearing gang colours.
   » Seduce a businessman using makeup.
   » Interview using a notepad.
   » Make a basic disguise.
   » Interpret using a translator.
   » Decipher a recorded conversation.
   » Dress properly for a formal occasion.
   » Create a video interview.
   » Make a detailed disguise.
  Example Uses with a Workshop (Event Hall)
   » Host a peace conference.
   » Research new social trends.
   » Host a fancy party.
   » Host a seminar.
   » Create an alternate identity.
  Example
  Pulled over by a Corporation security officer for dangerous 
  driving, Ezekiel the bounty hunter needs to talk quickly to 
  prevent his target from getting away. The GM says this is 
  difficult task and requires Ezekiel to make a Social Skill Roll 
  of at least 16.
  Leadership
  Your ability to control and guide one or more NPCs through the 
  force of your personality.
  Areas of Knowledge
   » Command.
   » Interrogation.
   » Oratory.
   » Intimidation.
   » Teamwork.
  Example Uses Without Tools
   » Give an order.
   » Force or coerce an NPC into answering a question.
   » Public speaking.
   » Make a convincing threat.
   » Coordinate a team.
  Example Uses with a Toolbox (Rank Insignia or Interrogation Equipment)
   » Requisition equipment.
   » Pull rank to get answers.
   » Inspire people.
   » Threaten criminal proceedings.
   » Create a well-coordinated plan on a map. 
   » Command an army.
   » Torture for information.
   » Give speech to a crowd.
   » Intimidate a crowd.
   » Organise a coordinated assault.
  Example Uses with a Workshop (Conference Room)
   » Host a command centre.
   » Interrogation room.
   » Call a press conference.
   » Demonstrate military capabilities.
   » Research team-combat tactics.
  Example
  Pirates are bombarding a Corporation colony that Mr Smith’s 
  party has been hired to defend.
  In an attempt to rally the terrified civilians, Smith uses his 
  spacecraft’s loudspeakers (acting as an impromptu Leadership 
  Toolbox) to make a rallying speech (with a +1 bonus). The GM 
  says this is a moderately difficult task requiring a roll of a 12.
  “We shall never waver! Our stand against the tide 
  shall prevail; our loyal Child-Races are with us, and the 
  false X’ion shall be stopped!”
  - Dignified Archon speech,
  recorded one year into the Great War.
  
  45
  Culture
  Your knowledge about and ability to navigate cultural customs, 
  subgroups, laws, history, and archaeology.
  Areas of Knowledge
   » Customs (language).
   » Governments and organisations.
   » Legalese (bureaucratic and legal jargon).
   » Ideologies.
   » Archaeology (history).
  Example Uses Without Tools
   » Use an appropriate greeting.
   » Know who is in authority.
   » Know basics of an ideology.
   » Estimate the era an object comes from.
   » Identify a group by symbol or mannerisms.
  Example Uses with a Toolbox (Archaeology Tools & Encyclopedia)
   » Translate a phrase.
   » Find out local laws.
   » Understand an ideological event.
   » Know of a historical event.
   » Know about dangerous factions.
   » Perform a ceremony.
   » Understand government hierarchy.
   » Look up details about an ideology.
   » Remove a delicate artefact.
   » Understand the workings of an organisation.
  Example Uses with a Workshop (Library)
   » Research traditions.
   » Learn how to get a meeting with an important person.
   » Break down ideological teachings.
   » Research an artefact.
   » Translate several pages of text.
  Example
  Rick wants to learn the Kaltoran Language. To do this he will 
  have to gain 12 Units of Research (giving him the Minor Perk: 
  Language) in the Cultural field of Kaltorans. He will also need 
  to have access to examples of the Kaltoran Language, possibly 
  from a tutor or by spending time amongst Kaltorans.
  
  46
  Physical
  Your ability to endure physical hardship and utilise your strength, 
  movement, and reflexes.
  Your character’s Strength, Reflexes, and Movement Attributes 
  may give you a +1 or +2 Description bonus (or penalty) to some 
  rolls if you also describe your approach.
  Areas of Ability
   » Resilience.
   » Athletics.
   » Acrobatics.
   » Endurance.
   » Brawn.
  Example Uses Without Tools
   » Hold breath for a few minutes.
   » One hundred push ups.
   » Break your fall.
   » Run for hours.
   » Outwrestle an opponent.
  Example Uses with a Toolbox (Climbing Gear or Sports Bag)
   » Drink someone under the table.
   » Climb a cliff.
   » Swing over a large gap.
   » Lower someone with rope.
   » Hoist heavy weight with rope.
   » Detox poison with water.
   » Swim with flippers.
   » Vault over a wall.
   » Run for days with only water.
   » Force something open with crowbar.
  Specific Environmental Equipment
  Ladders, tents, ropes, and such are not (normally) categorised 
  as a Toolkit or Toolbox like most Tools are, as they usually 
  have a specific function.
  These specific items can be acquired with a Spare Time Roll 
  of 12t (see pg: 370 for a full list of available Misc Items).
  Example Uses with a Workshop (Gym)
   » Rehab from drugs.
   » Physical retraining.
   » Research martial arts.
   » Hit the treadmill.
   » Practice weights.
  Example
  Max wants to learn the Martial Arts Trait. This requires Secret 
  Knowledge, which is gained through Research. Physical Research 
  is ideal for learning this kind of Secret Knowledge.
  Resolve
  Your commitment and confidence, often motivated by a strong 
  sense of purpose. This purpose could come from a belief in a 
  specific cause or religion, or through mental training.
  Your character’s Focus Attribute may give you a +1 or +2 
  Description bonus (or penalty) to some rolls if you are also 
  descriptive in your approach.
  Areas of Ability
   » Bravery.
   » Conviction.
   » Self-reflection.
   » Perseverance.
   » Psionics.
  Example Uses Without Tools
   » Keep courage in battle.
   » Resist an attempt to alter your conviction.
   » Remember genetic memories.
   » Push your physical or mental abilities past normal limits.
   » Use a psionic power.
  Example Uses with a Toolbox (Icon of Ideology or Personal Heirloom)
   » Clutch your religious book for hope in a hopeless situation.
   » Proselytise your ideology with passion.
   » Meditate with incense.
   » Resist the ideology of others.
   » Channel psionic power through a focus.
   » Look into the face of a horrifying creature.
   » Speak with a genetic ancestor.
   » Withstand extreme pain.
   » Resist powerful persuasion.
   » Resist a psionic power.
  Example Uses with a Workshop (Sanctuary)
   » Meditate on your convictions.
   » Recover from mental trauma.
   » Research your genetic memories.
   » Retrain your mind.
   » Project a psionic power.
  Example
  Sarah is a Kaltoran, gifted and cursed with the genetic memories 
  of her ancestors. She wishes to draw upon these memories to 
  learn about the Great X’ion War. The GM says that she can use 
  Resolve to delve into her genetic memories to learn about the 
  war from her ancestors’ first-hand experiences.
  
  47
  Awareness
  Your ability to perceive your environment through your available 
  senses and general deductive ability. Includes your ability to hide 
  and locate physical objects, piece together clues and identify points 
  of interest in your environment.
  Awareness is a broad and commonly used Skill, but it has 
  limited depth. This Skill shouldn’t be used for Spare Time 
  Rolls or Research. If a player uses Awareness to analyse 
  a complex object or situation, they won’t get many details. 
  Instead, they’ll know what Skill they should use to find 
  the details.
  Your character’s Intelligence and Perception may give you a +1 
  or +2 Description bonus (or penalty) to some rolls if you are 
  also descriptive in your approach.
  Areas of Ability
   » Seeing.
   » Hearing.
   » Insight.
   » Searching.
   » Investigation.
  Example Uses Without Tools
   » Notice someone hiding.
   » Overhear a conversation.
   » Notice a detail.
   » Look for hidden things.
   » Find a clue.
  Example Uses with a Toolbox (Criminology Kit)
   » Take photos of people.
   » Record a conversation.
   » Examine a voice recording.
   » Set up a hidden camera.
   » Take pictures of a crime scene.
   » Examine footprints.
   » Bug a room with a listening device.
   » Make a deduction.
   » Find hidden evidence.
   » Dust for fingerprints.
  Example Uses with a Workshop (Forensic Lab)
   » Examine evidence under microscope.
   » Perform voice analysis.
   » Create a wall of clues.
   » Scan item for secrets.
   » Conduct forensic examination.
  Example
  Moa is exploring a derelict Legion spacecraft and hears a strange 
  clacking noise coming from the walls. She makes an Awareness 
  Skill Roll to try and discern what it is. The GM tells her that the 
  sound is mechanical in nature; something is probably broken. 
  Moa will need to make a Mechanics Skill Roll of 12 to identify 
  exactly what it is.
  Survival
  Your ability to work with and gain supplies in unconventional 
  environments such as city slums, wild forests, barren deserts, arctic 
  tundra, and spacecraft with limited supplies.
  Areas of Knowledge
   » Survival (make camp, find food/water).
   » Salvaging.
   » Improvising.
   » Cooking.
   » Tracking.
  Example Uses Without Tools
   » Find fresh water.
   » Find a tool.
   » Make a stone wrench.
   » Knead dough.
   » Follow footprints.
  Example Uses with a Toolbox (Survival Kit)
   » Start a fire in the rain.
   » Lever out component with knife.
   » Make a spear.
   » Cook an animal on a spit.
   » Track in the dark.
   » Boil stagnant water.
   » Disassemble a large object.
   » Make Molotov cocktails.
   » Cook a stew.
   » Hunt game.
  Example Uses with a Workshop (Kitchen)
   » Make poisonous food edible.
   » Ration food supply.
   » Make a cake with no flour.
   » Invent a new recipe.
   » Cook game.
  Example
  Boris has set up camp deep within a forest. He wishes to gather 
  some supplies before he moves further in. Because he has 
  access to Cooking Equipment (Survival Toolbox), he can gather 
  a wider range of food. If he didn’t have it, he could only collect 
  food that could be eaten raw. 
  
  48
  Professional Skills
  Mechanics
  Your ability to understand, repair, and design machines: any 
  devices with moving parts. Also covers your understanding of refined 
  and designed materials such as alloys and synthetic polymers. 
  Finally, it represents your structural and architectural knowledge.
  Areas of Study
   » Mechanical engineering (moving parts).
   » Hydraulics (fluid mechanics).
   » Materials science (metals, alloys, and polymers).
   » Chemical engineering (reactions and processes).
   » Architecture (structure and design).
  Example Uses Without Tools
   » Unjam a mechanical weapon system.
   » Adjust flow valves correctly.
   » Identify materials.
   » Know how to use chemicals and reactions.
   » Estimate if a support will remain standing.
  Example Uses with a Toolkit (Wrench)
   » Repair minor damage to a mechanical system.
   » Patch hydraulic machinery.
   » Detect the composition of materials.
   » Detect a radiation leak.
   » Build a makeshift structure.
  Example Uses with a Toolbox (Toolbox)
   » Repair major damage to a mechanical system.
   » Replace hydraulics in a machine.
   » Weld a structural joint.
   » Repair major damage to a synaptronic system.
   » Build a proper structure.
  Example Uses with a Workshop (Repair Shop)
   » Create or modify a mechanical weapon.
   » Research hydraulics.
   » Create an alloy or synthetic polymer.
   » Build or invent a synaptronic system.
   » Design a spacecraft or space station.
  Example
  Rachel has snuck onto the spacecraft of rival bounty hunters, 
  hoping to disable it or slow them down.
  The GM gives her two options: roll a 10 to damage their fuel 
  intake, slowing down their launch, or roll a 16 to secretly rig 
  their hydraulic doors to pop open after they take off. This will 
  force them to land again in order to repair the damage, which 
  will require some basic tools.
  Electronics
  Your ability to understand, repair, and design electrical devices, 
  and your understanding of electrical signals. This skill also covers 
  an understanding of computer hardware, cables, communication 
  technology, and energy weapons.
  Areas of Study
   » Digital electronics (circuits, computer hardware).
   » Electrical engineering (electricity, power cables).
   » Applied physics (lasers, particle weapons).
   » Telecommunication (radio, data cables).
   » Optics (sensors, cameras, scopes).
  Example Uses Without Tools
   » Recognise a burnt circuit.
   » Adjust electricity flow.
   » Unjam an electronic weapon system.
   » Find a good radio signal.
   » Know the workings of optical devices.
  Example Uses with a Toolkit (Soldering Iron & Wire Cutters)
   » Make minor repairs to an electronic system.
   » Patch an electrical cable.
   » Configure a laser.
   » Tap into a data cable.
   » Attach a scope to a weapon.
  Example Uses with a Toolbox (Tool Belt)
   » Perform major repairs to an electronic system.
   » Replace an electrical cable.
   » Modify an electronic energy weapon.
   » Introduce white noise to a radio frequency.
   » Repair an optical device.
  Example Uses with a Workshop (Technician Workshop)
   » Build a computer.
   » Research electricity.
   » Create an electronic weapon.
   » Create a communication device.
   » Design ship sensors.
  Example
  Sarah needs to hack a computer based door lock. The GM says 
  this can be done with a Programming Skill Roll of 14 to hack 
  the control panel. Or, if she has some basic tools, an Electronics 
  Skill Roll of 12 to hot wire it.
  If the door is hotwired, it will be jammed open, making any 
  hacking take a little longer. Sarah decides to hotwire the door.
  
  49
  Programming
  Your knowledge of and ability to work with computer software 
  and digital information, including computer locks, digital security 
  systems, databases, firewalls, and drones.
  Areas of Study
   » Software engineering (programs & applications).
   » Hacking (accessing protected data).
   » Artificial intelligence (robotic intelligence).
   » Security systems (computerised security).
   » Datastream (filtering large amounts of data).
  Example Uses Without Tools
   » Recognise software.
   » Attempt to guess a terminal password.
   » Reason with an intelligent robot.
   » Know the workings of security systems.
   » Find something on a datastream terminal.
  Example Uses with a Toolkit (Basic Terminal)
   » Create a simple program.
   » Hack into a computer terminal.
   » Read an AI’s computer code.
   » Override a locked door.
   » Wirelessly access a datastream with a terminal.
  Example Uses with a Toolbox (Portable Computer)
   » Write a computer program.
   » Hack into a secure server.
   » Hack into an AI.
   » Override a security turret.
   » Wirelessly access datastream with own terminal.
  Example Uses with a Workshop (Software Lab)
   » Design an operating system.
   » Create a trojan virus.
   » Reprogram an AI.
   » Create a security system.
   » Research the datastream.
  Example
  Lex wishes to make contact with a secretive hacker that uses 
  many different aliases. She wishes to do this by hanging out in 
  some little-known hacker forums. The GM says this is difficult, 
  requiring a Programming Skill Roll of 14. She will also need 
  access to a computer, and this task may take some time.
  Bio Tech
  Your ability to work with and knowledge of biological technology, 
  genetic engineering, advanced biology, and chemistry, including 
  implants, Bio Tech weapons, Nephilim spacecraft, and DNA.
  Areas of Study
   » Genetic engineering (designing life).
   » Bio-weaponry (biological weapons).
   » Biological systems (living technology).
   » Bio-chemistry (enzymes and toxins).
   » Augmentation (implants and gene splices).
  Example Uses Without Tools
   » Identify a genus.
   » Unjam a biological weapon system.
   » Configure a biological system.
   » Identify strange goo.
   » Recognise that a person is augmented.
  Example Uses with a Toolkit (Sample Jar & Bandages)
   » Take a DNA sample.
   » Feed a biological weapon system.
   » Bandage minor damage to a biological system.
   » Take a chemical sample.
   » Patch a broken implant.
  Example Uses with a Toolbox (Chemistry Kit)
   » Grow bacteria.
   » Modify a spine launcher.
   » Heal major damage to a biological system.
   » Create a poison.
   » Administer a gene splice.
  Example Uses with a Workshop (Genetics Lab)
   » Create a biological drone.
   » Create a spore weapon.
   » Research biological reactors.
   » Research noxious substances.
   » Perform implantation surgery.
  Example
  Simon and his team are exploring an ancient X’ion biological 
  space warship. He is not sure if it is dead or hibernating.
  The GM tells him that if he can gain access to its central 
  nervous system or power supply, he would be able to find out. 
  It will require a Bio Tech roll of 12, and potentially some time, 
  to find one of these locations, then another roll of 16 with a Bio 
  Tech Toolbox to know if it is hibernating or dead.
  “Then, triangulate the signal via the nebula and done!”
  “You’ve never hacked a thing in your life, have you?”
  
  50
  Medicine
  Your ability to work with and knowledge of medical equipment and 
  pharmaceuticals, as well as your ability to heal others and safely 
  interact with the insides of living biological life forms.
  Medicine can be used to Heal Attribute Damage (pg: 92).
  Areas of Study
   » Medical care.
   » Pharmacology.
   » Surgery.
   » Physiotherapy.
   » Anatomy.
  Example Uses Without Tools
   » Identify a symptom.
   » Recommend a medicine.
   » Apply pressure to a wound.
   » Relocate bone.
   » Identify organ.
  Example Uses with a Toolkit (Bandages, Painkillers, & Pocketbook)
   » Identify a common illness from the pocketbook.
   » Administer a painkiller.
   » Stop bleeding by bandaging.
   » Make a sling.
   » Create a splint.
  Example Uses with a Toolbox (First Aid Kit)
   » Give medical attention.
   » Administer medicine.
   » Remove a bullet.
   » Restrain neck movement.
   » Amputate a limb.
  Example Uses with a Workshop (Medical Bay)
   » Give extended medical care.
   » Synthesise medicine.
   » Perform complex surgery.
   » Conduct physical rehabilitation.
   » Research anatomy.
  Sharing Spare Time Points
  You can share Spare Time Points (pg: 64)
  for Healing Rolls (pg: 92).
  Example
  Sarah has fallen sick from a common stomach virus after 
  eating bad food from a Nephilim market.
  Maximus has a Medicine Toolbox with some helpful drugs that 
  could cure her. As they have good equipment, this First Aid Skill 
  Roll is not difficult and only requires a 10.
  Psychology
  Your ability to understand the mind, such as recognizing the 
  motivations of others, diagnosing and treating mental conditions, 
  understanding and utilising psionic powers, and understanding 
  biological technologies and systems which are neurological in 
  nature, commonly called synaptronics.
  Areas of Study
   » Psionchology (psions and their powers).
   » Psychology (psyche).
   » Psychiatry (mental conditions).
   » Synaptronics (biological electronics).
   » Behavioural Science (behaviour of individuals).
  Example Uses Without Tools
   » Recognise a psionic power.
   » Recognise a mental state (depression, mania, etc).
   » Calm an agitated individual.
   » Recognise damage to a synaptronic system.
   » Gain insight into motivation and intentions.
  Example Uses with a Toolkit (Synaptronic “Screwdriver”)
   » Detect psionic gene.
   » Treat mental condition with counselling.
   » Diagnose a mental condition (post-traumatic stress, bipolar 
  disorder, etc).
   » Repair minor damage to a synaptronic system.
   » Detect lies during interrogation.
  Example Uses with a Toolbox (Sedatives and Anti-Depressants)
   » Inhibit the psionic powers of a restrained individual.
   » Perform hypnotic therapy.
   » Treat a mental condition with medicine.
   » Repair major damage to a synaptronic system.
   » Detect hidden agendas during interrogation.
  Example Uses with a Workshop (Neural Analysis Lab)
   » Research psionics.
   » Recondition behaviour (shock therapy).
   » Perform brain surgery.
   » Build or invent synaptronic systems.
   » Extract information during interrogation.
  Example
  Theodore has formed a bitter professional rivalry with another 
  merchant who keeps getting the better of him. He wishes to 
  figure out his rival’s next move so he can counter it or cut in 
  front of him.
  The GM says this will take some time to figure out, and will 
  require at least 2 Cultural Research Units on his rival’s trade 
  patterns. Theodore will need access to information to Research 
  and must spend Spare Time Points.
  
  51
  Astronomy
  Your knowledge of celestial objects, phenomena, stars, and 
  Ley Lines. Also includes your knowledge of and ability to use 
  astronomical equipment.
   
  Areas of Study
   » Navigation.
   » Cosmology.
   » Ley Lines.
   » Stellar Science.
   » Gravitation.
  Example Uses Without Tools
   » Navigate in space by following constellations.
   » Understand space phenomena.
   » Know about Ley Lines.
   » Know star categories.
   » Place a spacecraft into geostationary orbit.
  Example Uses with a Toolkit (Hand Telescope)
   » Estimate a location in space.
   » Identify space phenomena.
   » Notice Ley Line distortions.
   » Identify a star’s category.
   » Estimate orbits.
  Example Uses with a Toolbox (Telescope)
   » Calculate distance from a star.
   » Determine the properties of a nebula.
   » Detect a Ley Line.
   » Detect incoming solar flares.
   » Calculate escape velocity.
  Example Uses with a Workshop (Observatory)
   » Perform interstellar navigation.
   » Examine a black hole.
   » Research Ley Lines.
   » Study the composition of a star.
   » Research satellites.
  Example
  An annoying nebula has been sucking all the energy from 
  Sarah’s spacecraft, threatening to leave the crew stranded in 
  dead space.
  Desperate to gain some insight into this phenomenon, and with 
  no astronomical equipment available, Sarah uses her Electronics 
  Toolbox to analyse her spacecraft’s reactor. The GM says this 
  is a difficult Astronomy Skill Roll of 16 because she does not 
  have ideal equipment.
  Planetoids
  Your knowledge of planetary bodies, as well as atmospheres, 
  flora, fauna, minerals, habitats and advanced weather effects. Also 
  includes your knowledge of and ability to work with mining, terra 
  forming equipment, and asteroids.
  Areas of Study
   » Flora and fauna (plants and animals).
   » Geology (minerals and mountains).
   » Meteorology (weather and climate).
   » Ecosystems (habitats and forests).
   » Magnets (Electro-Gravity).
  Example Uses Without Tools
   » Know plants and animals.
   » Know types of stones.
   » Predict the next few hours of weather.
   » Understand ecosystems.
   » Configure artificial gravity.
  Example Uses with a Toolkit (Prospecting Pick)
   » Take plant cuttings.
   » Collect a rock sample.
   » Take a rainwater sample.
   » Plant a tree.
   » Identify a habitat.
  Example Uses with a Toolbox (Geology & Zoology Kit)
   » Identify animal species.
   » Examine geological properties.
   » Predict tomorrow’s weather.
   » Create a small earth ecosystem.
   » Assess ecosystem health.
  Example Uses with a Workshop (Surveyor’s Lab)
   » Research a new animal species.
   » Analyse mineral composition.
   » Analyse a storm’s properties.
   » Research an ecosystem.
   » Research Electro-Gravity weapons.
  Example
  Hraks has spotted a strange, orange bear-like creature. This area 
  of the wilderness is known for violent animals, and she wants 
  to know if she should be cautious of this particular creature. 
  The GM says this task is moderately difficult and requires a 
  Planetoid Skill Roll of at least 10.
  
  52
  Combat Skills
  These skills are used in combat and split into two categories: 
  Vehicle System Skills and Personal Combat Skills.
  At character creation, you may select two Vehicle System and 
  Personal Combat Skills to be trained in. Each Trained Skill may have 
  two connected Traits.
  Trained Skills grant a +1 bonus to any connected Weapons To Hit.
  Untrained Skills give a -2 penalty to any connected Weapons 
  To Hit.
  Attack & System Rolls
  All Personal Combat Skills increase (or decrease if Untrained) 
  the To Hit Roll of the respective Weapons (eg: +1 Small Arms 
  increase all Attack Rolls with Small Arms Weapons by 1).
  All Vehicle System Skills increase (or decrease) your ability 
  to successfully pass a relevant spacecraft System Roll (eg: +1 
  Command increases your chance to pass a Command System 
  Roll by 1).
  Personal Combat Skills
  See pg: 78 for full Attack Roll rules.
  Your ability to perform different tactical actions in combat and 
  skill at using different types of weapons.
  Small Arms
  Your ability to use common firearms in combat.
  Small Arms Weapons:
  Pistols
  Submachine Guns
  Rifles
  Assault Rifles
  Shotguns
  Heavy Arms
  Your ability to use common large weapons and explosives in 
  combat. Also includes gun emplacements and spacecraft weapons 
  used in personal Combat situations.
  Heavy Arms Weapons:
  Grenades
  Grenade Launchers
  Satchels
  Cannons
  Auto Cannons
  Chemical Throwers
  Tactical
  Your ability to use common combat drones, tactical weapons, 
  combat computers and tactical Actions in combat (including your 
  ability to Stealth).
  You can use this skill to request GM advice during combat on a 
  limited basis. It may also be used for some large-scale combat 
  situations, such as city sieges, where there are too many actors to 
  play out everything in the scene.
  Tactical Weapons:
  Your Mind
  Targeting Lasers
  Tactical Computers
  Turrets
  Swarm Drones
  Combat Drones
  Assault Drones
  Electro-Gravity Gauntlets
  Disruptor Rifles
  Tactical Actions:
  Stealth
  Exotic
  Your ability to use uncommon weapons, personal racial powers, 
  personally made weapons, and Melee Skill in combat.
  Exotic Weapons:
  Exotic includes all weapons not covered by other categories, 
  including Melee Weapons, Prototype Weapons, and many Drones.
  The resounding cracka-crack of the gauss rifle came 
  a half second behind the dulled impacts on Brenton’s 
  Octanto™ Shielding. “Damnit!”
  The red Legion forms across the narrow valley were 
  using an awful lot of ammunition, he thought while 
  pulling on the reload valve of his particle cannon, 
  hearing the distinctive whoosh of the air intake. “Now, 
  come to papa…” Nudging the business end of the cannon 
  around the bullet-pitted rock, Brenton slowly tightened 
  his finger on the trigger as he took aim.
  An overly warm gun muzzle was placed against his 
  head, still smoking slightly from recent fire.
  “Cease fire, Corp.” came the accented Legion voice.
  They’d been distracting him from the scout… Damn.
  
  53
  Vehicle System Skills
  See pg: 155 for full Spacecraft Combat rules.
  See pg: 168 for full Spacecraft System Roll rules.
  Your ability to use spacecraft Vehicle Systems and Weaponry in 
  a combat situation.
  Trained Skills grant a +1 bonus to any connected System Roll 
  or Weapon To Hit.
  Untrained Skills give a -2 penalty to any connected System Roll 
  or Weapon To Hit.
  Command
  Your ability to pilot a spacecraft, coordinate crew, and direct fighters.
  Command Weapons:
  Boarding Parties
  Bomber Squads
  Combat Squads
  Sentries
  Engineering
  Your ability to repair, regulate power, and recharge 
  spacecraft shields in a combat situation.
  Operations
  Your ability to use spacecraft sensors 
  and direct warheads.
  Operations Weapons:
  Swarm Warheads
  Missiles
  Rockets
  Torpedoes
  Mines
  Gunnery
  Your ability to reload, unjam, and fire spacecraft batteries.
  Gunnery Weapons:
  Point Defences
  Blasters
  Burst Batteries
  Artillery
  “I’m not addicted to Corporation fuel... but my ship is.”
  - Logan, Captain of the Astral Star.
  
  54
  Acquisition
  Every character has access to different types of resources, 
  whether it is money, materials, personal skill, free time, or friends. 
  Resources, Influence, and Spare Time Points represent your access 
  to these, and you’ll use these to acquire equipment, social perks, 
  services, and spacecraft.
  Overview
  Distributing Resources and Influence
  Your Resources and Influence are distributed, not spent. Do not 
  decrease your Resources or Influence when you acquire, lose, or 
  change your equipment or spacecraft. They merely limit the total 
  number of points you can have distributed at any one time.
  The total cost of your Items can never exceed your Current 
  Resources or Influence (see below).
  Spending Spare Time Points
  Unlike Resources and Influence, Spare Time Points are spent. Each 
  time you attempt to acquire an item or service that costs a Spare 
  Time Point, you must reduce your Spare Time Points by 1. This is not 
  regained, even if you fail to acquire or lose the item or service.
  To acquire an item or service that costs a Spare Time Point, you 
  must make a Spare Time Roll (pg: 64).
  Maximum and Current
  Your Maximum Resources and Influence both equal your character’s 
  Level (pg: 32). You may never have more the 10 Spare Time Points 
  (pg: 64) at once.
  The amount of Trade Goods you can have is only limited by your 
  Cargo space (pg: 150). There is no limit to the amount of Research 
  Units you can have.
  As your Maximum Resources and Influence go up, your Current 
  Resources and Influence do not go up. You can only gain Resources 
  and Influence by in-game actions (eg: Going on NPC missions, 
  selling Trade Goods, or publishing Research).
  Gaining
  Resources are often gained by completing NPC missions or selling 
  Trade Goods (pg: 66).
  Influence is increased by gaining the favour and appreciation of 
  NPCs, often through NPC missions done out of goodwill or through 
  publishing Research (pg: 68).
  Spare Time Points are gained at the start of each game session, as 
  a reward for good role playing or as a minor reward.
  Trade Goods are often purchased or looted. Research is gained in 
  a similar way to Trade Goods.
  Loot
  Looting your defeated foes and stealing from your enemies is often 
  a staple source of income for many mercenaries and explorers.
  Money and Small Valuables
  Characters gain a single Trade Box (pg: 66) or Spare Time Point 
  (pg: 64) if they acquire a small amount of money or valuables.
  Equipment
  Characters can keep any equipment they find, but at the end of the 
  session the total Cost of their equipment cannot exceed their Current 
  Resources or Influence. Characters must decide what equipment they 
  will keep.
  Any looted items may be turned into Trade Goods (pg: 66).
  A rough guide is 1 Trade Box per 4 Weight of Items.
  Weapons and Outfits with Modifications
  Characters may keep any Modifications on an item they loot, no 
  additional Spare Time Rolls are required.
  Items that cost a Spare Time Point
  Can be freely kept, no Spare Time Roll needs to be made.
  Ammunition
  Found Ammunition can be used to regain a GM specified amount 
  of Clips or Ammunition (pg: 122).
  Large Amounts of Goods
  Acquire an appropriate amount and type of Trade Good (pg: 66). 
  Need to have means of moving and storing.
  Large Amounts of Money
  Acquire Resources. Should be particularly rare, as most 
  large amounts of money are held in vaults, guarded banks or 
  stored electronically.
  Scientific Data
  Acquire Research Units. Well documented, scientific data is rare 
  and difficult to acquire.
  
  55
  Influence
  Your ability to purchase, maintain, and cover the upkeep expenses 
  of your (and possibly your group’s) spacecraft. Can also represent 
  how much respect and power you have with an NPC group.
  Commonly gained by doing favours (often without payment) for a 
  group of people, gaining access to spacecraft fuel or components.
  Resources
  Your ability to purchase, maintain, and cover the upkeep expenses of 
  your Weapons and Outfit.
  Often gained by completing lucrative missions, selling Trade Goods, 
  or securing sponsorships, investments, or simply large sums 
  of money.
  Trade Goods
  Crates of valuable goods that require storage space. Often traded up, 
  until the owner is ready to sell to the right buyer.
  Usually purchased from a merchant (Spare Time Roll) or looted from 
  defeated foes.
  Spare Time Points
  Spent on acquiring minor objects and services, making equipment 
  modifications and producing Trade Goods or Research.
  Gained at the start of each session, for good role playing and 
  through loot.
  You cannot have more than 10 unused Spare Time Points at once.
  Research
  Your access to rare knowledge of technology or the universe.
  Used to invent Technologies and improve your ability to maintain 
  your spacecraft.
  Publishing can give you fame, respect, and other perks.
  Usually gained through personal studies.
  Acquisition Types
  Gained from In-Game Actions.
  Eg: Completing a mission, looting, or selling Trade Goods.
  
  56
  Resources
  See pg: 32 for full Level rules.
  See pg: 66 for full Trade Goods rules.
  See pg: 113 for full Equipment rules.
  See pg: 358 for full Weapons list.
  Resources is a broad representation of how much personal 
  equipment your character is able to maintain. Also, personal combat 
  scales in difficulty with your Current Resources (pg: 56).
  Resources are used to acquire personal Weapons and an Outfit.
  The Resources requirement of an item is listed as its “Cost”.
  The way you acquire and maintain equipment depends on your 
  character’s skills and abilities. Resources is not necessarily just 
  money but also the ability to maintain your own equipment.
  For instance, a wealthy Corporate has more money at his disposal; 
  if some of his equipment is damaged, he simply buys replacements 
  or already has spares on his spacecraft. In contrast, a Kaltoran 
  mechanic may repair his own equipment, salvaging replacement 
  parts to make it last as long as it can. Both the Corporate and 
  Kaltoran may have the same Current Resources.
  Gaining Resources
  Resources are primarily gained by doing NPC missions for payment, 
  selling Trade Goods (pg: 66), or acquiring large amounts of cash.
  You cannot increase your Current Resources beyond your Maximum 
  Resources. Any gains above your Maximum Resources are lost.
  Losing Resources
  Selling or losing an item that costs Resources does not reduce 
  your Current Resources.
  Your Current Resources can only be reduced by a major event that 
  you failed to prevent, such as losing a fight to an NPC who strips 
  you of everything or a calculated attack on your income. Even events 
  such as these may only reduce your Current Resources by one or 
  two, at most.
  Easy Life Bank Co. ‘Making money and life easy’TM
  Personal Account:
  000 000 000 000 009 123 . 121
  “Can an ATM be condescending? It doesn’t need to 
  include all those zero’s... god, now I am thinking about 
  getting a loan. Damn I hate the Corporation! Sneaky 
  bastards even work their magic into a simple ATM 
  credit display”.
  - Rachel Swagger.
  Allotting Resources
  Resource points are distributed and not reduced when acquiring 
  items that cost Resources. 
  At the end of each session, add up the total Resources cost of all 
  your items. If it exceeds your Current Resources, you must pick items 
  to keep with a total Resources cost equal to or less than your Current 
  Resources. In this way, your character may temporarily use salvaged 
  items, but then they must decide which items to keep and maintain 
  and which to discard or turn into Trade Goods (see Loot rules, pg: 
  54; 1 Trade Box per 4 Weight).
  Sharing Resources
  When a player character gains Current Resources, they may be 
  distributed between any player characters immediately. However, 
  Current Resources may not be shared or exchanged at any later time.
  Characters may share Equipment that cost Resources, but only 
  temporarily for a session or two.
  Merchant
  2
  8
  Corp,
  Languages:
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  +
  Lv +2
  Lv +2 +
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  CHARACTER SHEET
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Player 
  +
  Lv +2
  Lv +2 +
  Total (18)
  (0-5)
  Attributes
  Traits
  CHARACTER S
  
  57
  Buying Rifle and Outfit, Resources Example
  Derrick is Level 5 (Maximum Resources 7) and has 4 Current 
  Resources. He purchases a Rifle (2 Resources) and armour (2 
  Resources), allotting all of his Current Resources.
  If he wishes to acquire any more items that cost Resources, he 
  must either increase his Current Resources or get rid of his Rifle 
  or armour.
  Changing Weapons, Resources Example
  Brett has 7 Current Resources, 4 allotted for armour and 3 for a 
  SMG. He wishes to change his SMG to an Assault Rifle (3 Resources). 
  He has a few options available to him:
  He could simply get rid of his SMG and buy an Assault Rifle.
  If Brett managed to loot or steal an Assault Rifle (see pg: 54 for 
  full Loot rules), he could keep his SMG until the end of the session, 
  when it would convert into a Trade Box. The Assault Rifle he found 
  would keep any Modifications that cost Spare Time Points (pg: 64).
  Gaining Resources Example
  Hraks has a Maximum Resources of 12 but only 8 Current 
  Resources. She can gain 4 Current Resources before she 
  hits her limit.
  She has many options available to her. She could 
  find a paying mission from an NPC, attack pirates and 
  collect bounties, turn pirate and attack NPCs, or she 
  could buy and sell Trade Goods (pg: 66).
  She decides to try combining trading with 
  bounty hunting. She purchases some Trade 
  Goods and tries to find a mission hunting 
  pirates in the same area she wishes to 
  sell her Trade Goods.
  Losing Resources Example
  After a disastrous fight, Andrew and 
  Qwarx have been captured by Draz pirates 
  and are being held in a makeshift prison.
  Eventually they manage to break their bonds and 
  overpower the guards. But they are faced with a dilemma: All of 
  their equipment is being held by the pirate captain. If they choose to 
  take the safe option and leave their equipment the GM informs them 
  they will both lose 1 Current Resource and will need to acquire new 
  equipment. If, however, they manage to regain their equipment and 
  overpower the pirates, they may be able to loot enough valuables to 
  gain Current Resources.
  Andrew and Qwarx choose to abandon their equipment and leave, 
  as recovering it would just be too dangerous.
  
  58
  Corp,
  Languages:
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  2+
  +
  Lv +2
  Lv +2 +
  =
  Fate
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  Small Arms
  Total
  =
  +
  x2 Traits
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  CHARACTER SHEET
  Wealth
  Total
  Untrained (-2)
  Trained (+1)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  =
  +
  Corp,
  Languages:
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  2+
  +
  Lv +2
  Lv +2 +
  =
  Fate
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
   Skills x2
  Small Arms
  Total
  =
  +
  Heavy Arms
  =
  +
  x2 Traits
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  CHARACTER SHEET
  Wealth
  Total
  Untrained (-2)
  Trained (+1)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  =
  +
  Leadership
  Conversation
  =
  +
  =
  +
  y
  Corp,
  Languages:
  Race
  Total
  x2 Traits
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
   SHEET
  Toolkit
  Tool Box
  Workshop
  D Workshop
  Influence
  See pg: 32 for full Level rules.
  See pg: 68 for full Research rules.
  See pg: 142 for full Spacecraft Creation rules.
  Influence is an abstract representation of a character’s influence 
  with groups of people, as well as their access to spacecraft 
  resources such as fuel or munitions. Also, spacecraft combat scales 
  in difficulty with your Current Influence (pg: 58).
  Run on More than Just Fuel and Sweat
  Spacecraft are incredibly complex and ancient machines.
  They require constant maintenance, fuel, and access to
  secure landing facilities.
  This makes it almost a necessity to be sponsored by,
  or at the very least supported by, many more people than it
  takes to just crew the craft.
  Influence is used to acquire and Upgrade spacecraft.
  Players may combine their Influence into one pool to acquire a 
  single large spacecraft.
  Gaining Influence
  Influence is primarily gained by working for NPCs without direct 
  physical payment, publishing Research (pg: 68), or gaining spacecraft 
  fuel, components, or parts.
  Your Current Influence can never exceed your Maximum Influence.
  Perks and Complications
  As you gain Current Influence, you also gain Perks (pg: 60) and 
  Complications (pg: 62) related to your in-game choices.
  You’ll only gain Perks and Complications at appropriate times in 
  the story, but not before you have the required Influence.
  Contact: Mercenary “Nick Hathgore”
  Membership
  0
  6
  Just thinking of his boss made him instinctively 
  self-check his current apparel, glancing subtly at 
  his cheaply made but expensive-looking suit, with its 
  near-perfect OctantoTM brand tint, just like the far 
  more expensive suit of almost the same cut and shape. 
  Possibly made in the same factory.
  It may have cost a fraction of the real thing, but 
  the credits-to-impression ratio was quite good with 
  other Corporates. If he’d wanted to impress Kaltorans, 
  though, he’d best just rip holes in it and cover it in 
  soot… Primitives…
  - Theodore Bolt.
  Losing Influence
  Current Influence can be lost by disappointing or doing harm to 
  NPCs who have previously given you Influence.
  Perks and Complications
  These are lost if your Current Influence drops below the 
  required amount.
  Allotting Influence
  Current Influence can be allotted to acquire or upgrade spacecraft. 
  As with Resources (pg: 56), Current Influence is allotted, not spent.
  Sharing Influence
  Current Influence can be combined to acquire a spacecraft, but 
  it cannot be shared with others for the purpose of gaining Perks or 
  Complications.
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Player 
  +
  Lv +2
  Lv +2 +
  Reflexes
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  CHARACTER S
  
  59
  Maximum and Current Influence, Example
  Geordie has 16 Maximum Influence. He has only 14 Current 
  Influence, gained from many different jobs and some Research 
  Publications. He may still gain an additional 2 Current Influence 
  through further his in-game actions.
  Gaining Influence, Example
  A small group of mercenaries are resupplying their 
  food supplies from a small Kaltoran logging settlement on 
  Mishpacha when it is attacked by a horde of Feral Nephilim.
  After fighting off the invaders, the local leaders thank them 
  and try to convince the mercenaries to help them destroy the 
  Feral tribe. However, they have very little to pay the party.
  If they were to work for payment, they would only gain 
  4 Trade Boxes of wood. If they worked for free, though, 
  surely the leaders would be thankful and would tell 
  other Kaltorans, increasing the Current Influence 
  of each player character by one.
  Losing Influence, Example
  Michele and her team have been doing 
  a lot of mercenary work for the Legion High 
  Command. Most of the group’s Current Influence 
  has come from them.
  If they were to ever take any hostile action towards 
  Legion High Command or their interests, though, they 
  might lose some of their Current Influence.
  Combining Influence, Example
  Each member of Eric’s group has 5 Current Influence, 
  if they combine together, they can acquire a spacecraft 
  that requires up to 25 Influence.
  Big Ships, GM Game Style Example
  James is the GM. He wants to run a Space Opera game, 
  with the players in a big spacecraft. He lets his players 
  know that he will be giving out lots of Influence and very 
  little Resources. He will also be increasing each character’s 
  Maximum and Starting Influence by 5. This will make NPC 
  spacecraft more dangerous (pg: 302).
  
  60
  Perks
  Making friends and Publishing Research (pg: 69) grants Perks. Your 
  choice of Perk must reflect your character’s in-game actions.
  You may change a Perk by using a Level up Retro (pg: 32).
  Each Perk may only be selected once.
  Gain a Minor Perk at Influence: 5, 10 and 20.
  Gain a Moderate Perk at Influence: 15 and 25.
  Gain a Major Perk at Influence: 30
  Creating Perks
  GMs should feel free to invent new Perks. Be careful to not make 
  a Perk that is too close to another or imbalanced.
  Research
  When you achieve 12 or 16 Units of Research (pg: 68) in a single 
  area, you may receive a Minor Perk related to that research.
  Kaltoran Hero, Thematic Perk Selection Example
  Rachel and her group have been working a lot with her Kaltoran 
  Swagger family and have become quite popular with them, gaining 
  Current Influence. Rachel has 16 Current Influence and wishes to 
  select Perks (2 Minor and 1 Moderate) to reflect her relationship with 
  the Swagger family.
  For her first Minor Perk, she selects Minor Contact: Uncle David 
  Swagger. Rachel and her group once saved David’s mechanic 
  business from a Draz cartel looking to extort him. In gratitude, Uncle 
  David will always be willing to help Rachel out in any way that he 
  can, granting +1 to any Mechanics Spare Time Rolls that Rachel 
  might make around him.
  For her second Minor Perk, Rachel chooses Language: Ancient 
  Kaltoran. Rachel has always had faint genetic memories of her 
  ancestral language, and with the help of her family she has managed 
  to fine-tune this knowledge.
  For her Moderate Perk, Rachel chooses Additional Income. Her 
  family have helped her greatly, offering her spare parts, munitions, 
  and any extra Credits that she might need.
  Minor Perks
  You have just started to reap some minor benefits from your 
  new acquaintances or employment. More often than not, these are 
  geographically localised perks.
  Language
  You have learnt a new language from your interactions 
  with your newfound allies. See pg: 36 for more information 
  on Languages.
   » Ancient Kaltoran
   » Archon
   » Corp
   » High X’ion
  Minor Access
  You have been trusted with access to a non-public space such 
  as an apartment, warehouse, workspace, or other small facility.
   » Gain 1 Cargo space of room.
   » You must make any required Spare Time Rolls to install a 
  Workshop into this space.
   » You may combine this with the Moderate Access Perk or 
  the Major Access Perk, adding the available Cargo space 
  together. Also, you may combine your Cargo space with that 
  of other player characters.
  Minor Contact
  You are friends with someone who is willing to help you out. 
  This friend is often restricted to a single geographical area, and 
  you must travel to them if you wish to make use of their skills.
   » Pick a single Primary Skill. You gain +1 to all Spare Time Rolls 
  with this Skill when you are with your contact.
   » This bonus may only be used once per session.
  Minor Rank
  You have earned your place in your organisation by proving 
  yourself in the field. While you have very little authority to order 
  others around, your superiors acknowledge you as someone to 
  be respected and trusted.
   » One Companion Costs 1 less Current Resources.
   » Primal X’ion
   » Kaltoran
   » Legion (and Hand Signal)
   » Vargartian
  “OK, the Orbital Bombardment Guidance Laser is ready, 
  but I’m aiming by eye, so I may have to walk my shots.”
  - Tiro, Legion weapons inventor, scaring his allies.
  
  61
  Moderate Perks
  You’re beginning to find your place within society, and you are now 
  respected and known by many. These benefits often travel with you 
  and are rarely limited to a geographical area.
  Additional Income
  Whether by increased wages, or by careful management of, 
  investment in, or better access to your social circle, you acquire 
  and maintain more equipment.
   » +1 Maximum Resources.
  Moderate Access
  You have been trusted with access to a non-public space 
  such as a safe house, warehouse, or clinic.
   » Gain 3 Cargo space of room.
   » You must make any required Spare Time Rolls to install a 
  Workshop into this space.
   » You may combine this with the Minor Access Perk or the 
  Major Access Perk, adding the available Cargo space together. 
  Also, you may combine your Cargo space with that of other 
  player characters.
  Moderate Contact
  You have earned the respect and trust of a singular gifted 
  individual or a moderately sized group. They will reliably help 
  you when they can and can be easily reached from many 
  different locations.
   » Pick a single Primary Skill. You gain +1 to all Spare Time Rolls 
  with this Skill when you are with your contact.
   » This bonus may only be used twice per session.
  Moderate Rank (Requires Minor Rank)
  By jumping through political hoops and proving yourself to 
  your colleagues, you have officially progressed your standing 
  and authority. You can direct your minors, but you will be 
  expected to set an example. You will also be consulted about 
  wider concerns. Be careful not to lose the trust of your superiors 
  or abuse your power if you wish to progress further.
   » All of your Companions gain +2 Hit.
   » You must have a Minor Rank to choose this Perk.
  Major Perks
  You are a person of political influence. You cannot shape nations 
  but can surely influence some major areas. Often localised to a 
  planet or wide area.
  Major Access
  You have a private residence on a planet, space station, or 
  large facility.
   » Gain 4 Cargo space of room with a Dedicated Workshop of 
  your choice.
   » You are not required to make a Spare Time Roll to install 
  this Dedicated Workshop. It may be changed with a Spare 
  Time Roll.
   » You may combine this with the Minor Access Perk or the 
  Moderate Access Perk, adding the available Cargo space 
  together. Also, you may combine your Cargo space with that 
  of other player characters.
  Destiny
  It is clear that you have an important place in the sector; you 
  have an aura of destiny about you.
   » +1 Fate
  Major Contact
  You are a trusted and respected colleague of a prominent 
  leader within your sphere of influence. This gives you access to 
  extensive inside information, and you can direct them through 
  your relationship.
   » +2 Maximum Influence.
   » Gain +2 to all Spare Time and Skills Rolls when making use 
  of your Contact.
  Major Rank (Requires Moderate Rank)
  After extensive commitment to duty, you are now a prominent 
  leader within your organisation. You can direct the actions of 
  many people, and you have near-unlimited access to your 
  organisation’s plans.
   » Either all of your Companions gain +1 Body OR a single 
  Companion gains +2 Bodies.
   » You must have a Moderate Rank to choose this Perk.
  “You only get through this door as a friend to the 
  people who pay me, or as a corpse. Get lost.”
  - Embrace Family door guard on Mishpacha.
  
  62
  Complications
  See pg: 309 for full Complications rules.
  As your influence grows, so too will your burdens and enemies. 
  Choose Complications that reflect your in-game actions and story.
   » May NOT be changed with a Level up Retro (pg: 32).
   » May ONLY be removed or changed through in-game actions.
   » A Complication may be selected multiple times.
  Gain a Complication at 9, 19, and 29 Current Influence.
  When a Complication would severely affect you,
  gain a Fate Point (pg: 35) until the end of the game session.
  You can only gain 1 Fate Point each session
  for each of your Complications.
  Nephilim Prejudice, Gain a Fate Point Example
  Hrax is a Nephilim, and as such she is subject to prejudice from 
  NPC Legion and Kaltorans. Hrax finds herself stranded and out of 
  supplies while on a Kaltoran settlement and wishes to make a Spare 
  Time Roll to buy supplies. The GM rules that the local Kaltorans hate 
  the Nephilim for their past war crimes against the Kaltoran people, 
  giving Hrax a -2 penalty on her rolls when dealing with Kaltorans.
  She fails her roll by 1 and may be forced to steal supplies. As she 
  would have passed her Spare Time Roll without the -2 penalty, the 
  GM grants her a Fate Point because her Complication has caused her 
  significant problems. Had she passed the roll, the GM would not have 
  awarded her a Fate Point.
  Creating New Complications
  GMs can invent new Complications.
  Gaining Complications Through In-Game Actions
  Character can gain additional Complications from their in-game 
  actions. However, these should be rare and should only affect one 
  character at a time. For example, if a Hunted: Bounty would apply to 
  multiple characters, then it should not count as a Complication; it is 
  just part of your story.
  When a character voluntarily reduces their Fate Points to avoid 
  Death (pg: 90), this is a great time to give out a Complication (eg: 
  Lost Limb).
  Optional: Start with a Complication
  All characters may start with a single Complication.
  
  63
  Enemy
  You have made a dangerous enemy who holds lethal intent towards 
  you. This enemy is often from within your own social circle, or might 
  be a (possibly indirect) victim of your actions.
  Your enemy is skilled and cunning, with well-defined motivations, 
  but is not suicidal or reckless. They will often know what equipment 
  you like to carry and your weaknesses.
   » Your Enemy should be aware of all (or most) of your Traits, 
  equipment and Attributes.
   » They will most likely have Equipment and Traits that counter 
  yours during combat.
   » They may cause you trouble outside of combat.
   » You only gain a Fate Point from this Complication if your 
  Enemy reduces one of your Attributes to -0 or below.
  Enemy No Longer a Threat
  If your Enemy dies, or if their ability to harm you is completely 
  nullified, then select a new Complication.
  Bounty
  You have a large bounty on your head, attracting the attention of 
  more enemies. Be careful of not only underworld havens, but also of 
  anybody whose bank balance is running a little low.
   » Your GM may choose to increase the difficulty of a combat by 
  adding a Skilled opponent (granting you a Fate Point).
  Prejudice
  A group of people are prejudiced against you, whether a faction, 
  race, organisation, or other grouping. Individuals within this group 
  may not hold this prejudice at the GM’s discretion.
   » -2 to all Leadership, Conversation, and Spare Time Rolls 
  when interacting with someone who is prejudiced against you.
  Reputation
  Through a single prominent event or through many rumours, 
  you’ve made a reputation for yourself. Unfortunately, this reputation 
  is not a helpful one. People will make presumptions about you, often 
  inhibiting your progress or giving unwanted attention.
  More importantly, your enemies will be able to discover your 
  location if you move in populated areas, and they can gain information 
  on your equipment.
   » NPCs are far more likely to remember you.
   » Antagonistic NPCs are far more likely to discover your location 
  when you move in populated areas.
   » You may suffer -2 to Leadership, Conversation, and Spare Time 
  Rolls when interacting with someone aware of your Reputation.
  Condition
  With GM permission, you may gain a Psychological Condition (pg: 73).
  Daniel Omni laid back in the hammock strung between the 
  reactor cooling feeds of the slow freighter Solar Savant, closing 
  his eyes for what seemed to be the first time in days. Memories 
  kept surfacing of the arm being torn out by that monster’s 
  teeth, leaving bloody threads of flesh dangling out the elbow. 
  Not his arm, his grandmother’s, but the remembered pain was 
  there – and the years of living as a crippled young woman.
  Below, a curtly posh voice, carrying both sophistication and 
  a distinct whining quality, interrupted his restless doze.
  “Stop slacking off! I’m paying you good Credits, Kaltoran!”
  The Corp. Damnit. Daniel opened his eyes to a mere slit, 
  peering down towards the Corp in the nifty suit and pinched 
  face, with his sidekick: a creepy Nephilim assistant, standing 
  silently nearby, with those familiar nightmare-inducing eyes 
  and the teeth his grandmother always remembered.
  He heaved himself out of his nook, groaning at the tired ache 
  in his muscles as he clambered down the irregular handholds 
  that the cooling feeds provided.
  “Engine room is fine… Sir,” he threw out sarcastically.
  The Corporate peered around the clutter-strewn space. 
  Seahemp washing lines with hand-beaten metal pegs, a 
  tattered hand-woven hammock, and a jury-rigged hotplate 
  over the heat exhaust met his critical eye.
  “I distinctly remember assigning you quarters with my 
  assistant, Kaltoran. Get your gear stowed and this slovenly 
  mess cleaned up!”
  “Damn Corps,” thought Daniel. This conversation had the 
  potential to become very difficult. But his keen diplomatic 
  skills knew just how to defuse it.
  “Reduce my pay by ten Credits a day if you…”
  “… done!”
  
  64
  Spare Time Points
  See pg: 38 for full Skill Roll rules.
  See pg: 116 for full Modification rules.
  See pg: 370 for full Misc Items and Services list.
  Spare Time Points represent roughly what your character does with 
  their spare time. This includes but is not limited to shopping for small 
  items, haggling over Trade Goods (pg: 66), and Researching (pg: 68).
  Gaining Spare Time Points
  Each player gains 1 Spare Time Point
  at the start of each game session.
  Spare Time Points can also be awarded by the GM for good role 
  playing or looting very minor valuable items (eg: loose change).
  Losing Spare Time Points
  Spare Time Points cannot be lost. 
  Spending Spare Time Points (Spare Time Roll)
  Cost = t
  Items, services, and Skill Rolls that list “t” after
  their Cost or requirement (eg: Cost: 12t) require a
  Spare Time Roll to acquire.
  Cost Multiple Spare Time Points
  A multiplier before a number with “t” (eg: Cost: 2x 8t) 
  means that acquiring that item or service requires that 
  many successful Spare Time Rolls (eg: 2 rolls of 8).
  Acquiring an Item or Service that costs a Spare Time Point requires 
  a Spare Time Roll, which is very similar to a normal Skill Roll (pg: 
  38). To attempt a Spare Time Roll, though, you must spend one Spare 
  Time Point.
  Describe how you are going about it and choose a relevant skill (eg: 
  Wealth for a purchase). The GM may give you a Description bonus or 
  penalty (up to +/- 2) based on your approach and skill choice. If you 
  roll at least the number required (eg: an 8t item requires a total roll of 
  at least 8), you succeed. If not, you fail to acquire that item or service.
  Re-Attempting a Failed Spare Time Roll
  Unlike for Skill Rolls, you do not suffer a penalty for re-attempting 
  a Spare Time Roll. However, you must spend another Spare Time Point.
  Fate Point Re-Roll
  Spending a Fate Point (pg: 35) to re-roll a Spare Time Roll
  does not cost you an additional Spare Time Point.
  Assisting a Spare Time Roll
  Assisting (pg: 40) another character who is attempting a Spare 
  Time Roll will cost you 1 Spare Time Point.
  Sharing Spare Time Points
  Spare Time Points may only be shared for Healing (pg: 92) and 
  Repair (pg: 164) Rolls. Points shared in this way must be used 
  right away.
  Sharing Tools
  Only one character may use a specific Toolkit or Toolbox for 
  Spare Time Rolls per session. Multiple characters may use the 
  same Workshop or Dedicated Workshop.
  Maximum Spare Time Points
  You may never have more than 10 unused Spare Time Points at any 
  one time. Discard any additional points.
  Acquiring a Flesh Rejuvenator, Spare Time Roll Example
  Both Rachel and Theodore wish to acquire a Flesh Rejuvenator 
  (pg: 139). This requires a Spare Time Roll of 14, and they each must 
  spend a Spare Time Point.
  Theodore wishes to buy his Flesh Rejuvenator. He needs to make 
  a Wealth Spare Time Roll of 14 and find someone who will sell him 
  one (eg: a shop).
  Rachel wishes to build her Flesh Rejuvenator. This is a little 
  more complicated as Rachel needs access to materials to make an 
  appropriate Skill Roll.
  Rachel has access to a several Trade Boxes of Bio Tech Weapons. 
  The GM says she can salvage a few parts off these to construct her 
  Flesh Rejuvenator by making a Medicine Spare Time Roll of 14.
  1
  26
  2 5
  1
  Corp,
  Languages:
  Traits
  =
  =
  =
  Race
  Player 
  +
  +
   +
  =
  Total (18)
  )
  Traits
   Skills x2
  Small Arms
  Total
  =
  +
  Heavy Arms
  =
  +
  x2 Traits
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  CHARACTER SHEET
  Total
  ained (-2)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  =
  +
  =
  +
  =
  +
  
  65
  Explain Desired Result and Approach
  After the GM describes the situation, describe what you wish to do 
  and your approach.
  Choose a Skill Based on Approach
  Your approach will determine what Skill you will roll. For example, 
  buying an Item requires a Wealth Skill Roll, while making an Item 
  may require an Electronics Skill Roll.
  Roll Dice and Add Skill Bonus or Penalty
  Roll 3d6 and add your Skill bonus (or penalty), then add any 
  Description bonus or penalty.
  If you roll a “6”, you score a Strong Hit (pg: 42).
  Some Spare Time Rolls require more than one successful roll (eg: 2x 
  12t would require 2 rolls of at least 12). These cost 1 Spare Time 
  Point for each roll. If you fail one of these rolls, you may spend 1 
  Spare Time Point to re-roll it.
  If Successful, Gain the Item or Service
  If you rolled at least the required amount, you succeed and complete 
  the desired action.
  Making a Spare Time Roll
  3d6 +/- Skill +/-2 Description
  To acquire an Item, Service. or Modification that costs a Spare Time Point.
  Spend Spare Time Point
  Reduce your Spare Time Points by one. Re-rolling a Spare Time Roll 
  (eg. via Fate) does not cost another Spare Time Point.
  GM Awards Description Bonus or Penalty
  When you put effort into describing a particularly good approach 
  and play to your strengths, the GM may award up to a +2 bonus 
  to your Skill Roll. If you play to your weaknesses, the GM may give 
  you up to a -2 penalty.
  
  66
  Trade Goods
  See pg: 56 for full Resources rules.
  See pg: 64 for full Spare Time Point rules.
  See pg: 150 for full Spacecraft Cargo rules.
  Trade Goods are valuable cargo intended to be sold or traded. 
  They are often purchased or looted (pg: 54) from defeated foes and 
  then sold for Resources.
  Trade Goods must have a defined kind (eg: Nephilim Food).
  Trade Box
  Trade Goods are measured in singular amounts called a Trade Box.
  Acquiring Trade Goods
  You must describe how you’re acquiring your Trade Boxes, usually 
  by purchasing (Wealth Spare Time Roll), looting, or salvaging (any 
  relevant Skill Roll).
   » 1 Trade Box requires a Spare Time Roll of 8.
   » 4 Trade Boxes requires a Spare Time Roll of 14.
  Looting or Stealing
  May still require a Spare Time Roll (pg: 64).
  As a rough guide, you may gain 1 Trade Box
  per 4 Weight of Items.
  Buying from Exporter
  This often grants a +1 or +2 Description bonus to your Spare 
  Time Roll to acquire a Trade Box.
  Buying from Importer
  This often grants a -1 or -2 Description penalty to your Spare 
  Time Roll to acquire a Trade Box.
  Cargo, pg: 150
  Storing Trade Boxes requires a certain amount of Cargo space
  (pg: 150), usually on your spacecraft.
  If you do not have the required Cargo space, you must describe 
  how you are storing the Trade Boxes (eg: renting Cargo space, 
  pg: 370) or lose them.
   » 1-4 Trade Boxes requires 1 unused Cargo space.
   » 5-8 Trade Boxes requires 2 unused Cargo space.
   » 9-12 Trade Boxes requires 3 unused Cargo space.
   » 13-16 Trade Boxes requires 4 unused Cargo space.
  
  67
  Optional Trade Good Variations
  These are templates that can be applied to any kind of Trade Box.
  You may apply multiple Variations to a single Trade Box. The same 
  Variation cannot be applied more than once.
  Variations cannot increase the Sell value of a Trade Box to more 
  than double its original value. For example, Selling 12 Trade Boxes 
  can never give you more than 2 Resources (1 x 2 = 2).
  All Variations increase the Difficulty of Spare Time Rolls
  to acquire and Sell Trade Goods by +2.
  Dangerous
  Eg: Munitions, fuel, poisonous chemicals, or wild animals.
  Sells for double Resources.
  If adequate precautions are not taken, this Cargo may harm 
  you or damage your spacecraft, causing 1d6 or 2d6 Damage 
  (reduced by Armour) to a random Attribute (roll 1d6).
  Selling Trade Goods
  Describe how you are selling your Trade Boxes, usually to a 
  business (Wealth Spare Time Roll).
   » Selling 12 Trade Boxes of the same kind grants 1 Resource.
   » Selling 16 Trade Boxes of the same kind grants 2 Resources.
  Selling to Importer
  This often grants a +1 or +2 Description bonus to your Spare 
  Time Roll to sell Trade Goods.
  Selling to Exporter
  This often grants a -1 or -2 Description penalty to your Spare 
  Time Roll to sell Trade Goods.
  Illegal
  Eg: Drugs, slaves, or contraband.
  Sells for double Resources.
  Will result in legal complications if adequate precautions are not 
  taken. This ranges from a short investigation (lose a Spare Time 
  Point) to confiscation of all Trade Goods.
  Valuable
  Eg: Military weapons, computer hardware, or a VIP.
  Requires 2 less Cargo space.
  Trade Goods, Acquisition Example
  Sarah has 2 spare Cargo space in her spacecraft that she wishes 
  to fill up with Trade Goods to eventually sell. She is currently on the 
  planet of Genenna, inside a Kaltoran mining outpost. The Kaltorans 
  are quite keen to sell their raw ore to her, giving her a Description 
  Bonus of +2 to acquire Trade Boxes of minerals.
  Wanting to use her available space to its maximum potential, 
  Sarah wishes to acquire 16 Trade Boxes of Valuable gems; this would 
  normally require 4 Cargo space, but requires two less because it 
  has the “Valuable” Variation. To gain these gems, Sarah must make 
  4 Spare Time Rolls of 16t. She has +2 to her Wealth Skill and a +2 
  Description bonus.
  Each successful Spare Time Roll gives her 4 Valuable Trade Boxes 
  of gems.
  Trade Goods, Sell Example
  Sarah has two different kinds of Trade Goods: 12 Boxes of Food and 
  16 Boxes of Gems. She is currently at the Nephilim home world of 
  Eden. They are not particularly interested in the gems (-2 Description 
  Penalty to sell), but would be keen to barter for the food.
  To sell the 12 Trade Boxes of Food, Sarah will need to make a 
  Spare Time Roll of 16t. She has good Wealth Skill (+2), but she knows 
  that the Nephilim respond well to force, so she uses her Leadership 
  Skill (+1) to demand a good price for her goods.
  After Sarah does some good role playing, the GM awards her a +2 
  Description Bonus, for a total of +3 to her Spare Time Roll.
  Live Nephilim Food
  Raw Minerals
  Kaltoran Weapons (Valuable)
  y or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll
  You may re-roll a single die from this Skill Roll.
  Result
  uirements
  Corp,
  Languages:
  Traits
  =
  =
  =
  Race
  Player 
  +
  +
   +
  =
  Total (18)
  )
  Traits
  Personal Combat Skills x2
  Small Arms
  Total
  =
  +
  Heavy Arms
  Tactical
  Exotic
  =
  +
  =
  +
  =
  +
  x2 Traits
  Vehicle System Skills x2 
  Command
  Total
  =
  +
  Engineering
  Operations
  Gunnery
  =
  +
  =
  +
  =
  +
  x2 Traits
  3)
  8)
  Gauntlet 1)
  4)
  9)
  Gauntlet 2)
  5)
  10)
  2)
  7)
  Outfit
  Utility Item
  Trade Goods
  Loot
  Weight 4
  +1 Box
  Acquire
  +1 Box
  +4 Boxes
  8t
  14t
  Dangerous x2 Res
  x2 Res
  Illegal
  -2 Cargo
  Valuable
  +2t
  Variations
  12 Boxes
  16 Boxes
  1 Res
  2 Res
  Sell
  16t
  1
  2
  3
  4
  Cargo Space:
  Acquire
  +1 Unit
  12t
  D Ws: Dedicated Workshop
  Ws: Workshop
  Wb: Workbench
  *Secret Knowledge or Minor Perk
  Unethical
  -4t
  +4t
  -1 Inf
  x2 Inf
  Difficult
  Variations
  12 Units
  16 Units
  1 Inf
  2 Inf
  Publish
  14t
  Wb
  Ws
  Ws
  D Ws
  Workshop:
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  CHARACTER SHEET
  Total
  ained (-2)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  Total
  Traits
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  
  68
  Effort
  Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll
  You may re-roll a single die from this Skill Roll.
  Strong Hit
  Result
  Requirements
  Corp,
  Languages:
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  2+
  +
  Lv +2
  Lv +2 +
  =
  Fate
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  Personal Combat Skills x2
  Small Arms
  Total
  =
  +
  Heavy Arms
  Tactical
  Exotic
  =
  +
  =
  +
  =
  +
  x2 Traits
  Vehicle System Skills x2 
  Command
  Total
  =
  +
  Engineering
  Operations
  Gunnery
  =
  +
  =
  +
  =
  +
  x2 Traits
  Equipment Slots
  Weapons & Misc Items, 1 slot per Weight
  1)
  6)
  3)
  8)
  Gauntlet 1)
  4)
  9)
  Gauntl
  5)
  10)
  2)
  7)
  Outfit
  Utility Item
  Trade Goods
  1
  2
  3
  Cargo Space:
  Research
  Acquire
  +1 Unit
  12t
  D Ws: Dedicated Workshop
  Ws: Workshop
  Wb: Workbench
  *Secret Knowledge or Minor Perk
  Unethical
  -4t
  +4t
  -1 Inf
  x2 Inf
  Difficult
  Variations
  12 Units
  16 Units
  1 Inf
  2 Inf
  Publish
  14t
  Wb
  Ws
  Ws
  D Ws
  Workshop:
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or 
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  15
  CHARACTER SHEET
  Wealth
  Total
  Untrained (-2)
  Trained (+1)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  Total
  Traits
  =
  +
  Leadership
  Culture
  Conversation
  Physical
  Resolve
  Awareness
  Survival
  Mechanics
  Electronics
  Programming
  Bio Tech
  Medicine
  Psychology
  Astronomy
  Planetoids
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  Everyday
  Primary Skills x6
  Professional
  Research
  See pg: 38 for full Skill Roll rules.
  See pg: 58 for full Influence rules.
  See pg: 64 for full Spare Time Point rules.
  See pg: 38 for full Tools and Workshops rules.
  See pg: 126 for full Prototype Weapon rules.
  Research is the articulation and documentation of both applied and 
  theoretical knowledge. Research serves several purposes: developing 
  new technologies (eg: Weapons), finding new applications of existing 
  technologies, advancing personal knowledge, and gaining Influence 
  through Publishing your work.
  As with all Spare Time Rolls, pg: 64
  Players acquiring or Publishing Research must describe 
  how they are doing so.
  Research must have a defined subject (eg: Shield 
  Technology), which defines the nature of any gained
  Secret Knowledge or Minor Perks.
  Research Units
  Research is measured in singular amounts called a Research Unit.
  Acquiring Research Units
  You need to describe in character how you are acquiring your 
  Research Units, usually through studying a mysterious feature within 
  your game (eg: a rare artefact or space phenomenon).
   » 1 Research Unit requires a Spare Time Roll of 12.
  Have Quality Material to Study
  This often grants a +1 or +2 Description Bonus to your Spare 
  Time Roll to acquire a Research Unit.
  Have Poor Material to Study
  This often grants a -1 or -2 Description Penalty to your Spare 
  Time Roll to acquire a Research Unit.
  Requires Workbench, Workshop, or Dedicated Workshop
  To gain Research Units with Spare Time Rolls, you must have 
  access to a relevant Workshop (pg: 38), usually kept on your 
  spacecraft (pg: 150).
   » 1-4 Research Units requires a Workbench.
   » 5-12 Research Units requires a relevant Workshop.
   » 13-16 Research Units requires a relevant Dedicated Workshop.
  Found Data
  Well-documented, readily understandable data useful for 
  Research is very rare.
  Found data often grants Research Units or a +1 or +2 Description 
  Bonus to your Spare Time Roll to acquire them.
  Optional Rule: Multiple Characters Involved in Research
  If multiple characters are contributing to the Research on the 
  same subject, apply the “Difficult” Research Variation to all 
  Spare Time Rolls done to acquire these Units, and split the 
  benefits evenly across the participating characters.
  Secret Knowledge or Minor Perk
  On Acquiring 12 and 16 Research Units, your character gains a GM 
  defined Secret Knowledge or a Minor Perk (pg: 60). Your Research 
  Subject and the nature of its acquisition will define the nature of these.
  Archon Shields: Electronics
  X’ion’s Motives: Psychology
  Legion Communication: Culture
  I have never had much patience for those religious 
  types. But I have to acknowledge the similarities between 
  their convictions and my own personal commitment to 
  scientific advancement. 
  In a similar way to most faiths, I am convinced that 
  my beliefs (in Science) not only tell us what is wrong 
  with the universe, but also offers salvation to those who 
  take it.
  - Hraks, Nephilim Emissary.
  
  69
  Publishing Research
  When you Publish Research, describe how you are going about 
  Publishing your Research (usually to an academic institution). This 
  will give a group of NPCs access to your knowledge, which may 
  shape their actions.
  Research Units can only be Published once. Additional Research 
  Units may be added to a Research subject after Publishing, granting 
  access to Secret Knowledge or Minor Perks (pg: 60).
   » Publishing 12 Research Units on a subject grants 1 Influence.
   » Publishing 16 Research Units on a subject grants 2 Influence.
  Publishing to an Interested Group
  This often grants +1 or +2 Description bonus to your Spare Time 
  Roll to acquire a Research Unit.
  Publishing to an Uninterested Group
  This often grants -1 or -2 penalty to your Spare Time Roll to 
  acquire a Research Unit.
  Optional Research Variations
  These are templates that can be applied to any Research.
  You may apply multiple Variations to a single Research subject. 
  The same Variation cannot be applied more than once.
  Unethical
  Eg: Testing live subjects or using poor research techniques.
  -4 to all Acquisition and Publish Spare Time Roll Difficulties.
  Publish for -1 Influence.
  Difficult
  Eg: Researching Archons, X’ion, Aliens, or humans.
  +4 to all Acquisition and Publish Spare Time Roll Difficulties.
  Publishing this research yields double the Influence OR double 
  the Secret Knowledge and Minor Perks given if multiple 
  characters have contributed.
  Research rather than Skill Roll
  See pg: 38 for full Skills rules.
  When a player wishes to gain knowledge about a particularly 
  difficult subject, the GM may require the player to acquire some 
  amount of Research Units rather than a single Skill Roll.
  Prototype Weapons
  To acquire a prototype weapon (pg: 126), this often requires 
  Research Units of a specific amount and subject. For example, if you 
  are required to have 12 Medical Research and you gain 16 Medical 
  Research units in a similar area (eg: Nephilim DNA), then this fulfils 
  that requirement.
  
  70
  
  71
  Since the Great War the universe has become a very dangerous 
  and often violent place. Out of necessity, carrying a weapon is 
  common practice in all known cultures.
  Overview
  The following is a short overview of how combat works. It may also 
  be a good idea to have a printout of the Combat Character Sheet 
  (download from www.fraggedempire.com) as you read these rules.
  Optional: Theatre of the Mind Combat Rules, pg: 96
  If you want simpler combat that doesn’t require miniatures, use 
  the Theatre of the Mind rules. No need for models or complicated 
  Weapon Stats, just dice.
  These rules are especially helpful if you have a group who is not 
  into miniature-based combat, and they can also be used on occasion 
  for unimportant, complicated, or large combats.
  Turns and Actions, pg: 100
  Once the GM decides that combat has started, time becomes 
  carefully measured with each character taking Turns performing 
  their Actions.
  Combat is broken up into Turns and Actions. characters with the 
  highest Intelligence often act first (see Combat Order, pg: 100). During 
  each Turn, a character may perform 2 Actions, shown on the bottom 
  of your Reference Character Sheet. Your 2 Actions can be in any 
  order you want. Some Actions also enable you to Move and Attack 
  with the one Action choice, allowing many different tactical options.
  Battle Map, Miniatures, and Movement, pg: 72
  To track movement in combat, it is helpful to have a large sheet 
  of laminated paper with a square grid printed on it, along with 
  some miniatures.
  Non-permanent whiteboard markers are also useful for drawing 
  terrain and other environmental objects.
  Weapons, pg: 118
  All Attacks (except for Stealth) in combat are made with a Weapon. 
  This Weapon might be something you physically hold (eg: an Assault 
  Rifle) or an inborn ability (eg: your Limbs).
  Weapons have statistics (pg: 122) showing you how easily they hit 
  the Target, how much Damage they deal, how often you will need to 
  Reload, and their Weight.
  As you become more experienced, you will learn how to use each 
  Weapon to its full potential.
  Most Weapons are acquired by allotting Resources (pg: 56). Innate 
  Weapons are free.
  Rolling Dice and Attacking, pg: 78
  After declaring that you are Attacking, you make an Attack Roll to 
  determine whether you hit your Target.
  Normally, on an Attack Roll, you roll 3d6, add your Weapon’s “Hit” 
  Stat + your Personal Combat Skill with that Weapon, and subtract 
  -2 for each Range Increment, beyond your first, between you and 
  your Target.
  A successful Attack Roll with a Weapon reduces the Target’s 
  Endurance (pg: 84). When a Target has no Endurance every successful 
  attack against them causes a Critical Hit (pg: 88).
  Strong Hits and Doing “Special” Stuff, pg: 82
  Whenever you roll a “6” on an Attack Roll, you deal a Strong 
  Hit. You can use a Strong Hit to cause a special effects from your 
  Weapon, one of your Traits, or a common ability usable by anyone, 
  such as a Critical Hit (which is used to Kill Targets).
  Critical Hits and Killing Things, pg: 87
  Actions with the Major Effect: Attack (pg: 107) can cause Critical 
  Hits, used to kill Targets by Damaging their Attributes directly.
  On a Critical Hit, roll 1d6 to determine a random Attribute (see 
  pg: 88). The affected Target reduces that Attribute by your Weapon’s 
  Critical Damage minus your Target’s Armour.
  On each Attack, your Weapon may only cause a maximum number 
  of Critical Hits equal to its “Rate of Fire” (RoF, pg: 122).
  You die when any of your Attributes is reduced to -5. An NPC dies 
  when any of its Attributes is reduced to 0.
  Combat Is Never “Balanced”
  Combats should very rarely be perfectly balanced. Players are 
  encouraged to intelligently pick their fights, fight dirty. and be 
  cunning. If you are able, carefully pick not only when you fight, but 
  also who and where.
  Combat Overview
  
  72
  Movement
  See pg: 108-111 for a full list of available Actions.
  See pg: 107 for full Major Effect rules.
  See pg: 104 for full Drone and Henchmen rules.
  Any Action with the Major Effect: Move
  lets you move spaces up to a number
  (squares or inches, depending on your battle map)
  equal to your Movement Attribute (pg: 34).
  Representation of Space
  Each square, inch, or space represents a two-meter square.
  Moving Diagonally
  Does not reduce your movement.
  Moving Through Characters
  Allies, Friendly Henchmen, and Neutral Characters
  Moving past a space occupied by an Ally, friendly Henchmen, 
  or a Neutral character counts as Difficult Terrain (pg: 73) and 
  costs you 2 movement.
  Friendly Drones
  These do not affect your movement unless stated otherwise.
  Enemies
  You cannot move through a space occupied by an enemy without 
  giving a reason why or how you do so, which often requires a 
  Skill Roll (eg: Physical Skill Roll to dodge around them).
  Moving and Attacking
  If an Action allows you to Move and Attack, you may only Attack 
  before or after you Move. You may not Move partially, Attack, and 
  then Move partially again.
  Movement Example
  During combat Max (A) (Movement Attribute = 3) has two Actions 
  each Turn. He uses both Actions to move an amount equal to his 
  Movement Attribute.
  If his Movement Attribute were Damaged (pg: 87), or gained a 
  bonus (eg: Full Move, pg: 108, grants Move +2), this would change the 
  amount he could have moved.
  Move and Attack Example
  Max (A) is using the Snap Shot Action (pg: 110), which allows him 
  to Move and Attack. For his first Action during his Turn, he moves 
  and then Attacks. Once he makes his Attack Roll he is not able to 
  move any more. He cannot Attack part way through his movement.
  For his second Action, he performs another Snap Shot Action. This 
  time he Attacks and then Moves.
  Esther was desperately lost. She could feel a thin line of 
  warm blood trickling down her neck as she hastily moved 
  through the warren of large life-support ducts below the 
  Kadash pit city, stumbling through the claustrophobic black. 
  Mossy rocks and metal plates alternated their beatings against 
  her bruised legs. 
  “Those Corp bastards almost had me…” But they were the
  least of her troubles. Other Kaltorans were more dangerous…
  or to be more precise: the tribalistic, blind Kaltorans willing to do 
  anything to survive down here; Dark Tribes, bound to the tortures of 
  their own genetic memories, each horrible act of survival passed 
  onto their children.
  “It’s easy to doubt my reasons for coming down here, now that 
  things have gotten tough. I just hope this pocket full of parts was 
  worth it. There is everything down here: rare mineral deposits, ancient 
  pre-fall ships, Archon technology, and junk…” Junk that looked 
  Movement 3
  A
  Move then Attack
  A
  Attack then Move
  A
  
  73
  Environment, Conditions & Effects
  See pg: 86 for full Cover rules.
  See pg: 88 for full Bleeding rules.
  See pg: 109 for full Stealth rules.
  See pg: 86 for full Limited Vision rules.
  See pg: 125 for full Locked On rules.
  Environments are external effects not caused by other characters 
  (eg: darkness). Conditions and Effects only affect a single character 
  (eg: blindness), and remain in effect until the GM decides it reasonable 
  for them to be removed or a Healing Roll (eg: Surgery) or Action (eg: 
  Escape) removes them..
  Minor Interactions with Your Environment
  Minor interactions include opening or closing a door, picking up an 
  object, or passing an item to another character.
  Move Major Action Effect, pg: 107
  To perform minor interactions with your Environment, you must 
  perform an Action (pg: 100) that allows you to Move. Each Minor 
  Interaction costs 2 Movement.
  Picking up an Item
  Picking up an Item costs you 2 Movement, and you must have 
  a spare hand.
  If you wish to use this Weapon you must Draw (see pg: 114) it 
  (spend Draw Weapon Actions equal to its Load Stat).
  Opening a Door, Minor Interaction Example
  James is in a rush, and needs to move through a door. He has a 
  total Movement of 6 (Movement Attribute of 4 and +2 from the Full 
  Move Action (pg: 108)).
  For his first Full Move Action, he moves 5 spaces to the door, but 
  cannot open the door because he needs 2 Movement to do so, while 
  he only has 1 Movement remaining.
  For his second Action, he does another Full Move and spends his 
  first 2 Movement opening the door. He then spends his remaining 
  Movement to move 4 spaces.
  SHE REMEMBERED…
  Grandfather Daniel… voices ahead… food… The rusted spear 
  easily pierced his prey’s neck. The spray of warm blood 
  was intoxicating…
  The fire crackled as the spit slowly rotated… He toyed with 
  the last bones, the hunger would soon return. It always did… 
  suspiciously like Archon shield tech… “By the ancestors, I hope I 
  haven’t gone to all this trouble for a fancy door stop.” Her voice was 
  swallowed up by the blackness, failing to reassure her.
  Something solid rolled underfoot. “Damn it! bloody pebbles,” 
  she growled, scooping them up. Extending her arm back to throw 
  them, she ran one between her fingers, feeling the shape… They 
  weren’t pebbles…
  Move 6
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  12t +
  Healing 
  2x 14t +
  Bonuses from the same Action do not Stack
  Turn
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Hit +Ref +Extra RoF Dice
  Move -2
  Range Actions
  Melee Actions
  Strike
  rmour).
  ach Turn.
  d Turn.
  Gravity Field.
  Opponents.
  ce.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  
  74
  Dangerous Terrain
  See pg: 124 for full Weapon Keyword rules.
  This type of terrain includes steam vents, exposed electrical wires, 
  security fences, and empty space. All dangerous terrain can harm 
  your character. Most causes Automatic Damage, while some makes 
  an Attack Roll against you.
  When a character enters Dangerous Terrain, or begins
  their Turn in Dangerous Terrain, the GM makes a
  Dangerous Terrain Attack Roll against that character.
  Decompression (Automatic Hit and Critical Hit)
  End Dmg 5, Crit Dmg 0
  After all characters have taken their Turn, you are moved 
  1d3 spaces in an appropriate direction. This distance may be 
  reduced if you are holding onto something.
  EMP Field
  -4 Hit, -4 End Dmg and -4 Crit Dmg to all non-Low Tech and 
  Bio Tech Attacks made inside or through the EMP Field.
  Exposed Electrical Wires (Attack Roll Required)
  Hit +4, End Dmg 6, Crit Dmg 4, Energy
  Splash if connected to conductive material (eg: water).
  Fuel or Munitions Case (Automatic Hit and Critical Hit)
  Defence 10 (Any Attack with “Energy” Keyword makes it explode).
  Explode: End Dmg 5, Crit Dmg 5, Splash 1d6, Slow
  Lava (Attack Roll Required)
  Hit +4, End Dmg 15, Crit Dmg 8, Energy, Burn
  Orbital Bombardment (Attack Roll Required)
  Hit -10, End Dmg 15, Crit Dmg 6, Splash 3, Lock On +6
  If you are damaged by this Attack Roll, you are knocked Prone 
  and moved 1d6 spaces away from the centre of the Attack.
  Radiation Field (Automatic Hit and Critical Hit)
  End Dmg 2, Crit Dmg 3, Pen 3 min 2, Energy
  -2 Hit, -2 End Dmg, and -2 Crit Dmg to all Bio Tech Attacks 
  made inside or through the Radiation Field.
  Security Fence (Automatic Hit and Critical Hit on failed Climb Roll)
  End Dmg 10, Crit Dmg 3, Energy
  -4 to Physical Skill Rolls to climb over.
  Severe Cold or Heat
  Recovery -4
  -2 to Physical and Resolve Skill Rolls.
  Steam Vent (Automatic Hit and Critical Hit)
  Hit +4, End Dmg 10, Crit Dmg 3, Energy
  Difficult Terrain
  Traversing difficult terrain includes moving up stairs, over rubble, 
  into foliage, and through swamps.
  Moving to a space costs 1 Movement.
  Moving to a space of Difficult Terrain costs 2
  Movement and may require a Physical Skill Roll.
  Climbing
  This requires a Physical Skill Roll (pg: 46) as part of your 
  Movement Action, normally against a difficulty of 12. A better 
  roll lets you climb faster and up more difficult surfaces.
   » Ladder = No roll required.
   » Small object, eg: fence = Difficulty 8
   » Notched surface, eg: rocky wall = Difficulty 12
   » Diverse surface, building wall = Difficulty 14
   » Smooth surface, eg: glass wall = Difficulty 18 and Tools.
   » Upside-down, eg: ceiling = Difficulty +4
   » No free hands = Difficulty +2
   » 2 free hands = Difficulty -2
  If you fail this roll, you lose ALL movement this Turn. If you 
  failed by more than 4, you fall and take automatic Endurance 
  Damage (pg: 87), a Critical Hit (pg: 88), and go Prone (pg: 76).
   » Fall 0-1m = Prone.
   » Fall 2-3m = 5 End Dmg, 1 Crit Dmg, Prone.
   » Fall 4-6m = 10 End Dmg, 1d6 Crit Dmg, Prone.
   » Fall 7-10m = 15 End Dmg, 2d6 Crit Dmg, Prone.
   » Fall 11m+ = 30 End Dmg, 2d6+6 Crit Dmg, Prone.
  Swimming
  This requires a Physical Skill Roll (pg: 46) each Turn you are 
  swimming. The difficulty depends on the Weight of your Outfit 
  and Weapons.
  If you fail this roll, you lose all movement this Turn. If you failed 
  by more than 4, you take 1 Attribute Damage to a random (1d6) 
  Attribute, ignoring Armour (pg: 87).
   » All Weapons and Outfit below Weight 2 = Difficulty 8
   » All Weapons and Outfit below Weight 3 = Difficulty 10
   » All Weapons and Outfit below Weight 4 = Difficulty 14
   » All Weapons and Outfit below Weight 5 = Difficulty 16
   » A Weapon or Outfit is Weight 6+ = Difficulty 18
   » 2 free hands = Difficulty -2
  Thick Foliage, Steep Inclines, Barricades, Rubbish Piles
  Moving to a space with this terrain costs 2 Movement.
  
  75
  Moving over Rubble, Difficult Terrain Example
  During combat, Bastion (A) (Movement 4) wishes to move over a 
  pile of rubble (Difficult Terrain) to get closer to his opponents.
  For his first Action he Moves, spending 3 Movement to move the 
  three spaces up to the rubble, but cannot enter the space with rubble 
  because it requires 2 Movement, one more than he has left.
  For his second Action, he spends 2 Movement to move into the 
  rubble. With 2 Movement remaining, he moves two more spaces, as it 
  does not require any extra movement to move out of Difficult Terrain.
  Swimming, Difficult Terrain Example
  Ajax (A) (Movement 4) is attempting to cross a slow-flowing river 
  to get away from a group of Nephilim mercenaries. For his first Action, 
  he does a Full Move (Movement +2 = 6, pg: 108). Because water is 
  Difficult Terrain, he spends the 6 Movement to move 3 spaces.
  He has a Weight 4 Outfit on and is carrying a Weight 2 rifle, so he 
  needs to pass a Physical Skill Roll with a Difficulty of 14 or he will 
  swallow some water. He fails, unfortunately, so he takes 1 Attribute 
  Damage (pg: 87) that cannot be reduced by Armour.
  Exploding Barrel, Dangerous Terrain Example
  Rachel (A) Attacks a barrel full of spacecraft fuel (1), requiring 
  an Attack Roll of at least 10 with her Flame Thrower. Because her 
  Weapon has the “Energy” Keyword (pg: 125), the barrel explodes in a 
  splash area of 1d6. She rolls a 1, making a second, adjacent barrel 
  (2) explode. She rolls a 2 for the splash area of the second barrel, 
  which does not explode the third barrel (3) as it was not Damaged.
  Two of her opponents (4 and 5, not 6) take Damage from the 
  exploding barrels (5 Endurance and Critical Damage). This may 
  cause a Critical Hit (pg: 88) on any at or reduced to 0 Endurance. 
  Opponent 4 does not take Damage twice.
  Inhospitable Environment (Outside Combat)
  This includes lack of food or water, and long journeys through 
  an arctic, hot, or otherwise tough environment. Most of these 
  environments require a Physical, Resolve, or Survival Skill Roll to 
  avoid taking a negative Condition.
  See pg: 76 for full descriptions of the below Conditions.
  Journey Through Inhospitable Environment
  Eg: Arctic, Jungle, Volcanic or Wasteland.
  For every two days you journey, you must make a Physical, 
  Resolve, or Survival Skill Roll of Difficulty 12.
   » Failed Skill Roll = Gain Minor Condition: Worn Out.
   » Failed Skill Roll by 4 = Gain Minor Condition: Exhausted.
   » Barren Environment = +1 Difficulty.
   » After six days = +2 Difficulty, and only make a Skill Roll once 
  per six days.
   » Limited natural resources = +2 Difficulty.
   » Well planned and supplied journey = -2 Difficulty.
   » Pass a Survival Roll by 2 = All Allies gain +2 to their Rolls.
  Low Food and/or Water
  For every two days without food and/or water, you must make a 
  Physical or Survival Skill Roll with Difficulty 14.
   » Failed Skill Roll = Gain Minor Condition: Exhausted.
   » Failed Skill Roll by 4 = Gain Major Condition: Dying.
   » After two days = Gain Minor Condition: Worn Out.
   » After six days = +4 Difficulty.
   » No food and/or water = +2 Difficulty.
   » Pass a Survival Roll by 2 = All Allies gain +2 to their Rolls.
  Movement 4
  A
  Movement 6
  A
  Def 10, End Dmg 6, Crit Dmg 5, Splash 1d6, Slow
  A
  2
  5
  4
  6
  3
  “The Kaltoran mining stations of Gehenna have one 
  of simplest job application processes in Haven. If you 
  can live down here on the surface for a week while they 
  process your application… you’re in.”
  “Then why did they accept my application on 
  the spot?”
  “You’re a cold blooded Legion… If you’re strong 
  enough, or desperate enough for a job in this fiery hell 
  hole, then you’re in.”
  “Yeah, I’m the second one of those two...”
  
  76
  Example Effects
  Prone
  You are either crawling along the ground or crouched. This can 
  help you take Cover but inhibits your Movement.
   » Becoming Prone or standing from Prone costs 2 
  Movement Points.
   » +1 Cover Step.
  Limited Vision (or Low Light)
  See pg: 86 for full Limited Vision Cover rules.
  All of your Targets gain Light (+2) or Heavy (+4) Limited Vision 
  Cover against all your Attack Rolls (GM discretion).
  If your Targets already have Heavy Cover, then their Cover Step 
  increases to Entrenched (+6).
  Suppressed
  You have been distracted during combat, possibly from panic or 
  by physical restraint.
  The Suppressed Effect only lasts 1 Turn.
  Multiple Suppression Effects do not stack.
   » You may only take 1 Action during your next Turn.
  Grabbing Target
   » Removed if a character succeeds at the Escape Action 
  against you.
   » Once you grab a Target, you cannot use the Weapon used to 
  grab (usually your Limbs) to Attack a different character.
   » Same rules as Grabbed Effect, but you may remove this Effect 
  at any time as a Free Action (allowing you to perform 2 
  Actions during the Turn that you remove this Effect).
  Grabbed
   » You may only take 1 Action per Turn. The Turn in which you 
  remove this effect, you may perform 2 Actions.
   » Removed when you succeed at an Escape Action against the 
  character grabbing you.
  Stealthed
  See pg: 109 for full Stealth Action rules.
  Locked On
   » All enemies gain a bonus to their Attack Rolls against you 
  equal to their Weapon’s “Lock On +X” (pg: 125) bonus.
   » Removed at the end of combat.
  Bleeding
  See pg: 88 for full Bleeding rules.
  Example Conditions
  Healing, pg: 92
  Missing limbs, vital organ damage, stress, and many other
  ailments can be cured through advanced medical care,
  gene manipulation, and psychoanalytic techniques.
  Minor Condition: Worn Out
   » Eg: Minor sickness, stress, malnourishment, lack of sleep.
   » -5 Endurance.
   » -1 to all Spare Time Rolls.
   » You may gain this Condition multiple times.
   » If this Condition is removed; remove all Worn Out Conditions.
  Minor Condition: Exhausted
   » Eg: Sickness, radiation poisoning, major burns, minor poison.
   » -10 Endurance.
   » -2 Combat Order
   » -1 to all Rolls.
   » You may gain this Condition multiple times.
   » For every third time, you gain this Condition: gain the Major 
  Condition: Dying.
  Major Condition: Dying
   » Eg: Starvation, major infection, poison.
   » Take 1 Damage to 1 Random (1d3) Attribute (no Armour) at 
  the start of each day.
   » This Damage cannot be Healed with a Paramedics Healing Roll.
  Major Condition: Lost Limb
   » Arm/Hand: -1 Hand and Gauntlet Slot.
   » Leg/Foot: May only Move while Prone or while assisted.
  Major Condition: Blind
   » You cannot see.
   » All Targets gain Heavy Limited Vision Cover (+4) versus you.
  Major Condition: Deaf
   » You cannot hear.
   » -6 Stealth.
  Major Condition: Fear
   » -2 to all Rolls connected with the object of your fear. If you 
  are trained in Resolve, this penalty decreases to -1.
  Major Condition: Ignorance
   » Possible examples: Lose 1 Language, become unable to use 
  non-Low Tech Weaponry, or become unable to use computers 
  (including Combat Computers and non-Bio Tech Drones).
  Minor or Major Condition: Addiction
   » You may never have more than 2 unspent Spare Time Points 
  at once.
   » -1 Wealth.
  
  77
  
  78
  Attack Roll
  See pg: 86 for full Cover rules.
  See pg: 87 for full Damage rules.
  See pg: 108-111 for a full list of available Actions.
  All Attacks (except Stealth) in combat
  are done with a Weapon (pg: 118).
  Attack Roll
  3d6 + Wpn Hit + Skill - Range Penalties vs Trg Def
  Success = Deal your End Dmg to Target’s Endurance
  Weapon (Hit)
  Your Weapon’s “Hit” Stat adds a bonus or penalty to your Attack Roll.
  Personal Combat Skill
  Your Personal Combat Skill (pg: 52) associated with the Weapon 
  you are using adds a bonus or penalty to your Attack Roll.
  Attacking Through a Character
  When you Attack through a character to another Target, the Target 
  gains Light Cover (+2) against your Attack.
  Triples, Jammed Effect and RoF 2+
  If you roll triples on your Attack Roll (eg: you roll three 4s), your 
  Attack applies to the Target granting Cover to your intended 
  Target, and NOT your intended Target.
  If your Weapon has RoF 2+, then your Attack is applied to your 
  intended Target AND your unintended Target (your Attack Roll 
  total must still equal or exceed the characters Defence).
  If your RoF 2+ Weapon has the Jam Keyword and your Weapon 
  would gain the Jammed Effect. Your Attack is applied to you 
  unintended Target and NOT to your Intended Target.
  Characters Adjacent to You
  When Attacking through a character adjacent to you, your Target 
  does not gain any additional Cover.
  Firing a Rifle, Attack Roll Example
  Cody (A) is making an Attack Roll against his opponent (2). Cody 
  has a +4 bonus to his Attack Roll. His opponent is 9 spaces away, 
  which is in Cody’s second Range Increment. giving a -2 penalty to 
  Cody’s Attack Roll. Cody rolls 3d6 and gets 5, 5, 1: an 11. With the 
  bonus and penalty applied, the final result is a 13.
  Range Increments (Rng)
  When you Attack a Target any number of spaces away up to its 
  Range, your Attack Roll takes no penalty. For each increment of 
  Range beyond that, it gets a cumulative -2 penalty.
  A Weapon’s maximum range is its Range x10. Any Attack made 
  beyond this distance automatically misses.
  Sarah’s SMG has Range 3, which she uses to Attack a Target that 
  is 12 spaces away. This is in the fourth increment of her Weapon’s 
  range, giving a -6 penalty to her Attack Roll. If the Target were 13 
  spaces away, the penalty would increase to -8.
  Attacking from off the Map
  If appropriate, characters can be placed far away from the central 
  Combat Area and make Attacks with long-range weapons. To do so, 
  mark a point on the Battle Map to show where that character Attacks 
  from and how much distance they need to add to their attacks.
  Jack sets up on a distant hill and is providing covering fire for his 
  team. The GM marks a point on the Battle Map for Jack to Attack 
  from, and informs him that he should add 25 to all of his Ranges.
  Rng 3
  -0 Hit
  -2 Hit
  -4 Hit
  -6 Hit
  “Inheriting an empire that they did not fight to build 
  gave no room for war in the Archon’s mind. They did 
  not have the cultural history of conflict found in their 
  human creators or us.
  When X’ion’s wrath fell upon them, they needed more 
  than their intelligence and technology. In desperation, 
  they built us, the Legion. Having little personal 
  experience to draw upon, they instilled in you and me 
  the mind of a warrior, based on ancient human military 
  traditions and customs: skill, order, and efficiency.
  X’ion also had no military history to draw upon. 
  Turning to the old gods for inspiration, he shaped his 
  Nephilim, our ancient enemy, after the primal beast: 
  fierce, dirty, and wild.
  Now facing extinction, we are forced to adapt to a life 
  neither of us were created for. As the Archon’s culture 
  of peace struggled with war, our violent natures threaten 
  to kill us by resisting peace.”
  - Rasmus Aer, Legion talking to his grandson.
  
  79
  Select Your Target
  Pick a Target to Attack.
  Roll 3d6 and Choose to Add Rate of Fire
  May roll 1 additional d6 per your Weapons RoF above 1 (eg: a Rate of 
  Fire 3 Attack may roll up to 5d6).
  1 Ammunition used per RoF used.
  +Weapon Hit +Personal Combat Skill
  Add your Weapon’s Hit bonus and your Personal Combat Skill to 
  your roll.
  Take Penalty for Range
  -2 penalty for each Range increment beyond the first.
  Your Weapon’s maximum range = Rng x10.
  Endurance Damage
  If your Attack Roll equals or exceeds your Target’s Defence, they lose 
  Endurance equal to your Weapon’s Endurance Damage (End Dmg).
  If your Target is at or reduced to 0 Endurance by this Attack, you 
  deal an automatic Critical Hit (pg: 88).
  Count Strong Hits
  If you hit the Target, any 6s you rolled are Strong Hits (pg: 82).
  Strong Hit: Critical Hit (pg: 88) is required to kill Targets.
  +RoF
  Making an Attack Roll
  3d6 +Weapon Hit +Skill -Range Penalties vs Target Defence.
  All Attacks in personal Combat are done with a Weapon.
  
  80
  
  81
  Rate of Fire (RoF)
  Some Weapons are able to spend Ammunition (pg: 122) faster 
  than other Weapons, increasing their chance to hit, potential damage 
  output, and ammunition depletion rate.
  Hit +Extra RoF Dice
  When you perform an Action with this Minor Effect:
  Hit +Extra RoF Dice (pg: 107, 81), you may roll additional d6s
  by spending an equal amount of Ammunition. 
  If your Action does not have “Hit +Extra RoF Dice”,
  then you may only Roll 3d6 (spending one Ammunition).
  Before you roll any dice for your Attack Roll, you must declare how 
  many additional d6 you will be rolling.
  Spread Fire
  Weapons with RoF 2 or more may Spread Fire. When you Spread 
  Fire, you may split the dice of an Attack Roll across multiple Targets. 
  A minimum of 1d6 must be used for the space between each target.
  Attacking Multiple Targets, Spread Fire Example
  Sarah (A) is using an SMG with Hit +3 and RoF 3. She spends 2 
  Ammunition, giving her a total of 5d6. She uses her Action to Attack 
  and chooses to Spread Fire. She rolls 3d6 against the first Target (1), 
  allots the required 1d6 for the space between, and rolls 1d6 against 
  the second Target (2).
  Her first Attack Roll has a total of 16 (6+5+2, +3 from Weapon). Her 
  second Attack Roll has a total of 9 (6, +3 from Weapon).
  Splash and RoF 2+
  See pg: 127 for full Splash rules.
  Weapons RoF, Not Attacks RoF
  See pg: 82 for full Strong Hit rules.
  See pg: 88 for full Strong Hit: Critical Hit rules.
  See pg: 341 for a full list of available Traits.
  For the purposes of Spread Fire, Strong Hits, and other effects 
  affected by RoF, use your Weapon’s RoF Stat, NOT the number of 
  additional dice you roll (eg: a RoF 3 SMG may cause multiple Critical 
  Hits, even if it only makes an Attack Roll with 3d6).
  Multiple Critical Hits, RoF Example
  James (A) is dual-wielding a pair of SMGs, giving him a massive 
  Rate of Fire of 4. James makes two Attacks against a Target (1).
  For his first Attack Roll, he performs a Spray Fire, which has 
  the Minor Effect: Hit +Extra RoF Dice. Making full use of his RoF, he 
  spends 3 Ammunition to rolls three additional d6s. He rolls 6d6 for 
  a massive total of 26 and 2 Strong Hits (6s). He may use both Strong 
  Hits to cause 2 Critical Hits, as a Weapon may cause a number of 
  Critical Hits up to its RoF. This Attack costs him 4 Ammunition.
  For his second Attack Roll, he performs a Sighted Shot, which 
  does not have the Minor Effect: Hit +Extra RoF Dice. He rolls 3d6 
  for a total of 17 and 2 Strong Hits. He may still use both Strong 
  Hits to cause 2 Critical Hits: even though he couldn’t add additional 
  dice from his Weapon’s RoF, its RoF is still 4. This Attack costs him 
  1 Ammunition.
  RoF 0 or Below
  You may not Attack with a Weapon that has RoF 0 or below.
  “Many underestimate the humble bullet. Their 
  financial value and the cost of being hit by one… I 
  make it my job to drive both prices up.”
  - Megan Black, Corporate Arms Dealer.
  “When one bullet isn’t enough, you can’t go past 
  a midsized Spinelauncher for sheer intimidating 
  rate of fire! Now Gene-Bred by certified Body 
  Count ConglomerateTM technicians at your trusted 
  firearms Superstore!”
  - Public Announcement, 3am,
  personal quarters of Alabaster 4.
  RoF 4
  1
  A
  RoF 3, Spread Fire
  A
  1
  2
  
  82
  Strong Hits (Combat)
  See pg: 42 for Primary Skill Strong Hit rules.
  See pg: 78 for full Attack Roll rules.
  See pg: 88 for full Strong Hit: Critical Hit rules.
  See pg: 127 for full Splash rules.
  Rolling 6s
  When you make a Skill, Vehicle System, or Attack Roll,
  any 6s you roll are Strong Hits, which you can spend on
  Strong Hit Options.
  You may choose the same Strong Hit Options multiple
  times, unless otherwise stated.
  Every character has access to the following Strong Hit Options: 
  Critical Hit (pg: 88), Critical Boost (pg: 88), and Effort (pg: 42).
  Additional Strong Hit Options
  See pg: 341 for a full list of available Traits.
  See pg: 358 for a full list of available Weapons.
  Additional Strong Hit options can be gained through Traits or from 
  specific Weapons (eg: Disruptor).
  Weapon-Specific Strong Hits
  Strong Hit Options listed on a Weapon can only be chosen when 
  you assign Strong Hits from an Attack Roll made with that Weapon.
  Chris’s Tactical Computer gives him access to these Strong Hit 
  Options: Target Lock, Scramble, Range Finder, and Tactical Scan. 
  When he rolls a Strong Hit (6) with this Weapon, he can assign it to 
  use any of these options.
  Requirements
  After you roll a Strong Hit, you may assign it to use any Strong Hit 
  Option for which you meet the requirements.
  Most commonly, a Strong Hit Option requires a specific Action Major 
  Effect (eg: Attack), a Weapon Keyword (eg: Energy), or a specific Skill 
  (eg: Conversation).
  1 Use per RoF
  This Strong Hit may only be used once per your Weapon’s RoF 
  (even if no additional dice are used for this Attack).
  Action or Vehicle System Roll
  May only be used when you are performing the listed Action 
  or Vehicle System Roll (eg: Analyse, Stealth, Command, 
  Engineering, Gunnery, Operations).
  Attack
  May only be used when your Action has Major Effect: Attack.
  Crit Dmg X+
  May only be used during Attacks that causes Critical Damage 
  of X or more.
  Damage
  May only be used when your Action has Major Effect: Damage.
  Does not Require Hit
  May be used even if you do not succeed on your Attack Roll or 
  deal Damage, at the GM’s discretion.
  First Range Increment
  May only be used against a Target within your Weapon’s first 
  Range Increment or who is adjacent to you (if your Weapon has 
  no Range Stat, such as most Melee Weapons).
  First Range Increment or Direct Splash Hit
  See pg: 127 for full Splash rules.
  As with First Range Increment, but you have the additional 
  option of causing a Direct Splash Hit even if it is outside your 
  first Range Increment.
  Hit
  May only be used when you succeed on your Attack Roll.
  Name Requirements
  (in brackets)
  Result
  Critical Hit (Damage, Hit, 1 use per RoF, No Splash Damage) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  
  83
  Weapon Name
  See pg: 358 for a full list of Weapons.
  May only be used with the listed Weapon (eg: Grenade, Grenade 
  Launcher, Mind).
  Weapon Type
  See pg: 102 for a full list of Weapon Types.
  May only be used with a Weapon of the listed Type (eg: Combat 
  Computer, Drone, Henchmen, Melee).
  X Away from Target
  May only be used against a Target at least X spaces away.
  Result
  The result of a Strong Hit Option only lasts until the beginning of 
  your next Turn (pg: 100) unless stated otherwise.
  Bonuses Only Last One Turn
  All Strong Hit results (eg: Buffs and Effects) last until the start 
  of your next Turn (pg: 100) unless stated otherwise.
  Critical Hit and Set Alight, Multiple Strong Hit Example
  Alex has just hit a Target with his Flame Thrower and rolled two 
  Strong Hits. He spends one on a Critical Hit (pg: 88).
  He cannot spend his second Strong Hit on another because it has 
  the Requirement “1 Use per RoF” and the Flame Thrower only has RoF 
  1. Instead, he spends his second Strong Hit on the Strong Hit Option: 
  “Set Alight” (pg: 354), which he gains from the Trait “Set Alight”.
  Hit by X
  May only be used when your Attack Roll exceeds the minimum 
  needed to pass by X.
  Locked On
  May only be used when your Target is affected by a friendly 
  Locked On Effect.
  No Splash Damage
  See pg: 127 for full Splash rules.
  If your Weapon has the “Splash” Keyword, you must Directly Hit 
  your Target, not just deal Damage to them from your Weapon’s 
  Splash Area (via Attacking the Ground).
  Requires X Strong Hits
  To use this option, you must spend X Strong Hits.
  RoF X+
  Your Weapon must have a Rate of Fire of X or more.
  Spare Time Roll
  May only be used as part of a Spare Time Roll (pg: 64).
  Stealthed
  You must currently be Stealthed (pg: 109).
  Target Has 0 Endurance
  May only be used against a Target with 0 Endurance, including 
  ones reduced to 0 Endurance by this Attack.
  Weapon Keyword
  See pg: 124 for a full list of Weapon Keywords.
  May only be used with a Weapon that has the listed Keyword 
  (eg: Bio Tech, Blunt, Burn, Disruptor, Psionic).
  The tree lifted into the air, seemingly in slow motion 
  as dirt and sludge fell to the ground in large clumps. A 
  dozen purple eyes stared out at me. Shortly joined by 
  two large, mud covered metal arms. Pushing upwards, the 
  monster displayed its impressive strength and height.
  Then came the noise, a high pitch digital scream as 
  fiery purple bolts of death shot out from the darkness.
  The tree fell to the ground, revealing the monster that 
  had lain in wait for a hundred years to make this kill.
  - Mechonid sighting.
  David Faith was to be dead in a few moments.
  A hail of poison spines had punched through 
  the ship’s hull. Metal shards, barbed bones, and 
  poison globs bounced off the walls as if in slow 
  motion. Any one of these could be the deliverer 
  of his final breath.
  Fate was toying with him as it laid bare the 
  many tools of its will… and the fury of the 
  Nephilim he had just quadruple-crossed.
  - David Faith, conman.
  
  84
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Weight
  Variation
  Cover
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Defence
  See pg: 78 for full Attack Roll rules.
  See pg: 115 for full Overburden rules.
  See pg: 109 for full Stealth Action rules.
  See pg: 111 for full Impair Action rules.
  See pg: 103 for full Psionic Weapon Type rules.
  When a character makes an Attack Roll against you in combat, 
  your Defence is the number they must equal beat to succeed.
  Defence = 10 + Reflexes + Cover
  Defence vs Impair
  Your Defence vs the Impair Action.
  Add your Strength to your Defence.
  Defence vs Psionic
  Your Defence vs Weapons with the Weapon Type; Psionic.
  Add your Focus to your Defence.
  Defence vs Stealth
  Your Defence vs Stealth Action.
  Stealth Attack Rolls are only rolled against the enemy character 
  with the highest Defence vs Stealth, not against each Target.
  Defence vs Stealth = 10 + Perception + 1 per Ally (max 10)
  4
  2
  +3
  4
  +8
  Blind
  +6
  +2
  -2 Foc
  (-2 Recovery)
  -2 Mov
  +4
  +6
  16
  1
  2
  2
  5
  12
  16
  17
  14
  30
  5
  1
  4
  2
  2
  4
  Defence While Asleep or Unconscious
  While asleep or unconscious (see Blunt Keyword, pg: 124), you gain 
  no Attribute bonus to your Defence.
  Defence While Alert but Unaware of Attack
  If you are alert but unaware of an incoming Attack, use your 
  full Defence, and your opponent’s Attack counts as their Surprise 
  Round Action (pg: 101).
  Armour
  See pg: 88 for full Strong Hit: Critical Hit rules.
  Each point of Armour reduces Attribute Damage to you by 1.
  Endurance
  See pg: 87 for full Endurance Damage rules.
  Your maximum Endurance = 10 + (Strength x5)
  “The effects of a strontium-core round are well 
  documented by science. The results, extremely 
  satisfying, making great bar stories across the sector”.
  – David Choma, Kaltoran weapons expert.
  
  85
  
  86
  Physical Environmental Cover
  This type of cover is blocking or obscuring by a physical object 
  in the environment. Unless stated otherwise, all references to Cover 
  refer to Physical Cover.
  Shell and Splash Weapon
  If a Weapon has the “Shell” Weapon Type and “Splash” Keyword,
  their Target’s Cover value is determined from the location hit
  by the Attack, not the direction the Attack came from.
  Front Cover
  This type of cover comes only from a Utility Item or Trait, not 
  the Environment. It grants a Cover bonus only against Attacks made 
  within a 90 degree arc in front of your character.
  In both instances, Derrick’s (A) Large Combat Shield grants him 
  Heavy Cover against Targets 2 and 3 but not Target 1.
  Front Cover can never be used to gain Stealthed (pg: 109).
  Limited Vision
  If your character’s vision is impaired (eg: by blindness, smoke, or 
  low light), your Target gains Limited Vision Cover. Some Traits and 
  equipment reduce the effects of this Cover (eg: a Multispectral Visor 
  reduces all Limited Vision Cover by one Step), and some equipment 
  can create it (eg: Smoke Grenades).
  Low Light
  A specific type of Limited Vision. Anything that aids you against 
  Limited Vision also aids you against Low Light. However, anything 
  that aids you against Low Light (eg: a Torch) does not aid you 
  against other types of Limited Vision (eg: smoke).
  Non-Visual Senses
  Vision is the primary sense that you use for locating objects and 
  perceiving your environment. If your other senses are impaired, 
  the GM can inhibit you (eg: If you are deafened, you would not be 
  able to hear your team speak, but you would not gain an Attack 
  Roll penalty).
  Impairment of your non-visual senses rarely grants your Target 
  Limited Vision Cover against you, at the GM’s discretion.
  Cover
  See pg: 126 for full Outfit rules.
  See pg: 130 for full Utility Item rules.
  Cover protects you. It not only increases your Defence Stat, making 
  you harder to hit, and can make you immune to Critical Hits (pg: 88) 
  while you have Endurance (pg: 87).
  Cover is represented in three Steps: Light, Heavy, and Entrenched.
  No Cover
  If you are currently gaining no Cover, your Cover Step
  cannot be otherwise increased (eg: by Traits or Equipment).
  Step 1) Light Cover (+2 Defence)
  +2 Defence and you may perform the Stealth Action (pg: 109).
  Light Cover applies whenever a non-Stealth Attack Roll is made 
  against you.
  Eg: Foliage, the edge of a round pillar, smoke, or low light.
  Step 2) Heavy Cover (+4 Defence)
  +4 Defence, you may perform the Stealth Action, and -2 
  Endurance Damage done against you by Weapons with Rate of 
  Fire 3 (pg: 122) or more.
  Heavy Cover applies whenever a non-Stealth Attack Roll is
  made against you.
  Eg: Chest high stone wall, metal doorway, complete darkness 
  or blindness.
  Step 3) Entrenched (+6 Defence)
  +6 Defence, you may perform the Stealth Action, -2 Endurance 
  Damage done against you by Weapons with Rate of Fire 3 or 
  more, and you are Immune to Critical Hits (pg: 88) while you 
  have Endurance.
  Entrenched Cover is only ever gained by combining multiple 
  sources of cover. Eg: Heavy Physical Cover and Low Light OR 
  Light Cover, equipment and a Trait.
  Eg: Metal doorway and the Take Cover Action; metal doorway 
  and Low Light Cover.
  
  87
  Smoke Bomb, Limited Vision Example
   
  Hraks (A) and Sarah (B) are Attacking a group of enemies. The 
  first Target (1) is hiding in smoke from a Smoke Bomb (Light Cover 
  or +1 Cover Step). The second and third Targets (2 and 3) are hiding 
  behind a stone wall (Heavy Cover).
  Hraks (A) wants to Attack Target 1, who gains +2 Defence from the 
  smoke (Light Cover). Target 2 would gain +6 Defence (Entrenched 
  Cover from the stone wall and smoke). Target 3 would gain +4 
  Defence (Heavy Cover from the stone wall).
  Sarah (B) is a Kaltoran (pg: 340), so she reduces all Limited Vision 
  and Low Light penalties by 1 Step. This removes the Defence bonus 
  from the smoke; for Sarah, Target 1 has no Cover, and Targets 2 and 
  3 have Heavy Cover.
  If Sarah’s Trait only reduced Low Light penalties, it would not 
  affect this situation. Smoke doesn’t reduce light, but physically 
  impairs vision.
  Total Darkness, Low Light Example
  Adam (A) is standing under a light during a dark night.
  He makes an Attack against a Target (1) that he cannot see, so his 
  Target gains Heavy Cover.
  Adam is then Attacked by a second opponent (2) that he cannot 
  see. Adam gains no Cover bonus against this Attack because he is 
  in a fully illuminated area.
  Limited Vision, Smoke Bomb   
  1
  2
  3
  A
  B
  Total Darkness
  A
  2
  1
  Damage
  See pg: 78 for full Attack Roll rules.
  See pg: 84 for full Defence rules.
  See pg: 92 for full Healing Rolls rules.
  See pg: 118 for full Weapons rules.
  Attribute Damage
  This is primarily caused by Strong Hit: Critical Hit (see next page). 
  Attribute Damage can reduce your Defence (pg: 84), your Order of 
  Combat (pg: 100), and bonuses your Actions may give you (eg: Attack 
  Rolls and Movement).
  Damaged Ligament, Attribute Damage Example
  Ajax has just taken damage from a Shotgun, reducing his Reflexes 
  Attribute by 2. This reduces his Defence (pg: 84) by 2 and and hampers 
  any Action that would benefit from Reflexes (eg: Melee Strike).
  If his Reflexes ever becomes negative, he would start Bleeding 
  (pg: 88), his Defence would decrease further, and using Actions that 
  benefit from his Reflex Attribute would gain a further penalty.
  Endurance Damage
  When you succeed at an Attack Roll (pg: 78), deal Endurance 
  Damage to your Target equal to your Weapon’s Endurance Damage.
  Strength Damage and Losing Endurance
  If you take Strength Attribute Damage, reduce your maximum 
  Endurance. If this reduces your maximum below your current 
  Endurance, reduce your Endurance to your new maximum after 
  applying any Endurance Damage taken.
  Davidson has 30 max Endurance and 25 current Endurance. He 
  receives 3 Endurance Damage and 2 Strength Damage, reducing 
  his max Endurance to 20 and current Endurance to 20 (not 17).
  Zero Endurance
  If you have 0 Endurance and receive a successful Attack Roll 
  from an Action with the major Effect: Damage (pg: 107) you 
  are always dealt a Critical Hit and the Critical Boost Strong Hit 
  Option (see next page) may be applied to you.
  Entrenched Cover (pg: 86) does not grant immunity to Critical 
  Hits when you have 0 Endurance.
  Recovery
  You can restore Endurance by performing an Action with the 
  Major Effect: Recovery (pg: 107).
  Drones and Henchmen
  All Drones and Henchmen (pg: 296) have 0 Endurance.
  “A Kaltoran’s natural habitat is the black.”
  - Esther Shot, Kaltoran Founder.
  
  88
  Strong Hit: Critical Hit
  See pg: 82 for full Combat Strong Hit rules.
  See pg: 78 for full Attack Roll rules.
  Critical Hits are the primary method of killing or debilitating a 
  Target. This is done by reducing their Attribute Scores.
  Requirements, pg: 82
  Damage
  Action must have the Major Effect: Damage (pg: 107).
  Hit
  Succeed at your Attack Roll (pg: 78) to Hit Target.
  1 use per RoF
  This Strong Hit may only be used once per your Weapon’s RoF 
  (even if no additional dice are used for this Attack).
  No Splash Damage
  See pg: 127 for full Splash rules.
  May only be applied to Targets that are Directly Hit by a Weapon 
  with the “Splash” Keyword. Targets not Directly Hit that are 
  within the Splash area may only take Attribute damage if their 
  Endurance has been reduced to 0.
  Result: Attribute Damage
  Reduce one of your Target’s Attributes, chosen randomly, by an 
  amount equal to your Weapon’s Critical Damage (pg: 122) minus the 
  Target’s Armour (pg: 84).
  Random Attribute: Roll 1d6
  1 = Strength
  2 = Reflexes
  Critical Hit Example
  Logan has inflicted a Critical Hit (Critical Damage 3) on his Target 
  (Armour 2). His Critical Damage is 1 (3 - 2),
  He rolls a 2, so the Target reduces their Reflexes by 1, the 
  Critical Damage.
  Blunt Keyword, pg: 124
  The “Blunt” Keyword means you can incapacitate a Target 
  without killing them.
  Strong Hit: Critical Boost
  The Critical Boost increases the Attribute Damage you deal to a 
  Target at or reduced to 0 Endurance.
  Requirements, pg: 82
  Damage
  Action must have the Major Effect: Damage.
  Does not Require Hit
  You do not have to succeed in your Attack Roll or Deal Damage 
  to apply the Result of this Strong Hit to your Target. GM discretion 
  is allowed if it doesn’t make sense.
  Result: Attribute Damage
  This Attack gains +1 Critical Damage against all damaged Targets 
  at 0 Endurance or reduced to 0 Endurance by this Attack.
  High-Armour Targets
  The Critical Boost is the best way to kill Targets with high 
  Armour once they are reduced to 0 Endurance.
  Critical Boost Example
  Jane Attacks a Skilled NPC with 4 Endurance. Her Attack lowers 
  her Target’s Endurance to 0, which gives her a free Critical Hit. 
  Despite this, Jane’s weapon only has a Critical Damage of 3, and her 
  Target has 3 Armour, so her Attack will cause 0 Attribute Damage.
  Fortunately, Jane rolled a Strong Hit, which she uses as a Critical 
  Boost. This increases her Critical Damage from 3 to 4, so her Attack 
  now causes 1 Attribute Damage.
  3 = Movement
  4 = Focus
  5 = Intelligence
  6 = Perception
  “I applaud the Corporation for its efforts in moving 
  people’s perspective towards an economically centred 
  ideology. However, more can be done; there are still 
  aspects of people’s lives which are considered too 
  ‘sacred’ to be affected by the economic ideology.
  Therefore, so that my own life is consistent I declare 
  the following: I have no parents, only parent companies; 
  I have no family, only co-workers; I have no children, 
  only subsidiaries. Sacrificing the last sacred cows on 
  the altar of free enterprise has freed me; I implore you 
  all to likewise free your minds.”
  - Edward Smith, Economic Philosopher.
  ........................
  “What a selfish load of crap!”
  - Sarah Thrift, Kaltoran Mother of Eight.
  
  89
  Roll a “6” and Select Strong Hit: Critical Hit
  Your Attack Roll (pg: 78) must succeed.
  Each 6 lets you use a single Strong Hit Option.
  You may cause a number of Critical Hits up to your Weapon’s RoF.
  Deal Damage to a Random Attribute
  Roll 1d6 to determine which Attribute you Damage.
  1 = Strength
  2 = Reflexes
  3 = Movement
  Weapon’s Critical Damage - Target’s Armour = Attribute Damage
  You can increase your Critical Damage by using a Critical Boost.
  Entrenched Cover + Positive Endurance = Target Immune to Critical Hits
  If your Target has Entrenched Cover and Endurance above 0, they 
  are immune to Critical Hits.
  If Your Target has 0 Endurance, Gain a Free Critical Hit
  If your Attack reduces your Target to or if they are at 0 Endurance; 
  you gain a free Critical Hit against them and are able to use the 
  Critical Boost: Strong Hit Option.
  4 = Focus
  5 = Intelligence
  6 = Perception
  Strong Hit: Critical Hit
  Die Roll of 6 = Strong Hit.
  Requirements: Damage, 1 Use per RoF, No Splash Damage.
  Result: Deal your Weapon’s Critical Damage (minus Target’s Armour) to a random Attribute. 
  
  90
  Death
  See pg: 88 for full Critical Hit and Critical Boost rules.
  Player characters die if any Attribute reaches -5.
  Non-player characters die if any Attribute reaches 0.
  Drones and Henchmen die if any Attribute reaches 0.
  Reduce Fate to Avoid Death
  You may avoid Death by permanently reducing your Fate (pg: 35) 
  by one. Collaborate with the GM to figure out how you miraculously 
  avoided Death.
  At the GM’s discretion you may still take some Attribute 
  Damage, and you may take Conditions or Effects (pg: 73) that are 
  appropriate to the situation (eg: Unconscious or Lost Limb). Remove 
  the Bleeding Effect and any others that could cause you additional 
  Attribute Damage.
  Already wounded, Theodore receives a Critical Hit from a 
  grenade. He takes Attribute Damage to Strength, reducing it 
  to -6. This would kill him, but he decides to cheat death by 
  permanently reducing his Fate by 1.
   The GM says the grenade instead reduces Theodore’s 
  Strength to -4 and knocks him out, giving him the 
  Unconscious Condition.
  Bleeding
  See pg: 73 for full Effect rules.
  See pg: 92 for full Healing Rolls rules.
  If any of your Attributes is reduced to below 0, you gain the 
  Bleeding Effect.
  While Bleeding, you take 1 Attribute Damage (ignoring Armour) to 
  a Random Attribute at the start of each of your Turns.
  You may only ever have 1 Bleeding Effect.
  First Aid (pg: 92) removes the Bleeding Effect.
  
  91
  You Die from Attribute Damage
  If any Attribute is reduced to -5 or below you die.
  NPCs, Drones and Henchmen die if any Attribute is reduced to 0 
  or below.
  Avoid Death by Reducing Fate
  If you would die, you may avoid Death by permanently reducing your 
  Fate by 1. However, you may experience other consequences.
  -5
  Bleeding and Death
  When an Attribute drops below 0, it causes Bleeding.
  Critical Hits are the main way to kill.
  Bleeding Causes Random Attribute Damage Each Turn
  If any Attribute is reduced to below 0, you gain the Bleeding Effect. 
  While Bleeding, at the beginning of each of your Turns you receive 
  1 Attribute Damage (ignoring Armour) to a Random Attribute 
  (roll 1d6).
  1 = Strength
  2 = Reflexes
  3 = Movement
  Bleeding Can Be Stopped with First Aid (pg: 88)
  Succeed on a Medicine Skill Roll against a Difficulty of 10.
  Removes Bleeding from you or someone adjacent to you.
  Requires: Toolkit.
  May be performed during combat.
  -1
  4 = Focus
  5 = Intelligence
  6 = Perception
  
  92
  Sharing Spare Time Points
  Remember that you can share Spare Time Points
  (pg: 64) among characters for Healing Rolls.
  Healing Rolls that don’t use the Medicine Skill
  Eg: Using the Wealth Skill to hire a doctor.
  These often have a -2 Description Penalty.
  Conditions, pg: 76
  Conditions remain until they are removed by an eligible Skill Roll. 
  Conditions are most commonly gained through intentional Actions 
  (eg: torture), exposure to Dangerous or Hostile Environments (pg: 74), 
  or by reducing Fate to avoid Death (pg: 90).
  Other Types of Healing
  Not all Healing Rolls use Medicine. Instead, use the Skill that 
  makes the most sense.
  Biological Equipment
  Medicine should be used for Healing living sentient characters. 
  Bio Tech should be used for repairing Biological Equipment.
  Robots
  Robots are complicated machines, so use the skill most suited 
  to the problem, usually Mechanics, Electronics, or Programming.
  The GM may describe what is wrong and might drop hints as to 
  what you’ll need to effect repairs.
  Healing Psychological Conditions
  Mental problems are Healed with a Psychology Skill Roll. Only 
  use a Medicine Skill Roll if the Condition is primarily caused by 
  a physical ailment (eg: blood clot to the brain).
  Self-Healing
  If you include yourself in any Healing Roll, including Paramedics, 
  you take a -2 penalty.
  2
  Healing Rolls
  See pg: 64 for full Spare Time Point rules.
  See pg: 50 for full Medicine Skill description.
  See pg: 87 for full Damage rules.
  See pg: 108 for full Prep Action rules.
  In-Combat Healing
  During combat, some minor Effects (eg: Bleeding) can be removed 
  from yourself or an adjacent character by performing a First Aid 
  Healing Roll of 10 or more. This can be done with any Action with the 
  Minor Effect: Skill Roll (pg: 107).
  You may also heal Endurance by using any Action with the Major 
  Effect: Recover (pg: 108).
  Out-of-Combat Healing Rolls
  Attribute Damage is healed outside of combat, by making Medicine 
  Skill Rolls on a wounded character, using one of the following three 
  Healing Roll options:
  Paramedics, 12, Requires Relevant Toolbox
  Within three minutes of combat ending, you may attempt a 
  single Paramedics Healing Roll (usually using Medicine) against 
  a Difficulty of 12. If you succeed, you Heal a total of 3 Attribute 
  Damage dealt during the most recent combat. This Healing 
  may be combined or split in any way across Attributes and 
  characters. Paramedics Rolls cannot be made on the move. 
  After each combat, only one Paramedics Roll may be attempted 
  per three player characters.
  Extended Care, 2x 12t, Requires Relevant Toolbox
  During Downtime (pg: 95), you may attempt Extended Care by 
  making two Spare Time Rolls against a Difficulty of 12. If you 
  succeed, you Heal 1 Attribute Damage to each of the target’s 
  Attributes and remove one Minor Condition.
  Surgery, 2x 14t, Requires Relevant Workshop
  During Downtime, you may attempt Surgery by making two 
  Spare Time Rolls against a Difficulty of 14. If you succeed, you 
  Heal 8 Attribute Damage to a single Attribute and remove one 
  Major or Minor Condition.
  The recipient of your Surgery may also gain a single free Trait 
  Retro (pg: 32) to change any Trait to an Implant Trait.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  bat.
  op.
  12 +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  t.
  +
  ou Attack through Dust Cloud.
  ttribute Damage (no Armour) at the end of each Turn.
  e Damage (no Armour) at the end of each 3rd Turn.
  d Range.
  age equal to your Velocity.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  May Retro any Trait for a Implant Trait.
  
  93
  Recovery
  During combat you may Heal Endurance by performing an Action 
  with the “Recovery” Major Effect.
  Heals Endurance Damage equal to your “Recovery”.
  Recovery = Focus + any bonuses.
  Paramedics
  Immediately after combat, you may attempt one Paramedics Roll 
  against a Difficulty of 12. This requires an appropriate Toolbox.
  If successful, Heal 3 Attribute Damage dealt during the most 
  recent combat.
  You may spread this Healing across multiple characters and Attributes.
  You may only attempt 1 Paramedics Healing Roll per 3 player 
  characters in the group.
  Extended Care
  To perform Extended Care, make two Spare Time Rolls against a 
  Difficulty of 12. This requires an appropriate Toolbox.
  If successful, Heal 1 Attribute Damage to every Attribute and remove 
  one Minor Condition.
  May not be performed during combat.
  Surgery
  To perform Surgery, make two Spare Time Rolls against a Difficulty 
  of 14. This requires an appropriate Workshop.
  If successful, Heal 8 Attribute Damage to a single Attribute and 
  remove one Major or Minor Condition.
  May not be performed during combat.
  Recipient may gain a free Trait Retro to change any of their Traits 
  into an Implant Trait.
  2x 12t
  Heal 1
  to all Attributes
  Healing Damage
  Attribute Damage is only Healed through Healing Rolls.
  Endurance Damage is completely Healed during any Downtime.
  
  94
  
  95
  Downtime
  See pg: 64 for full Spare Time Point rules.
  See pg: 92 for full Healing Roll rules.
  See pg: 152 for full Spacecraft Perk rules.
  During Downtime, you’re not only out of combat, but also out of 
  any time-critical or high-pressure situations. This time can be used 
  to refill used Clips and Ammunition, seek medical attention, or do 
  other activities.
  Heal All Endurance
  All lost Endurance is automatically Healed.
  Make Spare Time Rolls, pg: 64
  You may make Spare Time Rolls.
  Replenishing Clips and Ammunition
  If you have access to an Armoury (pg: 153) or a suitable vendor, 
  you regain any spent Clips or Ammunition.
  Replacing Lost Equipment
  If you have access to an Armoury (pg: 153) or a suitable vendor, 
  you may regain any lost Equipment.
  Any replaced Equipment loses all Variations and Modifications (pg: 
  116) that cost Spare Time Points. An Item that cost any Spare Time 
  Points cannot be regained without making another Spare Time Roll.
  Using a Workbench, pg: 138
  With access to a Workbench, you can rebuild destroyed Drones (pg: 
  104), repair damaged Armour, Research, and do anything else that 
  requires a little space to work.
  Resting at the Spacecraft, Downtime Example
  Theodore and his group land their spacecraft into a combat zone 
  that they have been hired to fight in.
  During a later fight, they use up a lot of Ammunition, and one of 
  them gets hit and requires Surgery. After the fight they return to their 
  spacecraft and regain all spent Clips and Ammunition from their 
  spacecraft’s Armoury (pg: 153). Also, Theodore’s companion gets the 
  Surgery she requires in the spacecraft’s Medicine Workshop (pg: 138).
  After rearming and healing, they head out on foot to track 
  down the remaining enemies who fled into the surrounding jungle 
  and mountains.
  It takes Theodore and his group a week to finish tracking them 
  all down. During this time they can only regain spent Ammunition 
  or Clips from what they can find, mostly from looting their enemies. 
  They cannot perform Surgery, but they can perform Extended Care, 
  as this only requires a Toolbox (pg: 135), not a Workshop.
  Hraks had finally had enough.
  Always the bottom bunk. 
  Having to stay in this dead metal box, with no 
  comforting heartbeat or organic warmth, breathing this 
  stale-smelling air, and now being treated as lesser than 
  a bottom-feeder… by a Kaltoran!
  “My turn to have top bunk, Swagger!” she declared.
  Rachel rolled over, ears peaking slightly, the back 
  pair turning a faint mottling red. “You always want top! 
  And you just throw all your rubbish down on my bunk, 
  from Draz cans to shed bits of skin! And now you want 
  it BACK?!”
  Hraks sighed in martyrdom. These strange people 
  have never understood the subtlety of Nephilim culture.
  “It’s only a fair representation,” she insisted. “It’s to 
  do with the dynamic of the microcosm within our ship 
  and the various factors therein. The more powerful and 
  better-made pieces of weaponry in the armoury get 
  better positioning, in case of emergency, right?” 
  Rachel looked wary and cautiously ventured 
  a “Yeeeessss…?”
  Hraks paused, scratching her long tendril hair. “Then 
  it is only fair and, if we are all being candid, logical,” 
  she continued, “that the more genetically superior of us 
  gets pride of place. It allows us to be generous by giving 
  the lesser member our castoffs, so we can help those 
  of us who are less fortunate,” she finished emphatically.
  Rachel paused for a moment, sorting through the 
  larger words, her lip lifting into a snarl as Hraks’s full 
  meaning became offensively clear.
  “So, you want the top bunk, because… YOU HAVE 
  BETTER BREEDING THAN ME?!”
  ........................
  “I love having my own room,” Theodore mused to Max 
  as the girls’ yelling match quickly built momentum.
  “The armoury also suits me well,” Max added.
  “I dare say that any room you laid claim to would 
  BECOME the armoury.”
  
  96
  Optional: Theatre of the Mind Combat
  The following combat rules can be used instead of the standard 
  combat ruleset. They require no miniatures and take less time, 
  making them ideal for combats that don’t need to be followed blow 
  for blow, and for gamers who prefer abstract, cinematic combat over 
  detailed, tactical forays.
  Equipment
  These rules do not use Equipment Stats.
  Attributes
  These rules only use Attributes to determine Description 
  bonuses and for the purposes of taking Damage.
  Traits and Strong Hits
  These have limited use with Theatre of the Mind Combat rules.
  Combat Summary
  At the start of combat, the GM explains the situation. Then, in turn, 
  each player describes what they are doing and makes a Combat 
  Skill Roll related to their approach. The GM then describes what 
  happens. To be victorious, one side must succeed on a number 
  of Combat Skill Rolls equal to two times the participating PCs on 
  that side.
  Combat Skill Roll Difficulty
  Easy Fight: 10 or more.
  Evenly Matched: 12 or more.
  Out Matched: 14 or more.
  Suicidal: 16 or more.
  Justify Your Skill Choice
  When you act, you must justify the Skill you choose; you cannot 
  simply use the Skill that gives you the most bonuses. The GM 
  can dictate which Skill you must roll to match the description of 
  your Action (eg: require a Tactical Skill Roll to hide).
  Description Bonus and Penalties
  If you describe your action well and play to your strengths 
  – by making use of the environment, responding to the GM’s 
  descriptions, and so on – the GM can award you a +1 or +2 bonus 
  to your Combat Skill Roll.
  Likewise, the GM can assign a -1 or -2 penalty to you if you do 
  not play to your strengths or are at some kind of disadvantage.
  Primary Skills
  You can not only use your Combat Skills, but also your Primary 
  Skills. This often leads to creative thinking as you must still 
  justify your Skill choice to the GM.
  Successful Combat Skill Roll
  On a successful roll, the GM or rolling player (with the GM’s 
  guidance) describes a positive result based on the chosen skill and 
  stated goal.
  To achieve victory, a side must succeed on two Combat Skill Rolls
  per involved player character on their side.
  Victory
  A side is victorious when they have accumulated successful 
  Combat Skill Rolls equal to the number of participating PCs on 
  that side multiplied by two. These successes can be rolled by 
  the PCs in any combination.
  To achieve victory, the final Combat Skill Roll must be some 
  kind of Attack, otherwise the combat continues.
  Failed Combat Skill Roll
  A failed Combat Skill Roll causes 2 Attribute Damage to a player 
  character of the GM’s choice. It could be the PC who failed the roll, 
  or the PC who put themself most at risk.
  Bleeding
  Characters cannot gain the Bleeding Effect (pg: 88) during 
  Theatre of the Mind combat.
  Non-Lethal Damage
  If the NPCs choose to deal non-lethal damage (eg: with blunt 
  weapons), a failed Combat Skill Roll only causes 1 Attribute 
  Damage. If any PC has an Attribute reduced to 0 or below, they 
  go unconscious and can no longer make Combat Skill Rolls. 
  This does not reduce the number of successful Combat Skill 
  Rolls required for victory.
  Healing Damage
  Damage is healed using the standard Healing Roll rules (pg: 92).
  Retreating
  Immediately before a character makes a Combat Skill Roll, they 
  may declare that they wish to retreat. If they succeed at this 
  Combat Skill Roll with a +2 bonus, they exit the combat. For 
  the remainder of combat, they make no further Combat Skill 
  Rolls and take no more Damage. This Skill Roll does not count 
  towards the total of successful Skill Rolls required for victory, 
  and their departure from combat does not reduce that total.
  
  97
  GM Sets Difficulty
  The GM describes the situation to the players, pointing out anything 
  important (eg: how many enemies there are, and how they are 
  armed), and setting the mood.
  Player Explains Approach and Skill
  In turn, each involved player explains their approach to the conflict, 
  then picks a Skill to use based on their approach.
  Certain Skills may require specific or suitable tools (eg: Small Arms 
  requires a Gun).
  Players who describe a particularly good or bad approach with the 
  relevant Skill choice may gain a bonus or penalty (+2 to -2) to 
  their Skill Roll.
  Player Rolls Dice and Adds Bonuses
  The player rolls 3d6 and adds their Combat Skill bonus or penalty 
  then add, then any Description bonus or penalty given by the GM.
  If you roll a “6” you score a Strong Hit (pg: 82).
  2 Successes per Character to Achieve Victory
  Repeat these steps until one side accumulates successful Combat 
  Skill Rolls equal to the number of involved PCs on that side 
  times two.
  The final successful Skill Roll must be some kind of Attack.
  GM Describes the Result
  Based on the result of the roll, the approach, and the Skill, the GM 
  describes the outcome.
  (With the GM’s permission and guidance, the player may describe 
  what happens.)
  Theatre of the Mind Combat
  Combat without miniatures.
  Be sure to describe the fight as you roll.
  Failed Roll = 2 Points of Damage to a Random Attribute (1d6)”
  If the roll failed, the GM deals 2 Attribute Damage to a random 
  Attribute: roll 1d6.
  1 = Strength
  2 = Reflexes
  3 = Movement
  This Damage DOES NOT have to be applied to the character that 
  failed the Skill Roll. It may be applied to the character who is 
  most vulnerable.
  Damage can be healed with Healing Rolls (pg: 92).
  4 = Focus
  5 = Intelligence
  6 = Perception
  
  98
  GM: Geordie, you’re next. What do you do?
  Geordie: I draw my sword and charge at the beast.
  GM: You can make it, but the carcass is partially blocking your way.
  Geordie: That’s OK.
  GM: OK, give me an Exotic Skill Roll at a -1 Description penalty.
  Geordie: (Rolls an 11, with -1 Description Penalty and +2 Skill Bonus). 
  Excellent, I succeed! Can I describe what happens?
  GM: Sure, but you don’t kill it.
  Geordie: I charge forward, jumping over the carcass to give it a long 
  slash down the side of its head. It bellows in rage as it slashes at me, 
  forcing me to dive for cover as its massive claws slash my cloak.
  GM: Great description. Jye, you’re next.
  Jye: OK, it looks like Simon and Geordie are fairly close to it. so 
  I’d better not use my grenades… hmm… I think I will use my 
  Puncture Rifle.
  I draw my Puncture Rifle and move around the flank, being very 
  careful to keep plenty of distance between me and the beast. 
  While it is uselessly trying to hit Geordie I shoot at it.
  GM: Nice description, and your puncture rifle will be quite effective 
  against such a well-armoured target. Gain a +1 Description bonus.
  Jye: (Rolls a 9, with +1 Description bonus and +1 Skill bonus) Darn, I 
  think I failed and I don’t have any Fate Points left.
  GM: Your shot deflects off its massive hide as it continues its 
  relentless assault against your teammate.
  Geordie, dropping your guard for just a split second and its claws lash 
  out at your (Rolls a d6 to determine what Attribute is Damaged. 
  Rolls a 1: Strength) torso and arm. Leaving long bloody wounds 
  and a burning sensation in your skin. Take 2 Attribute Damage.
  Geordie: Oh crap.
  GM: OK, Frank, it’s your go.
  Frank: Certainly I’ve already pulled out my flamethrower. I rush 
  forward, giving a mighty Legion war cry as I pull the trigger, 
  spraying it with burning death!
  GM: Nice! I will give you a +1 Description bonus to your Heavy 
  Weapons Skill Roll.
  Frank: (Rolls a 8, with +1 Description bonus and +2 Skill bonus) Darn… 
  but I spend a Fate Point to let me re-roll. (Rolls a 15) Excellent!
  GM: As you charge forward with your flamethrower, your flame goes 
  wide, but you manage to rein it in as you get close. The beast roars 
  in rage and pain as it is covered in napalm. It turns towards you, 
  Frank, its glowing eyes narrowing as it readies for another charge.
  Simon, it is back to you. What do you do?
  Feral Nephilim Lair, Theatre of the Mind Example
  GM: The massive Feral Nephilim beast bellows out a defiant roar as 
  you approach its lair. The smell of rot and decay from the many 
  half eaten carcasses scattered around the clearing fills the air.
  The beast is as large as a car, with a thick brown plated hide and a 
  horned, scarred face. Its eyes glow red and its breath fogs in the 
  morning cold. There is no hint of intelligence in its bestial face, 
  only violence.
  GM: Simon, you’re first. What do you do?
  Simon: Is there any cover around?
  GM: Yes, there is a large, half-eaten carcass nearby.
  Simon: Great, I draw my twin Ion Pistols and dive behind the carcass 
  while firing.
  GM: Sounds great. Give me a Small Arms Roll of at least 12, with a +1 
  bonus for good description since you have a high Movement Attribute.
  Simon: (Rolls an 11, with +1 Description bonus and +1 Skill bonus) 
  Awesome! I succeed!
  GM: Your fast reflexes quickly get you to cover as the beast charges. Your 
  shots catch its attention, and it goes right for you. But it stops just short, 
  its path blocked by the decaying corpse you are hiding behind.
  Option 1: Occasional Theatre of the Mind Combat
  This is the most flexible option. Many (or most) of your fights will 
  use the standard combat rules, but you may use the Theatre of the 
  Mind Combat rules when you want to quickly complete a combat that 
  does not need to be measured blow by blow.
  Example Uses
   » For when PCs have split up, and only some of them have 
  gotten into a fight.
   » For when you don’t want a fight to slow down the game Session.
   » For less important or lighthearted fights.
  Option 2: Theatre of the Mind Only Game
  This option will dramatically change the feel of the rules and will 
  make many Traits redundant.
  Example Use
   » You wish to focus on spacecraft Combat, not personal 
  Combat, so you run all personal Combat using the Theatre of 
  the Mind rules.
  Use These Rules for Theatre of the Mind Only Games
   » Players may use the Traits and Combat Items listed on the 
  next page.
   » Any time a character would gain Resources (pg: 56), they 
  receive a Spare Time Point (pg: 64) instead.
   » All Weapons are purchased with Spare Time Points, not 
  Resources (see next page).
  
  99
  Flexible
  Hit and Run
  Sniper Shot
  Combat Leader
  Elusive
  Tactical Thinker
  Make a Hole
  Take Down
  Unleash
  Charger
  Risk Taker
  Technician
  Gain +1 to Small Arms as long as you have a combined Weapon Weight of 4 or more.
  If you succeed at a Retreating Personal Combat Skill Roll, it counts as a Success.
  +2 for your first Personal Skill Roll made during a Combat.
  You may grant any Ally one free re-roll to a Combat Skill Roll. Can only be used 
  once per Combat.
  Your Failed Tactical Combat Skill Rolls do not result in Attribute Damage.
  Gain +2 to future Personal Combat Skill Rolls during this Combat after failing a 
  Personal Combat Skill Roll.
  Passing a Heavy Arms Combat Skill Roll gives all of your Allies a +1 bonus to 
  their next Personal Combat Skill Roll (for this Combat).
  You may spend 1 Fate Point to make a Successful Heavy Arms Combat Skill Roll 
  count as 2 Successes.
  +4 for your first Heavy Arms Combat Skill Roll made during a Combat.
  +2 for your first Exotic Combat Skill Roll made during a Combat.
  +1, all Personal Combat Skills
  Once per Combat, you may make a Professional Combat Skill Roll at a +2 bonus. 
  This action must be approved by the GM first.
  Requirements
  Requirements
  Requirements
  Requirements
  Small Arms
  Tactical
  Heavy Arms
  Exotic
  Benefits
  Benefits
  Benefits
  Benefits
  Combat Items, Theatre of the Mind Only Game
  Combat Outfit, Theatre of the Mind Only Game (Max 1)
  Traits, Theatre of the Mind Only Game
  16t
  18t
  22t
  16t
  14t
  18t
  Same as Basic Weapon, but grants a +1 bonus to chosen Skill (does not Stack with other Weapons).
  1 use, you or an Ally gains a +2 bonus to a single Combat Skill Roll.
  Same as Basic Weapon, but grants a +2 bonus to chosen Skill (does not Stack with other Weapons).
  1 use, heal 1 additional point of Attribute Damage after a Combat.
  1 use, +2 to you or an Ally’s Retreat Combat Skill Roll.
  +2 to your Retreat Combat Skill Rolls.
  Valuable Weapon
  Useful Item
  Expensive Weapon
  Med Booster
  Evasive Item
  Defensive Item
  2
  -
  2
  -
  -
  -
  Weight
  Weight
  Cost
  Cost
  Weapon:
  Utility:
  Description
  Description
  8t
  Choose a Personal Combat Skill, you are now to make Combat Skill Rolls with chosen as long as you wield 
  this weapon.
  Basic Weapon
  1
  If you take Attribute Damage during a Combat encounter, you 
  take one additional point of damage.
  -1, Tactical.
  -1, Heavy Arms.
  -2, Heavy Arms.
  -1, Heavy Arms.
  Disadvantages
  Disadvantages
  Disadvantages
  18t
  18t
  12t
  Twice per Combat you may choose to not make a Skill Roll, this does not count as a Failed Roll and you gain +2 
  to your next Skill Roll.
  -1 to all Personal Combat Skills, reroll first failed Combat Skill Roll made during a Combat.
  Once per Combat you may take 1 Attribute Damage to two Attributes (2d6) rather than 2 Damage to one Attribute.
  Stealth Armour
  Heavy Armour
  Light Armour
  -
  -
  -
  Weight
  Cost
  Outfit:
  Description
  
  100
  Combat Turns & Actions
  Overview
  See pg: 102 for full Weapon Type rules.
  See pg: 107 for full Action Major Effects rules.
  See pg: 107 for full Action Minor Effects rules.
  Combat is broken up into Turns, each representing about fifteen 
  seconds of combat.
  Each character in combat takes a Turn.
  When you take a Turn, you may take 2 Actions.
  Actions are split into three categories: Tactical, Range, and Melee. 
  You use any Actions, even the same one, in any order.
  Weapon Type, pg: 102
  Each Weapon has one or more Weapon Types. These determine
  which Actions the wielder can perform with the Weapon.
  Free Actions
  Free Actions, such as Fate-activated abilities (pg: 35), may be 
  taken at any time, even during another character’s Turn.
  If multiple characters wish to perform a Free Action at once, the 
  character with the highest Combat Order acts first.
  Starting Combat
  Combat begins as soon as any character or the GM declares an 
  Attack action.
  Choose Standard or Theatre of the Mind Rules
  At the start of each combat, the GM decides to use either the 
  standard combat rules or the streamlined Theatre of the Mind 
  rules (pg: 96).
  Even if you would normally use the standard rules, you may wish 
  to use the Theatre of the Mind rules for a minor combat that you 
  don’t wish to spend much time on (eg: a bar fight).
  Combat Order
  During combat, each character takes a Turn in Combat Order.
  Determine Combat Order by comparing
  Intelligence (+any bonuses).
  The player highest in Combat Order goes first.
  If multiple characters have the same Intelligence, the character 
  with the higher Reflexes goes first. If there is still a tie, roll a 
  die or play a quick round of rock, paper, scissors at the start 
  of each Turn.
  Action Name
  Action Major Effects
  Action Minor Effects
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  Highest Velocity (or Size if Equal) First
  Command
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  
  101
  Surprise Round
  See pg: 108-111 for a full list of available Actions.
  See pg: 104 for full Drone rules.
  See pg: 296 for full Henchmen rules.
  If a character or group is not expecting combat when it begins, 
  then the Attackers gain a Surprise Round. If all characters are ready 
  for combat when it starts, nobody gains a Surprise Round.
  Surprise Round
  Everyone qualifying for the Surprise Round gets a Turn in
  which they can perform 1 Action.
  Drones, pg: 104
  These may act during your Surprise Round, taking their single 
  bonus Action, making them very effective at ambush.
  Companions, pg: 105
  Only gain a Surprise Round if they are expecting combat.
  Delaying Your Turn
  When your Turn would begin, you may choose to delay your 
  Turn until after another character with a lower Combat Order 
  takes their Turn.
  Once you have delayed your Turn, you may not delay it again 
  during the same Turn. If the character you had decided to 
  act after decides to delay their Turn, you will still act after 
  that character.
  Ambush, Surprise Round Example
  The GM asks Henderson to make an Awareness Skill Roll. He rolls 
  a total of 12, which the GM says is not high enough.
  Suddenly Henderson is ambushed by a mugger that he failed to 
  notice. The mugger gains a Surprise Round against Henderson.
  If Henderson had passed his Awareness Roll, then neither he nor 
  the muffer would have gained a Surprise Round. Both would have 
  acted in their Combat Order.
  Gun Fight, Combat Overview Example
  Phebe (A) is facing off against 2 opponents. They both are higher 
  in Combat Order, so they take their Turns before she does.
  Opponent 1 wishes to get as close to Phebe as possible, so he 
  performs 2 Full Move Actions for his first Turn. Opponent 2 performs 
  a Take Cover Action for his first Action and Attacks Phebe with a 
  Sighted Shot for his second Action.
  For Phebe’s Turn, she performs a Snap Shot, moving into Cover 
  and Attacking opponent 1. For her second Action, she performs a 
  Sighted Shot against opponent 1.
  Once everyone has taken their Turn, the Round ends and the next 
  Round begins. Opponent 1 acts first again, performing 2 Snap Shot 
  Actions, Moving and Attacking with each Action.
  Opponent 2 performs 2 Sighted Shots against Phebe. During 
  Phebe’s Turn, she performs a Snap Shot against opponent 1, enabling 
  her to Attack and then move behind her opponent. For her second 
  Action, she performs a Melee Strike, Attacking her Target and then 
  moving back one space.
  The fight will continue until one side (Phebe or her opponents) is 
  either unwilling or unable to fight.
  Overburdened
  Each point your Str is under items Weight
  Cost
  Cost
  Weight
  Variation
  Weight
  Variation
  -1 Fate = Avoid Death
  Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  =
  Outfit
  & Utility +
  y
  +
  +
  urance
  -
  r:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  2
  4
  “Too long have we regarded restraint a weakness.”
  - Gri, musing on Nephilim long-term survival.
  Turn 1  
  2
  1
  A
  Turn 2  
  2
  1
  A
  
  102
  Weapon Types
  See pg: 108 for full Tactical Action rules.
  See pg: 110 for full Range Action rules.
  See pg: 111 for full Melee Action rules.
  See pg: 116 for full Weapon Variations and Modifications rules.
  Weapon Type dictates which Variations and Modifications can be 
  added to the Weapon and which Combat Actions a character can use 
  with the Weapon.
  Analytical
  This is often a natural ability (eg: your mind), 
  used to perceive and understand your environment.
  Rules
  Deals 0 damage (Endurance or Attribute).
  Attacks are invisible to the Target (as with Analyse).
  Actions that Can be Used
  Analyse
  Overwatch
  Chemical
  With a very simple delivery system philosophy, chemical weapons 
  spray an area with either liquid or gas.
  Actions that Can be Used
  Snap Shot
  Spray Fire
  Sighted Shot
  Overwatch
  Combat Computer
  Dealing no damage, tactical computers use advanced 
  sensory systems to control and analyse combat environments.
  Rules
  Deals 0 damage (Endurance or Attribute).
  Attacks are invisible to the Target (as with Analyse).
  Actions that Can be Used
  Analyse
  Overwatch
  
  103
  Disruptor
  Generates an (often) non-lethal electrical burst that disrupts 
  electrical devices, nervous systems, and sensory inputs. Particularly 
  effective versus Drones and Targets with Implants, Disruptors are a 
  popular choice for law enforcement, slavers, and for torture due to 
  their non-lethal nature.
  Actions that Can be Used
  Snap Shot
  Spray Fire
  Sighted Shot
  Overwatch
  Gun
  Popular projectile delivery system due to its ease of use and production.
  Rules
  If the Weapon also has the “Splash” Keyword, the wielder is 
  immune to Damage from the Weapon (eg: if you miss with an 
  Attack and it Scatters onto you).
  Actions that Can be Used
  Snap Shot
  Spray Fire
  Sighted Shot
  Overwatch
  Gun or Shell
  When you acquire this Weapon, choose if it has the Gun or Shell 
  Weapon Type. Once chosen, the Weapon uses the normal rules for its 
  Type. This choice cannot be changed.
  Impairment
  A flexible and useful Weapon for controlling your enemies’ movement.
  Actions that Can be Used
  Impair
  Escape
  Melee
  It was once thought that the closer you got to your opponent, the 
  less important your technology became. With strength augmentation, 
  energy blades, and nanosharpening, this idea has never been 
  less true.
  Actions that Can be Used
  Strike
  Charge
  Block
  Overwatch
  Psionic
  These weapons have a mysterious connection to the Ley Lines (pg: 
  278) and the user’s mind.
  Rules
  Only usable by Psionic characters (pg: 33).
  Attack Rolls are allways against a Target’s Defence vs Psionic.
  Actions that Can be Used
  Psionic Weapons allways have at least one other Weapon Type.
  This Type determines what Actions can be used by this Weapon.
  Shell
  A similar design philosophy to most gun systems, but the space 
  within its special projectiles allows for greater design variation.
  Rules
  If the Weapon also has the “Splash” Keyword, the Target’s 
  Cover is determined from the location hit by the Attack, not the 
  direction of the Attack.
  Actions that Can be Used
  Snap Shot
  Spray Fire
  Sighted Shot
  Overwatch
  Thrown
  A physical projectile, thrown using the muscle strength of the user.
  Thrown Weapons only ever have the Thrown and Overwatch
  Actions despite any other Weapon Types (eg: Shell or
  Disruptor) they might have.
  Actions that Can be Used
  Thrown
  Overwatch
  Mind, shaped in X’ion wrath.
  Body, crafted by Archon pride.
  Home, built on human folly.
  Soul, gifted from unknown god.
  Children of the void, born enemy of the light.
  Forever passing our black inheritance on.
  Who can redeem us?
  - Our Inheritance, Kaltoran Dark Tribe poem.
  
  104
  Drones
  Constructed devices that can be remotely controlled to fire 
  weapons or use tools.
  Drones have a minimum cost of 1 Resource.
  Control
  Characters may have as many Drones as they can afford. 
  During their Turn, a character may control each Drone as a Free 
  Action (pg: 100).
  Auto-Pilot
  If its Controller becomes incapacitated, the Drone continues its 
  last assigned task under the GM’s control.
  Always Active.
  Drones do not need to be Drawn (pg: 114).
  Set Up and Pull Down
  Once a Drone is Set Up (pg: 126), its Controller can move 
  independently. However, to Pull Down the drone, the Controller 
  must be adjacent to it. Drones can take their Action during the 
  Turn they are Set Up.
  Weight, X (+Y)
  A Drone always takes “X” Equipment Slots, even while Active; 
  this represents the Controller carrying the required control systems. 
  While carried, a Drone takes “+Y” additional Equipment Slots.
  Throwing a Drone
  Drones that can be Thrown (eg: Swarm Drone) deal no Damage 
  when they are Set Up as a Throw Action (pg: 110). Once Thrown, 
  they can take their Action on the same Turn but get no movement. 
  All Bodies (pg: 105) in a group can be Thrown at once.
  1 Action each Turn
  Drone Action
  On your Turn, each of your Drones may
   Move and Attack, Reload, Set Up, Pull Down,
  Analyse, Stealth, or Escape.
  Surprise Round, pg: 101
  All your Drones may act during your Surprise Round.
  Movement, pg: 72
  Drones with a movement of at least 1 can move that amount 
  each Turn. Before or after they Attack.
  They may also spend this movement on interactions with their 
  environment (pg: 73). As required, use a Drone’s Slots Stat as 
  their Attribute (eg: Strength for moving an object).
  Attack/Reload/Set Up/Pull Down
  Drones may make a single Attack Roll (pg: 78), Reload (pg: 107), 
  Set Up (pg: 126) or Pull Down (pg: 126).
  Attack Roll Bonus
  Add any bonuses or penalties to your Personal Combat Skill
  for both the Skill that matches the Drone and its Weapon.
  If the Drone and Weapon come from the same category,
  you do not gain double the Skill bonus.
  RoF 2+
  Drone Attacks have the Minor Effect: Hit +Extra RoF Dice (pg: 107).
  Analyse (pg: 109), Stealth (pg: 109), Escape (pg: 111)
  As normal, but using Drones’ Slots Stat in place of the 
  appropriate Attribute.
  Destruction
  Drones have 0 Endurance, pg: 87
  As Drones have 0 Endurance, any hit they take causes a Critical 
  Hit (pg: 88), making them easy to destroy.
  Armour
  Any Attribute Damage dealt to the Drone is reduced by 
  this amount.
  A Drone is destroyed if it takes 1 Attribute Damage.
  Rebuilding a Drone from a Wrecked Body
  If your Drone is Destroyed, it leaves a Wrecked Body. If you can 
  recover this, you can rebuild it during any Downtime (pg: 95) as 
  long as you have access to a Workbench (pg: 138).
  Lost Body
  If you cannot recover a Drone’s Wrecked Body, you lose all 
  Spare Time Points spent on it.
  Weapons
  Slots
  A Drone may be Equipped with Weapons with a combined Weight 
  up to its Slot Stat.
  Drawing Weapon, pg: 114
  Drone Weapons are always considered Active and do not need 
  to be Drawn.
  Multiple Weapons
  A Drone may have multiple Weapons, but may only Attack with 
  one Weapon per Turn.
  
  105
  Companion
  This is an allied sentient NPC, such as a hired mercenary or pet.
  Same Rules as Drone
  Companions use the same rules as Drones, except as listed below. 
  The main difference is that they have a mind of their own.
  Control
  Companions have a personality and a will; they won’t always 
  do exactly what their Controller wants. If their Controller is 
  incapacitated, they will carry on as they see fit.
  They may also act under their own, GM-directed initiative.
  Death
  If a Companion dies, they cannot be rebuilt or resurrected. All 
  spent Spare Time Points are lost.
  Drawing Weapon, pg: 144
  A Companion’s Weapons are not considered always Active; they 
  must be Drawn by the Companion.
  Drones and Cover, Multiple Bodies Example
  Logan has a group of Drones (A) with 3 Bodies, which count as a 
  single Weapon. He is Attacking a Bounty Hunter (1).
  Logan Attacks with all of his Drones as a single Attack Roll. Each 
  Body beyond the first gives him +1 Rate of Fire and +1 Endurance 
  Damage (see Drone Modification Multiply, pg: 365). Logan’s Target is 
  behind some rubble, granting Heavy Cover against two of the Drones 
  and no Cover against one. The GM averages this to Light Cover 
  versus the Drones’ Attack.
  Two of the Drones have Cover against the Bounty Hunter (1), and 
  one has no Cover. When the Bounty Hunter Attacks, he does not 
  average the Drones’ Cover. The Bounty Hunter (1) Attacks the Drone 
  with no Cover. Drones never have Endurance (pg: 87), so he causes 
  an automatic Critical Hit (pg: 88) and can add a Critical Boost (pg: 
  88) to his Attack. If he causes any Attribute Damage (pg: 87), he 
  destroys the Drone Body with no cover.
  Defence, pg: 84
  Drones have a Defence Stat that is used against all Attacks.
  Defence vs Impair
  Add the Drone’s Slot Stat to its Defence vs Impair.
  Defence vs Stealth
  A Drone counts as an Ally for the purposes of determining the 
  group’s Defence vs Stealth.
  Multiple Bodies
  Drones can gain additional Bodies, mostly from the Drone 
  Modification “Multiply” (pg: 365), which grants 1 additional Body 
  per purchase.
  Each Body has the same Stats, Variations, Modifications, and 
  equipment as the original Drone.
  These additional Models may move independently from the original 
  Drone, but they may not use Attack, Escape, Reload, Analyse, or 
  Stealth separately.
  All Drone bodies Attack as a single Attack Roll.
  Calculating Cover and Range, Attacking
  When Attacking with Drone Bodies, calculate the Target’s Cover 
  as the average of all Cover (rounded in the players’ favour) 
  calculated from the Attacking Drones (not all Drones need 
  to Attack).
  Similarly, to calculate Range, use the average Range of all 
  Attacking Drones.
  Calculating Cover and Range, Defending
  Each Drone Body is Attacked and Destroyed separately. Calculate 
  its Cover and the Range from the Attacker to the Drone Body 
  separately from other Bodies. Do not average the Cover or the 
  Range of all Drone Bodies.
  Wrecked Additional Bodies
  If you collect at least half of your Drones’ Wrecked Bodies, you 
  do not lose any spent Spare Time Points. Drone Bodies are 
  rebuilt exactly like normal Drones.
  Ammunition, pg: 122
  Most Weapons have an Ammunition value equal to its RoF 
  multiplied by some value. A Drones’s RoF increases by adding 
  additional Bodies, which also increases your Ammunition.
  As Bodies are destroyed, your maximum Ammunition will be 
  reduced. This does not reduce your current Ammunition unless 
  it would reduce your maximum below your current Ammunition.
  4 Drone Bodies, Cover 3  
  1
  A
  A
  A
  
  106
  
  107
  “So there I was: with the gun, the girl, and only 
  thirty seconds to get the smuggled cargo of booze out 
  before the bomb goes off! … THIS IS THE LIFE I TELL 
  YA! THE LIFE!”
  - Jonathan Swagger at the Home Brew Bar.
  Action Major Effects
  See pg: 72 for full Movement rules.
  See pg: 78 for full Attack Roll rules.
  See pg: 87 for full Damage rules.
  Each Action has at least 1 Major Effect. Whenever you use an 
  Action, you gain its Major Effects.
  Attack
  You may make an Attack Roll (pg: 78) against a Target’s Defence 
  with a Weapon that you have Equipped (pg: 114).
  Moving and Attacking
  If the Action also has the Move Effect (see below), you may 
  Move and then Attack or Attack and then Move. You may not 
  Attack partway through your Movement.
  Damage
  On a successful Attack Roll, your Weapon deals its Endurance 
  Damage (pg: 122) to your Target’s Endurance.
  Critical Hit and Critical Boost, pg: 88
  This Action allows you to cause Critical Hits and Critical Boost 
  Strong Hits Options against your Target.
  Impair
  You may make an Attack Roll against a Target’s Defence vs Impair 
  Defence Stat (pg: 84).
  Move
  You may move a number of spaces equal to or less than your 
  Movement Attribute.
  Recover
  You may heal your Endurance by an amount equal to your Recovery 
  Stat (pg: 93), up to your Maximum Endurance.
  Stealth
  See pg: 109 for full Stealth Action rules.
  While in Cover (pg: 86), you may make an Attack (pg: 78) against 
  a Target’s Defence vs Stealth Stat. No Weapon required.
  Action Minor Effects
  See pg: 72 for full Movement rules.
  See pg: 78 for full Attack Roll rules.
  See pg: 81 for full Rate of Fire rules.
  See pg: 84 for full Defence rules.
  See pg: 73 for full Effect rules.
  Minor Effects commonly give bonuses to your Attack Roll (pg: 78) 
  and Defences (pg: 84).
  No Bonus Stacking
  Bonuses from multiple Actions don’t stack.
  Cover +X Steps
  Add “X” Steps to any Cover (pg: 86) benefits you are receiving.
  Defence +X
  Add “X” to your Defence score until your next Turn.
  Hit +X
  Add “X” to your Attack Roll associated with this Action.
  Hit +Extra RoF Dice
  If your Weapon has Rate of Fire (RoF) of 2 or more you may spend 
  additional Ammunition to roll additional Attack Roll dice (see pg: 81).
  Move +X
  Add “X” to the number of spaces you may Move with this Action.
  Range +X
  Add “X” to your Weapon’s Range (Rng) for any Attacks made with 
  this Action.
  Boost Next Attack: X
  Boost your next Attack Roll (pg: 78), taken within 1 Turn. This is 
  fully explained under each Action with this Minor Effect (pg: 108-111).
  On Hit: X
  If this Attack Roll succeeds, you may do “X”. Fully explained under 
  each Action (pg: 108-111).
  Pick One: X, Y, or Z
  You may choose to do “X”, “Y”, or “Z”. Each time you perform this 
  Action, you may make a different choice. Fully explained under each 
  Action (pg: 108-111).
  Other Minor Effects
  Fully explained under each Action (pg: 108-111).
  
  108
  Take Cover
  See pg: 86 for full Cover rules.
  See pg: 87 for full Damage rules.
  You take Cover as you move carefully to avoid enemy Attacks, 
  especially the slow but powerful ones.
  Major Effect
  Move
  Minor Effects
  +1 Cover Step
  Increase your Cover by 1 Step. You must already have at least 
  1 Step of Cover.
  Tip: Flanking and Take Cover
  If you are relying on Environmental Cover and not Armour, be 
  careful of flanking enemies, as you may not only lose your 
  Cover Defence bonus, but also any immunity to Critical Hits 
  granted by Entrenched Cover.
  Armour vs Slow +1 (go Prone)
  Whenever you are targeted by an Attack with the “Slow” Keyword 
  (pg: 126), you may go Prone (pg: 76) as a Free Action (pg: 
  100) and gain Armour vs Slow +1 (does not Stack) until your 
  next Turn.
  Tactical Actions
  See pg: 72 for full Movement rules.
  See pg: 84 for full Defence Stat rules
  See pg: 100 for full Turns and Actions rules.
  See pg: 107 for Action Major Effect rules
  See pg: 107 for Action Minor Effect rules.
  Full Move
  You are either running as fast as you can or spending serious 
  effort interacting with your environment.
  Major Effect
  Move
  Minor Effects
  Move +2
  Prep
  See pg: 38 for full Skills rules.
  See pg: 92 for full Healing rules.
  See pg: 114 for full Equipment Slots rules.
  You are briefly catching your breath and regaining a little focus, 
  while possibly taking time to do a short task.
  Major Effect
  Recover
  Minor Effects
  Pick One: X
  Draw Weapon (Draw Wpn)
  See pg: 114 for full Make Active rules.
  Makes an Equipped Weapon Active. Takes 1 Action to Draw your 
  Weapon per its Load Stat (pg: 122).
  Reload
  Swaps out your Active Weapon’s current Clip for a new one 
  (pg: 122). Takes 1 Action to Reload a Weapon per its Load 
  Stat (pg: 122).
  Your Weapon may be Reload once per your Weapon’s Clips 
  Stat (pg: 122).
  Un-Jam
  Removes any Jammed Effects (pg: 125) from your Active Weapon. 
  Takes 1 Action to Un-Jam a Weapon per its Load Stat (pg: 122).
  Set Up, Pull Down
  Activate a Weapon that requires Set Up (pg: 126), or Pull Down 
  (pg: 126) a Weapon so you can move with it.
  Use Stim
  Most Stims are Load 0, so they take no time to make Active, 
  and can be used with a single Action. If a Stim has a positive 
  Load Stat, it must be made Active (pg: 114) before it can be used.
  Skill Roll
  Sometimes you need to use a Non-Personal Combat Skill during 
  combat, most commonly Medicine for First Aid (pg: 87) to stop 
  Bleeding (pg: 90). Often the GM will require multiple Actions to 
  compete a task, depending on its complexity.
  Remember, Reloading Heals You
  Reloading is done by taking a Prep Action,
  which also Heals Endurance (pg: 93).
  
  109
  Analyse
  You carefully analyse your Target to make your next Attack 
  more accurate.
  Major Effect
  Attack
  Recover
  Minor Effects
  On Hit: Boost next Attack; Crit Attribute Location +/-2
  Make an Attack Roll with an Analytical Weapon (eg: Mind) or 
  a Combat Computer Weapon versus the Target’s Defence. If 
  you succeed, your next Attack Roll against that Target gains a 
  Boost to any Critical Hits (pg: 88) it causes: when you roll to 
  randomly determine the damaged Attribute, you may increase 
  or decrease the result by up to two. This Boost lasts until the 
  end of your next Turn.
  Use Your Mind!
  All characters have access to the
  Tactical Weapon: Mind.
  You can use this to Analyse a Target if you don’t
  have access to a Combat Computer.
  Lining up the Shot, Analyse Example
  Tanya (A) only has 1 Ammunition left in her Rifle and needs to kill 
  her Target (1) by damaging the right Attribute. She spends her first 
  Action on Analyse to improve her later Attack.
  She does not have a Combat Computer Equipped, so she must 
  use her Mind to Analyse her Target, giving her Hit +4 (Intelligence 
  +Tactical) and Range 3 (Focus). Her Target has Defence 8, so she 
  needs to make an Attack Roll of at least 8 (10 +4(Hit) -6(Range) = 
  8). She rolls an 11, which is a hit!
  On her next Action, she Attacks with the Rifle Attack and causes a 
  Critical Hit. She rolls a d6 to determine which Attribute she Damages, 
  and gets a “3” ( Movement). This isn’t what she wants, so she uses 
  the Boost given by Analyse, subtracting one to get a “2” (Reflexes).
  Stealth
  You attempt to hide from your enemies. Using Stealth does not 
  require a Weapon.
  Major Effect
  Stealth
  Minor Effects
  Vs Highest Defence
  Make your Attack Roll (pg: 78) against the highest of your 
  opponents’ Defence vs Stealth. If you succeed, you gain the 
  Stealthed Effect against all opponents.
  On Hit: Cannot Be Targeted
  When you have the Stealthed Effect, enemies cannot make any 
  Attack Rolls (pg: 78) against you and can also not see where 
  you are moving and what you are doing.
  Stealthed Effect
  Requires Cover
  You must be gaining at least Light Cover (pg: 86) to perform 
  this Action. If you end a Turn outside Cover, the effects of this 
  Action end.
  Each Turn
  Stealthed Effect is lost at the start of your next Turn if your first 
  Action is not a successful Stealth.
  Attacking
  Making an Attack Roll with any visible attack, removes the 
  Stealthed Effect from you.
  Splash Attacks, pg: 127
  Attack Rolls with the “Splash” Keyword can Attack a space 
  rather than a specific Target. This means the Splash Attack 
  can damage a Stealthed character. However, Opponents can 
  only Attack the Ground near a Stealthed character if they 
  have a plausible reason (GM’s choice), eg: seeing someone not 
  Stealthed disappear behind Cover before going Stealthed.
  Stealth Outside Combat
  Stealth has many non-combat applications, which are rolled 
  just like Skill Rolls, except that the Difficulty is the highest of 
  any nearby NPCs’ Defence vs Stealth. (Remember, the Difficulty 
  increases by 1 for every other NPC in the area up to +10.)
  Unlike in combat, once you succeed at Stealth, you do not need 
  to make new Stealth Rolls every Turn, just as the GM deems 
  appropriate (eg: once per 5 minutes, or as the situation changes).
  Mind, Hit +4, Range 3
  1
  A
  -0 Hit
  -2 Hit
  -4 Hit
  -6 Hit
  
  110
  Range Actions
  Snap Shot
  While quickly dashing across the battlefield, you let off a quick 
  shot with your Weapon.
  Major Effects
  Move
  Attack
  Spray Fire
  You pull down the trigger and let your gun do most of the work as 
  you keep your position flexible.
  Major Effects
  Attack
  Damage
  Move
  Minor Effects
  Hit +Per +Extra RoF Dice
  See pg: 78 for full Attack Roll and Rate of Fire rules.
  Move -2
  Sighted Shot
  Concentrating carefully, you minimise the consequences of 
  attacking at long range.
  Major Effect
  Attack
  Damage
  Minor Effects
  Hit +Per
  Range +Foc
  Throw
  You throw your weapon at your opponent!
  Major Effects
  Attack
  Damage
  Move
  Minor Effect
  Hit +Ref
  Range +Str
  Overwatch
  With your weapon at the ready, you wait carefully. You are either 
  waiting to catch your target in a moment of vulnerability, or waiting 
  to protect an area against potential attacks.
  But be careful: if your target is quick enough, they might take you 
  down before you can.
  Major Effect
  Attack*
  Damage
  Minor Effects
  Hit +Per
  *Special Attack Rules
  Until your next Turn, if a character performs an Action in the 
  180-degree arc you are facing, you may make an Attack Roll 
  as a Free Action (pg: 100). This Attack Roll is made after the 
  triggering character’s Action ends.
  This Attack can only be taken against a Target within the 
  180-degree arc. The Attack gains no Attribute bonus (like 
  Sighted Shot).
  If multiple characters with Overwatch wish to Attack in response 
  to the same Action, they resolve in Combat Order (pg: 100) and 
  may choose to delay their Attack.
  During his Turn, Simon (A) uses Overwatch.
  Opponent 1 uses Move, but stays out of Simon’s 180-degree arc, so 
  Simon cannot make his Attack in response.
  Opponent 2 starts within Simon’s arc, but moves outside of it. 
  Simon may Attack in response to this Action, but may not Attack 
  opponent 2 because they are now outside Simon’s 180-degree arc.
  Opponent 3 starts within Simon’s 180-degree arc and moves to a 
  location still within the arc. Simon may Attack in response to this 
  Action, and may Target opponent 3 with this Attack. If opponent 2 
  had performed their Action, as described before, Simon could have 
  targeted opponent 3, either before or after their move.
  Overwatch, Example
  Overwatch, Arc of Fire 180   
  A
  1
  2
  3
  
  111
  Melee Actions
  Strike
  You move into position and strike at your target.
  Major Effects
  Attack
  Damage
  Move
  Minor Effects
  Hit +Ref +Extra RoF Dice
  See pg: 78 for full Attack Roll and Rate of Fire rules.
  Move -2
  Charge
  You rush at your target, putting not just your physical strength but 
  also your momentum behind your attack.
  Major Effects
  Attack
  Damage
  Move
  Minor Effects
  Move +2 (straight line)
  You may move up to your Movement +2, but only in a straight line.
  Damage +1 (per 4 Movement)
  For every four spaces you move in this Action, you gain +1 
  Endurance and Critical Damage for this Attack.
  Block
  You aim for your target’s weapon, hoping to knock them off balance 
  so they cannot get a clear shot at you or others.
  Major Effect
  Impair
  Minor Effect
  Hit +Per +Foc
  On Hit: Debuff Target: next Attack Strong Hit -1.
  On a successful Attack Roll against your Target’s Defence vs 
  Impair, your Target’s next Attack Roll is hampered: their die 
  range to get a Strong Hit (pg: 82) is reduced by one. If they 
  would require a “6”, rolling a Strong Hit becomes impossible. 
  This penalty lasts until your next Turn.
  Impair
  Grappling with your target, trying to limit their mobility and gain 
  the advantage through your physical strength and agility.
  Major Effects
  Damage
  Impair
  Move
  Minor Effects
  Hit +Ref +Str
  On Hit: Pick One Debuff Trg: X
  If you succeed in an Attack Roll against a Target’s Defences vs 
  Impair; you may apply one of the following Effects onto them:
  Prone
  Target becomes Prone (pg: 76).
  Grabbed
  You gain the Grabbing Target Effect (pg: 76), and your Target 
  gains the Grabbed Effect (pg: 76).
  Move 1.
  Force your Target to move one space in a direction of your choice.
  Escape
  Using your physical strength and agility, you attempt to wrestle 
  free from an opponent who is grabbing you.
  Major Effects
  Damage
  Impair
  Move
  Minor Effect
  Hit +Ref +Str
  On Hit: Debuff Target: Lose Grabbing Target.
  If you succeed on an Attack Roll against a Target’s Defence vs 
  Impair, your Target loses any “Grabbing Target” Effect they may 
  have on you or another character. Also remove the corresponding 
  “Grabbed” Effect against you or another character.
  The Target of Escape may be outside your Weapon’s Range (eg: 
  using your Limbs against a Grav Gauntlet) who is Grabbing you. 
  However, in this case you deal no Damage to the Target.
  Use Your Limbs!
  All characters have access to Exotic Weapon: Limb.
  You can use this to Block or Escape if you don’t have 
  access to another Impair Weapon.
  
  112
  
  113
  Overview
  Weapons, pg: 118
  Ranging from highly sophisticated Great X’ion War rail guns to 
  biologically engineered spine launchers, Weapons take a great range 
  of forms.
  However, not all Weapons are lethal. Targeting lasers, your Mind, 
  and police Disruptors also count as Weapons. Any Action (pg: 100) 
  that requires an Attack Roll (pg: 78) requires a Weapon, whether you 
  purchased it or were born with it. 
  Outfit (Armour), pg: 126
  There are two general approaches to defence in combat: don’t get 
  hit, or be able to take a hit. Whether lithe stealth Tactical Armour 
  or an Stealth Mech Suit, picking the right armour for your style of 
  combat will be key to your survival.
  You may only have one Outfit.
  Utility Items, pg: 130
  There is more to defence than personal ability and thick armour. 
  A myriad of technological wonders and utility items exist to give you 
  an edge in combat, ranging from mobile force-field cover generators 
  to medical systems to advanced optic systems.
  You may only have one Utility Item.
  Misc Items and Services, pg: 136
  These items or services are often one-time purchases that don’t 
  fill common, everyday requirements. They’re not things like food or 
  accommodation, more like pharmaceuticals and rentals.
  All Miscellaneous Items and Services require you to spend Spare 
  Time Points (pg: 64).
  Equipment Slots, pg: 114
  This is the amount of equipment that you can carry at once. Slots 
  are taken up by Weapons and Misc Items.
  Your Slots is mainly defined by your Outfit, but it’s often increased 
  by Strength Traits or Utility Items.
  See pg: 56 for full Resources rules.
  See pg: 64 for full Spare Time Points rules.
  See pg: 358 for a full list of available Weapons.
  See pg: 366 for a full list of available Outfits.
  See pg: 370 for a full list of available Misc Items and Services.
  Overburdened, pg: 115
  If your Activated (pg: 114) equipment (Outfits, Utility Items, and 
  Weapons) has a Weight greater than your Strength, then your Defence 
  decreases by one for each point of difference.
  Stats
  Each piece of equipment has various Stats that show its strengths 
  and weaknesses.
  Cost
  Personal equipment costs either Resources (pg: 56) and/or Spare 
  Time Points (pg: 64).
  Equipment that costs Resources has expensive ongoing costs, 
  such as refilling Ammunition and Clips and performing general 
  maintenance. Equipment that costs a Spare Time Point has no costs 
  other than the initial, small expenditure to purchase it or the time 
  needed to construct it.
  Keyword and Notes
  These are your equipment’s special rules. Many Traits or Strong 
  Hits only work if you are using a Weapon with a specific Keyword.
  Variations, pg: 116
  These are templates that can be applied to a Weapon or Outfit. 
  Often quite defining with many Stat modifications and Keywords.
  A Weapon Type (pg: 102) dictates what Variations it can have. You 
  may only take one Variation from each category.
  Changing an item’s Variation means you’ve sold or discarded the 
  item and bought a new one. This removes all Modifications that cost 
  Spare Time Points (pg: 64).
  Modifications, pg: 116
  These are similar to Variations, except that you can take any 
  number of Modifications.
  Modifications often only require a Spare Time Point (pg: 64), and 
  the changes to your Weapon are often quite minor. If you lose or sell 
  your Weapon, you lose any Spare Time Points spent on Modifications.
  Equipment
  
  114
  Effort
  Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll
  You may re-roll a single die from this Skill Roll.
  Strong Hit
  Result
  Requirements
  Corp,
  Languages:
  Character Name
  Traits
  +1 per 3 Sessions, 1 Trait per Lv
  =
  =
  =
  Level
  Max Resources
  Max Influence
  Race
  Player 
  2+
  +
  Lv +2
  Lv +2 +
  =
  Fate
  Reflexes
  Movement
  Focus
  Intelligence
  Perception
  Strength
  Total (18)
  (0-5)
  Attributes
  Traits
  Personal Combat Skills x2
  Small Arms
  Total
  =
  +
  Heavy Arms
  Tactical
  Exotic
  =
  +
  =
  +
  =
  +
  x2 Traits
  Vehicle System Skills x2 
  Command
  Total
  =
  +
  Engineering
  Operations
  Gunnery
  =
  +
  =
  +
  =
  +
  x2 Traits
  Equipment Slots
  Weapons & Misc Items, 1 slot per Weight
  1)
  6)
  11)
  3)
  8)
  13)
  Gauntlet 1)
  4)
  9)
  14)
  Gauntlet 2)
  5)
  10)
  15)
  2)
  7)
  12)
  Outfit
  Utility Item
  Trade Goods
  Loot
  Weight 4
  +1 Box
  Acquire
  +1 Box
  +4 Boxes
  8t
  14t
  Dangerous x2 Res
  x2 Res
  Illegal
  -2 Cargo
  Valuable
  +2t
  Variations
  12 Boxes
  16 Boxes
  1 Res
  2 Res
  Sell
  16t
  1
  2
  3
  4
  Cargo Space:
  Research
  Acquire
  +1 Unit
  12t
  D Ws: Dedicated Workshop
  Ws: Workshop
  Wb: Workbench
  *Secret Knowledge or Minor Perk
  Unethical
  -4t
  +4t
  -1 Inf
  x2 Inf
  Difficult
  Variations
  12 Units
  16 Units
  1 Inf
  2 Inf
  Publish
  14t
  Wb
  Ws
  Ws
  D Ws
  Workshop:
  Spare Time Roll +
  +1 Per Session
  Max 10 Unused
  Minor Perk
  Moderate Perk
  Major or Unique Perk
  Complication
  20
  15
  5
  10
  Perks
  Complications
  Spare Time Points
  Current Inf
  Current Res
  5
  10
  20
  15
  25
  30
  30
  25
  Wealth
  Total
  Untrained (-2)
  Trained (+1)
  Traits
  Toolkit
  Tool Box
  Workshop
  D Workshop
  Total
  Traits
  =
  +
  Leadership
  Culture
  Conversation
  Physical
  Resolve
  Awareness
  Survival
  Mechanics
  Electronics
  Programming
  Bio Tech
  Medicine
  Psychology
  Astronomy
  Planetoids
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  =
  +
  Everyday
  Primary Skills x6
  Professional
  Equipment Slots
  See pg: 118 for full Weapons rules.
  See pg: 100 for full Action rules.
  See pg: 126 for full Outfit rules.
  Equipped Items
  These are items that you’re carrying in your backpack, pockets, 
  and belts, but not your hands.
  Outfit and Utility Equipment Slots
  Your Outfit and Utility Item define your available Equipment Slots.
  Weight and Equipment Slots
  Each Item takes Slots equal to its Weight.
  Outfit and Utility Items take up no Slots.
  Two Items with the “Small” Keyword take up 1 Slot.
  You may only have two Gauntlet (pg: 125) Items
  Equipped at once.
  Stored Items
  These are items that you own but are not carrying. They are 
  most commonly left back on your spacecraft and do not take 
  up any Slots. This equipment cannot be Activated.
  Drawing and Making an Item Active
  See pg: 107 for full Draw Minor Effect rules.
  See pg: 108 for full Prep Action rules.
  Before it can be used, some equipment must be moved from your 
  storage (eg: your backpack or belt) into your Hands. This is done by 
  Drawing the item and making it “Active”. Outfits and Utility Items do 
  not need to be Drawn and are always considered Active.
  Load Stat and Drawing.
  Items with a Load Stat must be Drawn before they can be used. 
  Drawing an Item requires you to spend a number of “Draw” Minor 
  Effects (pg: 107) equal to the Item’s Load Stat. These Minor 
  Effects do not have to be accumulated consecutively or in the 
  same Turn.
  Items with no Load Stat take no time to make Active.
  Putting an Item Away
  Same as Drawing, but makes the Item not Active, and frees up your 
  hands for other items.
  Dropping an Item
  See pg: 73 for full Minor Interaction rules.
  This is a Free Action (pg: 100), but it cannot be done during 
  other characters’ Turns. Dropped items are left on the 
  ground and can be picked up by any adjacent character as a 
  Minor Interaction (pg: 73).
  2 Hands
  A Weight 1 Item requires one free hand to make Active.
  A Weight 2 Item requires two free hands to make Active.
  Utility Items list if they require hands.
  Gauntlets do not use hands and do not need to be Drawn.
  Weight 2+ Items may be held in one hand, but they may not 
  be used. This allows you to Activate a second one-handed Item 
  while carrying a two-handed Weapon, eg: drawing and using a 
  Grenade while holding an Assault Rifle.
  Drawing a Weapon Outside of Combat
  Characters may Draw their Weapon at any time, especially if 
  they are expecting a fight. This may save valuable time once 
  a fight beings.
  If a character Draws a Weapon, NPCs react appropriately, taking 
  defensive precautions themselves, calling for help, or becoming 
  hostile, whether socially or physically.
  Quick Change, Drawing and Dropping Weapon Example
  VoGrag has 2 different Weapons. A 2 handed (Weight 2, Load 2) 
  Rifle, 2 handed (Weight 3, Load 1) Shotgun and a few 1 handed 
  (Weight 1, Load 1) Grenade.
  During his first Turn of combat, VoGrag spends 2 Recovery Actions 
  (Load 2) to Draw (make Active) his Rifle.
  A couple of Turns later, he wishes to throw a Grenade, so he 
  spends 1 Action to Draw his Grenade and then 1 Action to Throw it. 
  While doing this, he does not need to put his Rifle away; he can hold 
  it in one hand, but cannot use it until he Throws the Grenade.
  After he runs out of Ammunition, rather than Reloading he drops 
  his Rifle as a Free Action and spends 1 Action (Load 1) to Draw his 
  Shotgun. Any time during the combat, any character adjacent to the 
  Rifle can pick it up as a Minor Interaction (costing 2 Movement).
  Electro-Grav G
  9
  1
  -
  -
  -
  Flesh Rejuvenator
  Rifle, Wgt 2
  Flash Light
  Medicine Toolbox, Wgt 2
  Grenade
  Implant HUD, Wgt 0
  
  115
  Overburdened
  If you don’t have enough Strength, a heavy Outfit can slow you 
  down, and a bulky Weapon can be hard to wield effectively.
  If the Weight of an Active (pg: 114) Outfit, Utility Item,
  or Weapon is greater than your Strength, reduce your
  Defence by the difference.
  “I was wondering, Sir…”
  Oh damnit, the Musclehead was speaking again. Behind 
  the desk, Sergeant Buford was dressed immaculately in his 
  pressed CorpSec Incorporated Security uniform, despite the 
  oppressive heat of this new Corporate jungle colony.
  “Why is it we only post bounties on the Ammobeasts? 
  Why not take a few deputies or send us Legion to hunt them 
  critters down?” The Musclehead was red-armoured, as suited a 
  Legion deputy, his helmet dangling awkwardly from one hand, 
  occasionally tapping against his sidearm’s hip holster.
  Buford winced, imagining the Moron and his friends taking 
  a hoverloader, some guns, and a couple cases of the local 
  moonshine Draz out to the jungle after dark. The Moron was 
  rigid with the anticipation that this conversation would lead 
  to him hunting the “‘critters,” as he referred to them… This 
  conversation would require a little show and tell.
  Swivelling in his chair, Buford thrust out the stump of his 
  leg. “I’ve been here two years, boy. The first year, I often went 
  hunting with the Legionnaires during the day. Drinks, a few 
  guns, and my friend Vibius. Not many large beasts out during 
  the day.”
  He paused, making sure his slow-witted audience was 
  listening. No danger there: the Moron was almost drooling 
  as he stared in slack-jawed fascination at Buford’s stump. 
  “Shortly after my promotion to Night Security Coordinator, I 
  rounded up some friends and broke into the armoury using my 
  new codes to bring out the big guns.”
  “Why am I the one stuck with these oversized idiots?” 
  Buford thought as a hungry grin broke out across the Moron’s 
  large scaled face.
  Large Gun, Overburdened Example
  Sedrick has Strength 2 and is carrying around a large Rocket 
  Launcher (Weight 4). Whenever he Draws this Weapon (making it 
  Active), he becomes Overburdened, reducing his Defence by 2.
  If he were to also have Weight 3 Armour, his Defence would be 
  reduced by a total of 3.
  “We passed the outer fence and stepped on the accelerator. 
  We liked to hunt by the lake, lots of open ground, you know? But 
  not three minutes had passed when something snatched Vibby 
  from the driving console.” Watching the Moron’s face as he 
  listened to this, you could almost hear the holowafers sparking.
  “But how did you get back?” he asked, about thirty seconds 
  after even Buford had expected him to. Buford sighed…
  “The damned beast let me live.” The shocked look on the 
  Moron’s face was almost the exact same as his supervisor’s 
  during his initial debriefing. “It chewed off my leg. One huge 
  grasper holding me down and the other gripping me. Then, as 
  I was pissin’ out blood and screaming for my life, it lifted me 
  up by the stump till I was danglin’ in front of its ugly maw. 
  When it spoke, I could taste my blood on its rancid breath. ” 
  Here he paused, the memory giving him chills. Imitating the 
  grating consonants and shortened vowels of the creature that 
  still haunted him with nightmares, he spoke softly.
  “I claym wylds. Muntun to thuird ruck streem. Myn. Myn alun. 
  Yuh gut owt, tull othur weak herd mumbers.” Breathing heavily, 
  the sergeant wiped his brow.
  “Then, slung over its massive bristly shoulder it carried 
  me like I weighed nothing… and it was silent. Nothing rustled; 
  it didn’t step on anything that cracked, nothing, though I 
  was probably delirious with pain. Then it tossed me through 
  the perimeter shock-fence.” The Moron was agape with… 
  bloodlust? Amazement? Disbelief?… Idiocy?
  “Now, that’s the first reason we only post bounties: so we 
  don’t get killed. But the second reason?” Here Buford took a 
  drink, hand only slightly shaking. “I filed the bounties under 
  the Tourism section’s budget, not ours.”
  Overburdened
  Each point your Str is under items Weight
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  =
  Def+Str
  =
  : 10+Ref
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  2
  2
  0
  0
  
  116
  Variations
  See pg: 102 for full Weapon Type rules.
  See pg: 118 for full Weapons rules.
  See pg: 126 for full Outfit rules.
  See pg: 124 for full Weapon Keyword rules.
  See pg: 358 for a full list of available Weapons.
  See pg: 366 for a full list of available Outfits.
  These are templates that can be applied to a Weapon or Outfit. 
  Often quite defining with many Stat modifications and Keywords.
  Weapon Type
  A Weapon Type (pg: 102) dictates what Variations it can have. You 
  may only take one Variation from each category.
  Changing Variation
  Represents you discarding (or selling) your item and acquiring a 
  new one. All Spare Time Points (pg: 64) are lost and Modifications 
  (pg: 116) are removed.
  Looting Weapons, pg: 54
  If you keep a found Weapon, you must keep any Variations and 
  Modifications attached to it.
  Available Variations
  Gun Variations, May Select 1, Gun Only.
  Shell Variations, May Select 1, Shell Only.
  Chemical Variations, May Select 1, Chemical Only.
  Gun Size Variations, May Select 1, Not Drone or Melee.
  Drone Variations, May Select 1, Drone or Drone Only.
  Melee Variations, May Select 1, Melee Only.
  Melee Shape Variations, May Select 1, Not Thrown, Melee Only.
  Outfit Variations, May Select 1, Outfit Only.
  Research Gun Variations
  May Select any 1, Prototype and Gun Only, May not Select Gun Variations.
  These are alternative to “Gun Variations” that can be applied to 
  any “Gun” Weapon Type with the “Prototype” Keyword. If one of 
  these Variations is chosen, then no Gun Variation can be taken. 
  All of these Variations require access to Secret Knowledge (pg: 
  68) before they can be chosen.
  GMs are encouraged to let players invent new Variations for this 
  category, usually by requiring Research. Variation Stats are set 
  by the GM with careful attention given to balance (pg: 294). 
  Weapons with the Weapon Type “Gun” and Keyword “Prototype” 
  must have one of each of the following Variations before they 
  can be used.
   » Gun Variation OR a Research Gun Variation.
   » Barrel Variations.
   » Targeting Variations.
   » Loader Variations.
  Modifications
  See pg: 64 for full Spare Time Roll rules.
  These are similar to Variations, except that you can take any 
  number of Modifications.
  Changing Modifications
  Modifications may be removed at any time during Downtime (pg: 95).
  Available Modifications
  Weapon Modifications, May Select any Amount, Not Melee.
  Melee Modifications, May Select any Amount, Melee Only.
  Drone & Companion Modifications, May Select any Amount, 
  Drones and Companions Only.
  Outfit Modifications, May Select any Amount, Outfit Only.
  The Perfect Gun, Creating a Rifle Example
  Kirk wants to create the perfect Rifle. First he selects the 
  Variations he wants to use, but he may only select one of each 
  type. He chooses the Gun Variation: Rail and does not select a Gun 
  Size Variation.
  He may then choose any number of Weapon Modifications. 
  He chooses the following: Flash Light Attachment, Laser Sight, 
  Personalised, and Telescopic Lens. Each of these requires him to 
  pass a Spare Time Roll.
  Preference Change, Changing Weapon Example
  Frank has a Shotgun with the Ion Variation and several Modifications 
  that required him to make Spare Time Rolls. Recently he has been 
  fighting a lot of opponents with lots of Armour, and he’s found his 
  Shotgun not very effective. He wishes to allot his Resources to a new 
  Weapon, a Rifle.
  Unfortunately, his Ion Shotgun’s Variation and Modifications are 
  lost and do not transfer to his new Rifle.
  “Your favourite weapon should have a name. Not to 
  put fear into your enemies, but rather a name that shows 
  your love, care, and investment into your instrument.
  This one right here, the 14mm Gauss Rifle with the 
  custom grip, extended barrel, and black-light laser 
  sight is named Nyx, after my wife.
  A high-calibre, precise, and incredibly dangerous 
  machine that has killed dozens of Feral Nephilim… just 
  like my Gauss Rifle.”
  - Hephaestus, Legion family man.
  
  117
  Select Your Weapon or Outfit
  You must have access to your desired Equipment (eg: shopping 
  or looting).
  The total Resource Cost of your Equipment cannot exceed your 
  Current Resources.
  You may only have one Outfit.
  Choose Variation(s)
  Most Equipment can only have one Variation.
  Variations are chosen when you acquire your item.
  Variations cannot be changed after they are selected.
  Most Variations modify your Equipment’s Stats and add Keywords 
  and notes.
  Add Modifications
  You may choose any amount of Modifications.
  Most Modifications require a Spare Time Roll (pg: 64).
  Modifications alter your Weapon’s Stats and add Keywords.
  Creating Weapons and Outfits
  Weapons and Outfits have Limited Variation Options.
  Most Modifications Require a Spare Time Roll (pg: 64).
  
  118
  Weapons
  See pg: 71 for full Combat Overview rules.
  See pg: 100 for full Turns and Actions rules.
  See pg: 358 for a full list of available Weapons.
  These Weapons are built using standard rules. They are intended 
  to give examples of how to make Weapons and to show some of the 
  better-known Weapons from the Fragged Empire setting.
  Protectron™, Pistol
  The butt of a thousand Kaltoran jokes and pride of the Corporation, 
  the humble Protectron™ is a masterpiece of cost efficiency and 
  marketing. Its popularity is not found in its firepower but in its 
  negligible upkeep cost and its lack of dependency on ammunition.
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  *
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per+
  at 0 Endurance
  -
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  3) Entrenched, +6 Def
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Small, Jam (1-5), Energy, Does not Work in Void
  Protectron
  Gun, Particle
  +1
  2
  2
  6
  1
  4
  Inf
  1
  1
  0
  Little Friend, SMG
  This Kaltoran submachine gun is one of the main competitors to 
  Corporate arms dealing in the Haven system. The Swagger family 
  offers this robust, reliable design, with a light, compact frame and 
  respectable rate of fire. The next time someone threatens you or your 
  family, just introduce them to your Little Friend(s).
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  -Attribute = Bleeding
  Fate
  Foc
  Int
  Per
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Defence
  -
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Low Tech, Works in Liquid 
  Little Friend
  Gun, Self-Propelled
  +1
  3
  4
  9
  3
  4
  3
  1
  1
  2
  Bilegrub Launcher, Shotgun
  Feared and respected by all who value their safety, this extremely 
  dangerous weapon boasts a small, high-reflex brain and organic 
  optical lens, intuitively adjusting its flammable Bilegrub rounds for 
  maximum dispersion radius.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Splash 1, *Strong Hit (5-6) vs Targets within first Range Increment.
  Low Tech, Burn, Does not Work in Void
  Bilegrub Launcher
  Shell, Chemical, Dispersion, Napalm
  +2
  2
  6
  2
  2
  2*
  5
  1
  3
  2
  Apollo Gauss Rifle
  The Legion’s mainstay in tactical weaponry, the Apollo Gauss Rifle 
  offers reliability and a century of prestigious service history. It packs 
  the firepower and rate of fire necessary to take down almost any 
  Nephilim beast, and rips up other lightly armoured targets with ease.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Jam (1-3), *Strong Hit (5-6) with all RoF 1 Attack Rolls
  Apollo Rifle
  Gun, Gauss
  4
  3
  8
  2*
  5
  2
  2
  2
  3
  
  119
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Artemis Assault Cannon 
  A standard-issue Legion heavy weapon dating back to the founding 
  of the Legion, inspired by ancient human schematics. The rotating 
  triple-barrel projects magnetically loaded high-powered Gauss 
  ammunition at a huge rate of fire, unleashing obliteration upon single 
  or multiple targets with ease.
  Hostile Takeover™, Cannon 
  The latest in Body Count ConglomerateTM ground-to-ship and 
  anti-armour weaponry. Capable of piercing all known forms of body 
  armour and all but the most durable ship hulls, this is a big, powerful 
  gun that shows you mean serious business.
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  -Attribute = Bleeding
  Fate
  Per
  -1 Fate = Avoid Death
  -5 Attribute = Death
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Jam (1-3)
  *Optional: (Set Up 1, Pull Down 1, +2 Rng and +2 End Dmg)
  Artemis Assault Cannon
  Gun, Gauss
  -4
  4
  6*
  25
  5(+4d6)
  2*
  3
  2
  4
  5, 14t
  Splash 1, Maximum Range = Rng x20 (normally Rng x10), When fired at a spacecraft use; Hit +2, Shield Dmg 2, Crit 2 and Rng 2
  Energy, Jam (1-5), Does not Work in Void, Slow
  Hostile Takeover™
  Gun, Particle
  -2
  4
  5
  2
  1
  5
  Inf
  2
  4
  4
  Shroud Grenade
  A specialised Kaltoran utility weapon, the Shroud Grenade 
  explodes in a cloud of thick black Shroud smoke, hampering the 
  vision of opponents while offering cover to you and your allies. All 
  this is no risk to any Kaltoran, whose enhanced senses completely 
  compensate for the darkness while other races flail about.
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Splash 3, Creates an Area of Limited Vision (Light Cover (+2)) for 3 minuets, Does not Work in Void
  Small, Slow, Low Tech
  Shroud Grenade
  Shell, Thrown, Smoke
  -2
  -
  -
  1
  1
  2 (+Str)
  3
  1
  1
  0
  5, 14t
  Black Maw, Chemical Thrower 
  The embodiment of anti-personnel horror, this weapon is 
  nicknamed the “Black Maw” for its gaping black mouth that spews 
  thick, black antimonic acid. Melts flesh, armour, and cover alike.
  All Targets have -1 Cover Steps, *If you perform a Spread Fire with this Weapon: gain +1d6 to each Attack Roll
  Burn, Slow, Jam (1-5), Low Tech
  Black Maw 
  Chemical, Antimonic Acid
  -1
  5
  4
  9
  3*
  2
  3
  2
  3
  
  120
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Shock Jock, Disruptor Rifle
  Often underestimated due to its non-lethal and homemade nature, 
  the Shock Jock is capable of disorienting and concussing even the 
  most heavily armoured target into compliance, all while draining their 
  energy systems. A popular weapon with law enforcement, bounty 
  hunters, slavers, and Kaltorans for family corporal punishment.
  Nephilim Toadie, Assistant
  These small, humanoid insectoids make efficient and attentive 
  assistants who would be happy to die for their master. Requiring 
  minimal clothing, food, and cleaning, they not only thrive under 
  harsh servitude, but appear to require it. These traits are quite 
  possibly woven directly into their DNA.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Lock On +6, Jam (1-5), Energy, Blunt, *+2 Crit vs Robots.
  Strong Hit: Disrupt (Attack, Hit) Debuff Targets Active Non Low Tech, Non Bio Tech Weapons: Lose Ammunition equal to RoF
  Shock Jock
  Disruptor
  -2
  2*
  5
  4
  1
  3
  3
  1
  2
  3
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Defence 16, Armour 2, Move 4, Slots 2, Bodies 1, May make Skill Rolls via Toadie
  Gun (Small, Jam (1-5), Energy, Does not Work in Void)
  Strong Hit: Helpful (Attack, Does nor Req Hit) A single Ally gains Hit +2 on their next Attack (must be taken within 1 Turn).
  Todie
  Companion (with Particle Pistol)
  +3
  2
  2
  6
  1
  4
  Inf
  1
  1(+6)
  1, 8t
  TX i82™, Swarm Drone
  This small hover drone is fitted for combat and is a Body Count 
  ConglomerateTM best-seller. Comes with retractable ProtectronTM 
  pistol mounts and a microphone and speaker system, allowing for 
  voice commands as well as interactive financial analysis. Also 
  features a built-in cup holder.
  +
  +
  +
  +
  +
  Cost
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  DEF 18, Armour 3, Mov 6, Slots 2, Bodies 1, Lock on +4, May be set as thrown action (Rng = STR), Robot
  Gun (Small, Jam (1-5), Energy, Does not Work in Void)
  TX i82™ (Swarm Drone)
  Drone (with Particle Pistol)
  +1
  2
  1
  6
  1
  3
  Inf
  1
  1(+0)
  2
  Tac Com, Tactical Computer
  The Standard Legionnaire Tactical Computer, or Tac Comp, is an 
  incredibly robust design. Using advanced targeting systems, it gives 
  a swift and precise analysis of combat environments, as well as 
  enemy strengths and vulnerabilities.
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Tac Com
  Combat Computer
  +Int
  -
  -
  10
  1
  Foc
  Inf
  2
  1
  2
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  -Attribute = Bleeding
  Fate
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  -Attribute = Bleeding
  Fate
  -1 Fate = Avoid Death
  -5 Attribute = Death
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Lock On +2, Strong Hit (5-6)
  Strong Hit: Target Lock (Analyse, Hit) Target is Locked On.
  Strong Hit: Weak Spot (Analyse, Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Endurance Damage +1.
  Strong Hit: Plot Trajectory (Analyse, Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Range +1.
  Strong Hit: Tactical Scan (Analyse, Hit, Locked On) Until your next Turn, Debuff Target: -1 Cover Step (minimum Light Cover).
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  End Dmg
  
  121
  Kaltoran Jagged Spear, Balanced Weapon
  A popular weapon during the Kaltoran Dark Years. Made with a 
  wide array of composites and alloys, this flexible archaic weapon is 
  not to be dismissed when in the hands of a capable fighter.
  Legion Hound
  Untrained, these wild creatures require pens made of military-grade 
  hull plating. However, when properly trained by expert Legion 
  instructors, these bulky carnivores require no leash, walking docilely 
  by their master’s side. All it takes is a simple hand gesture to 
  turn them back into slavering attack beasts, ready to deliver bloody 
  canine rage.
  Spacecraft Guidance Laser™, Orbital Bombardment Array
  Not technically a weapon or even in production, this high-powered 
  targeting laser was originally designed to guide spacecraft landing 
  trajectories from the ground. As soon as it was discovered that it could 
  be used to precisely aim spacecraft weapon systems, its schematics 
  were promptly stolen by a dozen groups. Not recommended for 
  indoor use.
  +
  +
  +
  +
  +
  Cost
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  +2 Hit with Overwatch
  *Max range 2, **Only ever requires 1 Hand
  Jagged Spear
  Melee, Composite, Long
  +1
  4
  4
  -
  1
  2*
  -
  2
  2**
  1, 12t
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Defence: 16, Armour: 3, Movement: 12, Slots: 0, Bodies: 1
  No Variations or Modifications,
  Legion Hound
  Companion, Melee
  +2
  3
  4
  -
  1
  -
  -
  -
  2(+12)
  1, 10t
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Lock On +10, Splash 4, Prototype, Slow, Set Up 2.
  No Interior Use, Damage delayed 1D6 Turns, x2 Max Range, *Requires: Secret Knowledge (Planetoids: Atmosphere)
  Guidance Laser
  Gun
  -18
  9
  9
  2
  1
  9
  4
  2
  4
  3*
  Combat Flesh
  Despite being rather slow and docile, these Nephilim-made 
  biological robots are incredibly tough, as they have no critical 
  organs, and come armed with rudimentary weaponry. A potent and 
  disposable weapon.
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  -Attribute = Bleeding
  Fate
  -1 Fate = Avoid Death
  -5 Attribute = Death
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  DEF 8, Armour 4, Mov 2, Slots 2, Bodies 1, Bio Tech
  Gun (Small, Bio-Tech)
  Combat Flesh
  Drone (With Spine Pistol)
  +2
  2
  3
  15
  3 (+2d6)
  4
  4
  0
  1(+8)
  3
  
  122
  Weapon Stats
  Hit Bonus (Hit)
  Gives a bonus or penalty to your Attack Rolls (pg: 78).
  Endurance Damage (End Dmg)
  How much pain and stress the Weapon causes. Each successful 
  Attack Roll (pg: 78) deals this much Endurance Damage (pg: 122) 
  to the Target.
  Major Effect: Damage
  Any Action with the Major Effect: Damage (pg: 107)
  deals your Weapon’s Endurance Damage to your Target
  on a successful Attack Roll.
  Critical Damage (Crit Dmg), pg: 88
  How effective your Weapon is at penetrating your Target’s Armour 
  and killing (pg: 90) them.
  A Weapon with Critical Damage 0 or below cannot deal 
  Attribute Damage.
  Range Increment (Range)
  Your Weapon’s effectiveness over long distances (pg: 78).
  The Maximum Range of a weapon is its Range x10.
  A Weapon with Range 0 or below cannot be used to Attack, unless 
  you use an Action to increase its Range above 0.
  Clips
  The number of spare Clips you have available, which you can use 
  to regain Ammunition. Clips are usually restored at Downtime (pg: 
  95) or by looting (pg: 54).
  A Weapon with Clips 0 or below cannot be Reloaded once they 
  have used all their Ammunition, and only refresh their Ammunition 
  during Downtime.
  Ammunition
  Each Attack reduces the Weapon’s Ammunition by 1 per RoF used 
  (pg: 81). You may only Attack if you have Ammunition available.
  A Weapon’s Ammunition depends on its RoF (eg: For a Weapon 
  with Ammunition: RoF x2 and RoF: 2, its Ammunition is 4).
  A Weapon with Ammunition 0 or below cannot be used to Attack.
  Load Time (Load)
  The number of Draw Actions required to make your Weapon 
  Active (pg: 114).
  It is also the number of Un-Jam Actions required to remove the 
  “Jam” Effect (pg: 125) from the Weapon.
  Finally, it is the number of Reload Actions required to replenish the 
  Weapon’s Ammunition with a Clip.
  Eg: Sarah’s Rifle has Load 2. Mid fight she needs to Reload her 
  Weapon after her Ammunition reaches 0. This will take her 2 Actions. 
  She can spend an entire Turn (2 Actions) to Reload or she can spend 
  1 Action this Turn and the 2nd Action next Turn.
  A Weapon with Load 0 or below can be Drawn, Un-Jammed, and 
  Reloaded as a Free Action (pg: 100).
  Rate of Fire (RoF)
  Weapons with a higher Rate of Fire can use additional Ammunition 
  to roll additional dice on an Attack Roll (pg: 78) and cause additional 
  Strong Hits (pg: 82).
  Adding Attack Roll Dice
  Additional dice for RoF 2+ Weapons can only be gained from
  Actions with the “Hit +Extra RoF Dice” Minor Effect (pg: 107).
  A Weapon with RoF 0 or below cannot make Attacks.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Low Tech, Works in Liquid 
  Little Friend (SMG)
  Gun, Self-Propelled
  +1
  3
  4
  9
  3
  4
  3
  1
  1
  2
  
  123
  Weight (Wgt)
  The Strength required to optimally use this Weapon. If you have lower 
  Strength than a Weapon’s Weight, you become Overburdened (pg: 115).
  The Weapon Weight also dictates how many Equipment Slots it 
  takes to Equip and Activate it (pg: 114).
  A Weapon with 0 Slots or below requires 0 Slots to Equip 
  and Activate.
  Type, pg: 102 and Variations, pg: 116
  A Weapon’s Type dictates what Actions can be used with it (pg: 
  118) and what Variation templates can be chosen for it.
  Cost
  The amount of Resources (pg: 56) and number of successful Spare 
  Time Rolls (pg: 64) required to acquire and keep the Weapon.
  Keywords, pg: 124
  Various Traits (pg: 33), Strong Hit Options (pg: 82), and 
  Modifications (pg: 116) only apply to Weapons with a 
  specific Keyword.
  Notes
  Use this space to write the Weapon’s Keywords 
  (pg: 124), Traits (pg: 33), and other special abilities.
  Natural Weapons
  All characters have access to these two 
  Natural Weapons.
  Mind
  Primarily used to Analyse Targets.
  Limbs
  Primarily used to grapple with and Attack 
  Targets in Melee.
  “-” Stat
  This means the item does not normally use this
  Stat. Variations, Modifications and Trait bonuses
  (+/-) do not increase or reduce this Stat.
  Set Stat Value
  If a Variation, Modification, or Trait inserts a Set value
  (Eg: “2” not “+2” or “-2”) in this Stat, then the “-”
  is replaced with the set value.
  This Set value also replaces ANY existing (non “-”) value.
  
  124
  Weapon Keywords
  Arc of Fire X
  Has no effect without the “Set Up” Keyword.
  Arc of Fire and Set Up
  When you start to Set Up a Weapon (pg: 
  126), choose a facing direction. Attacks 
  with the Set Up Weapon may only be made 
  against Targets within an arc of X degrees 
  from the Weapon’s facing.
  Derrick has Set Up his Sniper Rifle on a Tripod 
  (with Arc of Fire 45). He can see three Targets, but 
  only two are in his Arc of Fire. If he wishes to fire 
  at the third, he will have to Pull Down his Tripod to 
  remove the “Arc of Fire” Keyword.
  Attribute 1d3+X
  When this Weapon deals Attribute Damage because 
  of a Critical Hit (pg: 88), determine the random Attribute 
  Damaged by rolling 1d3. If using a d6, 1-2 = 1; 3-4 = 2; 5-6 = 3.
  Bio Tech (Biological Technology)
  A required Keyword for some Strong Hit Options and Traits.
  Blunt
  If this Weapon deals Attribute Damage that would reduce one 
  of the Target’s Attributes to 0 or below, you may knock the 
  Target unconscious for a duration of the GM’s choice. If you Hit an 
  unsuspecting character with a Blunt Weapon during a Surprise Round 
  (pg: 101), you may knock them unconscious at the GM’s discretion.
  A First Aid Healing Roll (pg: 92) may be used to revive an 
  unconscious character. A successful Paramedics Healing Roll (pg: 
  92) Heals all Attribute Damage dealt by a Blunt Weapon.
  Burn
  A required Keyword for some Strong Hit Options and Traits.
  Cost Spare Time Point Xt
  Acquiring this Weapon costs the listed Resources (pg: 56) and 
  requires a Spare Time Roll (pg: 64) with a Difficulty of “X”.
  Looted Items with this Keyword do not require a Spare Time Roll 
  to keep.
  Electro-Gravity
  A required Keyword for some Strong Hit Options and Traits.
  Arc of Fire 45   
  
  125
  Energy
  Your Weapon can ignite flammable Environmental objects.
  A required Keyword for some Strong Hit Options and Traits.
  For One Session Only
  This Modification remains in effect until the end of the session. If 
  this Modification is acquired towards the end of a session, it may be 
  kept until the end of the next session with GM permission.
  For One Session Only and Optional
  May be used for any single session (not just the one it was 
  acquired during).
  Gauntlet
  You may only ever have two items with this Keyword Equipped at 
  once. They require 1 Equipment Slot (pg: 114) for each point of Weight 
  above 1 (a Weight 1 Gauntlet requires no Slots).
  Items with this Keyword do not need to be Drawn (pg: 114) to be 
  made Active, take five minutes to Equip, and do not require Hands 
  to use.
  Jam (X-Y)
  If you make an Attack Roll (pg: 78) with this Weapon and get 
  triples equal to, or between “X” and “Y” (eg: you roll three 2s) that 
  are not Strong Hits, this Weapon gains the Jammed Effect.
  When a Weapon has multiple “Jam” Keywords (eg: from a Weapon 
  and a Variation), select the lowest “X” and highest “Y”.
  Jammed Effect
   » This Attack deals 0 Damage, but still consumes Ammunition.
   » This Attack causes no Strong Hits.
   » This Weapon cannot be used to Attack until you perform a 
  number of Actions with the Un-Jam Minor Effect (see Prep 
  Action, pg: 108) equal to the Weapon’s Load Stat.
  Jam (+/-Z)
  Reduce or increase “Y” by “Z”.
  James has a Weapon with Jam (1-4) and a Trait that gives this 
  Weapon Jam (-1). This results in the Weapon having Jam (1-3).
  Henchmen, pg: 296
  Weapons wielded by Henchmen cannot gain the Jammed Effect.
  Lock On +X
  When a Target of this Weapon is affected by a friendly Locked On 
  Effect (pg: 76), gain a +”X” bonus to your Attack Roll.
  Some Strong Hit Options and Traits require a Target to have the 
  Locked On Effect on them for you to gain additional bonuses.
  Derrick uses his Targeting Laser with the Analyse Action. He rolls 
  a single Strong Hit and uses it to Strong Hit: Target Lock. This applies 
  the Locked On Effect to his Target.
  Derrick has an SMG (Lock On +2) and a choice of two Targets. One 
  Target has the Locked On Effect, and the other doesn’t. He chooses 
  the Target with Locked On, so he gains +2 to his Attack Roll with 
  the SMG.
  Lose X
  Removes the “X” Keyword from this Weapon.
  Low Tech
  This Weapon is resistant to Disruptor Strong Hits.
  Modification Rolls +/-X
  All Spare Time Rolls (pg: 64) made to attach a Modification to this 
  Weapon gain a bonus or penalty of +/-”X”.
  Natural
  Natural weapons, such as fists, cannot be Disarmed and do not 
  need to be Drawn.
  No Variation or Modifications
  This Weapon cannot have a Variation or Modification. Common for 
  Natural Weapons.
  Optional
  You may choose whether to use this Weapon Modification on each 
  Attack you make with the Weapon it is attached to.
  If the Modification has a penalty attached to it, this only applies 
  if the Weapon Modification was used and lasts until the start of your 
  next Turn.
  Weight
  If an Optional Modification increases the Weight of its Weapon, it 
  always increases the Weight, not just when used.
  Only X
  This Weapon can only be used by characters with a specific 
  qualification “X” (eg: a specific Race or Trait).
  Pen X min Y (Penetration)
  When this Weapon does Damage to a Target (ie: Critical Hit, pg: 
  88), reduce the Target’s Armour by “X” to a minimum of “Y” vs 
  your Damage.
  When a Weapon has multiple “Pen” Keywords (eg: from a Variation 
  and a Trait), select the highest “X” and lowest “Y”.
  Jason fires his Puncture Rifle (Pen 1 min 3) at a Target (Armour 
  4). The shot reduces the Target’s Armour by 1, to a minimum of 3, 
  reducing the Target’s Armour to 3.
  
  126
  Prototype
  See pg: 68 for full Research rules.
  See pg: 116 for full Variation rules.
  See pg: 116 for full Modification rules.
  See pg: 363 for a full list of available Prototype Variations.
  From the homemade rifle to the mad scientist’s experimental 
  death ray, a Prototype Weapon is not something you can get off the 
  production line. Though time-intensive to construct, they often prove 
  very powerful, especially in their creator’s hands.
  Prototypes have their own Variations (Research Gun Variations, pg: 
  363). Accessing these requires Research. GMs are encouraged to 
  work with players to carefully create new Weapon Variations. These 
  are often hard to balance, so players should be forgiving and allow 
  the GM to tweak the Variation, even after it has entered use.
  Steps to Creating a Prototype Gun:
   » Acquire a Prototype Weapon from the Exotic Weapons list.
   » Add a Gun Variation OR a Research Gun Variation.
   » Add 1 Barrel Prototype Gun Variation.
   » Add 1 Targeting Prototype Gun Variation.
   » Add 1 Loader Prototype Gun Variation
  Requires X
  This Variation or Modification cannot be selected unless the 
  Weapon has “X” (eg: a specific Keyword).
  Robot
  This Drone counts as a Robot (pg: 33).
  Set Up X, Pull Down Y 
  See pg: 107 for full Action Minor Effects rules.
  See pg: 108 for full Prep Action rules.
  This Weapon requires “X” Set Up Actions before it may be used. 
  If you Move before finishing these Actions, the Set Up Actions must 
  be restarted.
  After setting up or using a weapon with the “Pull Down” Keyword 
  you may not move with that Weapon until you perform “Y” Pull 
  Down Actions.
  Turret, Set Up and Pull Down Example
  Peterson’s Turret (Set Up 2 and Pull Down 1, Move 0) will take him 
  2 Set Up (Recovery) Actions to set up before it can Attack. These 
  Actions can be taken during two different Turns and don’t have to be 
  right after each other. His Turret can Attack the same Turn that he 
  finishes setting it up.
  When Peterson is ready to move it to another location, he must 
  spend 1 Pull Down (Recovery) Action to place it in his backpack. He 
  can then move around with his Turret, but must spend another 2 Set 
  Up Actions before it can Attack again.
  Slow
  Weapon counts as Slow.
  Small
  Weight 1 or 0 items only.
  Two Small items use only 1 Equipment Slot (pg: 114).
  Splash X
  Described in detail on the next page.
  Stealth +/- X
  While you have this Weapon Equipped, gain a +/-”X” bonus or 
  penalty to all Stealth Rolls (pg: 109).
  Strong Hit (X-Y)
  See pg: 82 for full Strong Hit rules.
  This Weapon causes Strong Hits on dice rolls of “X” to “Y”.
  Normally, a Weapon causes Strong Hits on rolls of “6”. Derrick’s 
  Rifle has Strong Hit (5-6), so it causes Strong Hits on rolls of “5” 
  to “6”.
  Strong Hit +Z
  Reduce the minimum dice roll needed for your Weapon to cause 
  Strong Hits by “Z”.
  Derrick has two Weapons: his Rifle, with Strong Hit (5-6), and his 
  Pistol. If both Weapons gained Strong Hit +1, then the Rifle would 
  cause Strong Hits on rolls of “4”, “5”, or “6”, and his Pistol would 
  cause Strong Hits on rolls of “5” or “6”.
  Strong Hit -W
  Increase the minimum dice roll needed for your Weapon to cause 
  Strong Hits by “W”. May remove the ability to score Strong Hits.
  Works in Liquid
  This Weapon may be fired while it or your Target is submerged in 
  liquid. Also, liquid does not provide Cover to your Target.
  Weapons do not normally work when submerged in liquids.
  Being submerged in liquid normally grants Heavy Cover.
  “This metal and wire is nothing but the scaffolding 
  to the monument we are constructing that is our flesh 
  and blood.”
  - Xalcan, Nephilim genetic engineer.
  
  127
  Splash X
  This Weapon deals its Endurance Damage (pg: 122) to all characters 
  within “X” spaces of the Target.
  When declaring an Attack with a Splash Weapon, you have two 
  options: Directly Attack a Target or Attack the Ground.
  Option 1: Directly Attack a Target
  Make an Attack Roll vs your Target’s Defence, as normal.
  In addition to the Attacked Target, all characters within “X” 
  spaces of the Target suffer Endurance Damage (no additional 
  Attack Rolls required). However, characters other than the Target 
  CANNOT suffer Critical Hits unless they have 0 Endurance or 
  were reduced to 0 Endurance by this Attack.
  Option 2: Attack the Ground
  Specify a space to Attack rather than a Target. The Defence of 
  the space is 10.
  All characters within “X” spaces of the attacked space may take 
  Endurance Damage. However, they CANNOT suffer Critical Hits 
  unless they have 0 Endurance or were reduced to 0 Endurance 
  by this Attack.
  Shell and Splash Weapon
  If a Weapon has the “Shell” Weapon Type and “Splash” Keyword,
  their Target’s Cover value is determined from the location hit
  by the Attack, not the direction the Attack came from.
  Failing an Attack Roll
  When you fail on a Splash Attack Roll, the attack Scatters by 
  a number of spaces equal to the degree of failure in a random 
  direction (GM discretion allowed, usually by rolling a d6).
  Example 1d6 Random Direction:
  Gun/Melee and Splash Weapon
  If you have a Weapon with the “Gun” or “Melee” Weapon
  Type and the “Splash” Keyword, you cannot damage yourself 
  with this Weapon (eg: if your Attack Scatters onto yourself).
  Direct Hit and Attack the Ground, Splash Example
  Zeqwardos (A) is making two Attacks with her Shotgun (Splash 1).
  For her first Attack, she Directly Attacks a Target (1), rolling a Hit. 
  This does Endurance Damage to both her Target (1) and the adjacent 
  Target (2). She also rolled a 6, giving a Strong Hit. She may apply a 
  Critical Hit to the Target (1) that she Directly Hit, but not the adjacent 
  opponent (2).
  For her second Attack, she Attacks the Ground beneath an 
  opponent (3). She rolls and gets a result of 11, which beats the 
  Space’s Defence of 10, giving a Hit. This causes Endurance Damage 
  to the opponent (3). She also rolled a Strong Hit, but she cannot 
  use it to cause a Critical Hit against the opponent (3) because their 
  Endurance is still positive.
  Spread Fire, RoF 2+, Splash X
  If you Spread Fire (pg: 81) with a Rate of Fire 2+ Attack, calculate 
  all locations hit (including dice used on spaces between Targets). 
  All Targets within “X” spaces of locations you hit take Endurance 
  Damage. Damage is not combined if Targets are within “X” of 
  two or more locations that are hit.
  Sarah (A) has a Shotgun (End Dmg 3, Splash 1, RoF 3). She 
  Attacks (Hit +2) the Ground (Defence 10) and Spreads Fire over 
  three spaces. Her first and third Attack Rolls hit, but her second 
  Attack Roll misses by 3, causing it to Scatter in a random 
  direction by three spaces. Causing 3 Endurance Damage to 
  Targets 1 and 3.
  Splash X and/or Splash +/-Y
  If your Weapon already has the Splash X Keyword, and a Weapon 
  Variation or Modification (pg: 116) grants it Splash +Y, add “Y” 
  to “ X”.
  If your Weapon does not have the “ Splash X” Keyword, and a 
  Weapon Variation or Modification grants it Splash +Y, then your 
  Weapon gains Splash +Y.
  6
  1
  Attack
  Direction
  2
  5
  4
  3
  Splash 1 & RoF 3
  A
  1
  3
  2
  Splash 1, Direct Hit & Attack the Ground
  A
  1
  3
  2
  “Precision is an overrated merit, valued only by 
  those who lack firepower.”
  - Nicholas Price, CEO of Tick Tock Co.
  
  128
  Outfits
  See pg: 71 for full Combat Overview rules.
  See pg: 84 for full Defence rules.
  See pg: 87 for full Damage rules.
  See pg: 114 for full Equipment Slots rules.
  See pg: 366 for a full list of available Outfits.
  You may may have 1 Outfit.
  Outfits do not need to be Activated to use.
  Outfits do not take up Equipment Slots.
  These Outfits are built using standard rules. They are intended to 
  give an example of how to make an Outfit and to show some of the 
  better known Armours from the Fragged Empire setting.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Parasitic Bio-Suit
  +1 Conversation, Not obvious that you are wearing Armour, Set Up 1, Pull Down 1, Bio Tech, Removal of this Outfit requires a succesful Surgery Healing Roll
  Parasitic
  2
  0
  8
  2
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Legion Assault Armour
  Armour vs Energy +1
  Tungsten Carbide
  2
  3
  10
  2
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  End Dmg
  Octanto™ Business Suit
  +1 Conversation, Shield, -1 Armour when at 0 Endurance
  Shield Notes
  0
  10
  -5
  0
  8
  1, 14t
  Parasitic Regen Suit, Retractable
  A design dating back to the Great X’ion War, these Nephilim-bred 
  parasites form a near-unbreakable bond with their host. They survive 
  by extracting vital nutrients from their host’s bloodstream and fatty 
  tissue. They work hard to protect their food source by covering the 
  host in a sturdy carapace and boosting their regenerative abilities.
  Legion Assault Armour, Tactical Armour
  Designed to withstand the best and worst of Xion’s abominations, 
  this flexible yet heavily reinforced armour gives the wearer almost 
  unmatched protection against energy weapons. It is usually adorned 
  with regimental designs, personal symbols, and kill markings. 
  High-density hull-grade metals are often complemented by 
  embellishments of trinkets, fur, and horns.
  Octanto™ Business Suit, Clothing
  This elegantly cut business suit carries a subtle statement of 
  luxury and refinement to anywhere its esteemed owner could desire. 
  Built with the latest Octanto™ technology, it emits a tightly focused 
  burst shield, powered by our patented Nick-Hyd energy accumulator, 
  to protect its most affluent wearers in those times when a stout 
  Legionnaire cannot.
  
  129
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Natural Weapons
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Mk XII Stealth Suit
  Shield, *You always have Light Cover (+2) or +1 Cover Step
  Strong Hit: Invisible Strike (Attack, Does not Require Hit) At the end of your Turn make a Free Stealth Action.
  Stealth Suit
  0
  0
  8
  5, 14t
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Scram Suit
  Shield, Remove any Locked On Effect on you at the start of your Turn
  Scram Suit
  1
  1
  6
  1
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  End Dmg
  Tech Assist Armour
  Counts as a Toolbox (+1) for all Trained Professional Skills
  Technical Outfit
  1
  2
  6
  2, 14t
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  -Attribute = Bleeding
  Fate
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Mk II Stalker Suit
  *Cover grants you +2 additional Defence.
  Haze Mesh
  1
  1
  8
  2
  Mk XII Stealth Suit, Combat Suit
  Rumours claim that these incredibly sophisticated Archon-designed 
  suits originated in ancient human technologies. Legion units in 
  the X’ion War were occasionally equipped with them, allowing 
  near-perfect invisibility. But they are not common, given their high 
  upkeep cost and mediocre physical protection.
  Breaker Combat Vest, Combat Suit
  When a Kaltoran is looking for a lightweight body armour solution 
  that favours not being hit over absorbing impact, they choose this 
  option. Salvaged armour combined with a signal distortion field 
  makes this vest deceptively effective, especially when an agile user 
  takes cover.
  Mk II Stalker Suit, Combat Suit
  This suit is favoured by Legion scouts, Corporate assassins, and 
  those who prefer a chunk of cover between themselves and gunfire. 
  The Stalker series provides moderate protection and produces an 
  optical haze around the wearer, blurring them against nearby objects 
  to increase the advantage the cover provides.
  Tech Assist Armour, Combat Suit
  Engineers, hackers, and combat medics are just a small 
  cross-section of the skilled amateurs and professionals who have 
  need for both protection and utility equipment. Custom-made armour 
  such as this boasts a wide array of built-in tools for almost any use, 
  including drills, knives, wire splicers, and an integrated computer. A 
  favourite of both legitimate and not-so-legitimate specialists.
  *
  1
  1
  
  130
  Outfit Stats
  Armour
  When you take a Critical Hit (pg: 88), reduce the Attribute Damage 
  you take by your Armour.
  Defence
  Increases your Defence Stat (pg: 84), making you harder to hit.
  Endurance
  Increases your Endurance Stat (pg: 87).
  Cover, pg: 86
  Increases or decreases your Cover Steps. However, you must be in 
  Environmental Cover to gain this bonus.
  Front Cover (Frt Cover)
  Grants you Front Cover (pg: 86).
  Equipped Equipment Slots (Slots), pg: 114
  Defines the amount of Equipment you can carry.
  Weight
  The Strength required to optimally use this Outfit. If you have lower 
  Strength than a Outfits’s Weight, you become Overburdened (pg: 115).
  Outfits take up 0 Equipment Slots.
  Outfits take up 0 Hands.
  Outfits do not need to be Activated (pg: 114).
  Variations, pg: 116
  Use this space to list any Outfit Variations that you have applied 
  to this Outfit.
  Cost
  The amount of Resources (pg: 56) or Spare Time Points (pg: 64) you 
  need to spend to acquire and keep this Outfit.
  Keywords, pg: 134
  Various Traits (pg: 33), Strong Hit Options (pg: 82), Variations (pg: 
  116), and Modifications (pg: 116) may only apply to Outfits with a 
  specific Keyword.
  Modifications, pg: 116
  These are templates that are applied to your Outfit.
  Utility Items
  See pg: 114 for full Equipment Slots rules.
  See pg: 368 for a full list of available Utility Items.
  You may only have 1 Utility Item.
  Utility Items do not need to be Activated to use.
  Utility Items do not take up Equipment Slots.
  Utility Items’ Stats function exactly like Outfits.
  Notes
  Use this space to write down Outfit Keywords (pg: 134), Trait 
  Benefits (pg: 33), and other notes.
  “-” Stat
  This means the item does not normally use this
  Stat. Variations, Modifications and Trait bonuses
  (+/-) do not increase or reduce this Stat.
  Set Stat Value
  If a Variation, Modification, or Trait inserts a Set value
  (Eg: “2” not “+2” or “-2”) in this Stat, then the “-”
  is replaced with the set value.
  This Set value also replaces ANY existing (non “-”) value.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  0
  0
  1
  Analytical
  Auto
  Focus
  Infinite
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Combat Suit
  Guards
  Armour vs Energy +1
  Gauntlet, Defence vs Impair +2
  Tungsten Carbine
  1
  1
  2
  8
  2
  14t
  BAM! BAM! BAM!
  “Why the hell isn’t it going down?”
  “It’s a mech suit covered in 30mm of military grade 
  Tungsten Carbine... and your Corporate pop gun is a 
  glorified kids toy.”
  
  131
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Adjustable Camo Net
  Stealth +2
  0
  10t
  Phantom Cloak, Adjustable Camo Net
  An offshoot of the Legion Ghost Cloak, this versatile cloak makes 
  use of charge-sensitive pigments that can alter their hue to match 
  a dozen pre-set patterns, blending the user into their surroundings. 
  While not as advanced as many other stealth technologies, it is far 
  cheaper and may give you the edge you need.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Burst Shield
  Shield, Gauntlet, Take Cover Action grants you Immunity to Critical Hits while you have Endurance and are Gaining a Cover bonus
  0
  Light(+2)
  1
  Defender, Burst Shield
  An incredibly powerful tool in the right hands, the Defender takes 
  the primitive concept of a physical handheld shield and pushes it 
  to new levels. This wrist-mounted force-field generator projects a 
  small forward barrier that wraps around the user to create a nearly 
  impenetrable cocoon.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Ammunition Pack
  All of your Weapons gain +1 Clip, You may spend 1 Fate Point at any time to grant you or an adjacent Ally +1 Clip
  3
  2
  1
  Ammunition Pack
  Tired of running out of ammo? Fired six shots, and that was three 
  clips? Need to take down just one more hostile to be safe to loot 
  and drink? Know what you need? More ammo! An extra clip for every 
  relevant weapon you carry, and maybe an extra stashed on the side, 
  just to make the bad guys suffer.
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  0
  0
  1
  Analytical
  Auto
  Focus
  Infinite
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Drone Control Module
  If you Control 1 Drone with 1 Body; that Drone costs -1 Resource
  2
  12t
  Drone Pro™, Drone Control Module
  Numerous control, diagnostic, and maintenance programs are 
  encoded into this portable drone-control computer. Specialised 
  cleaning, repair, and upkeep sockets are built in, reducing maintenance 
  needs for a single, low-cost drone.
  
  132
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  0
  0
  1
  Analytical
  Auto
  Focus
  Infinite
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Large Combat Shield
  Legion Ghost Cloak
  Med Spray
  Mobile Cover Field
  Gauntlet, you may not Move and Attack with a 2 Handed Weapon (Weight 2+) in the same Turn, -1 RoF with Limbs,
  grants Heavy Cover (+4) to adjacent characters that are behind you
  Shield, Stealth +2, *Gain Light Cover (+2) or +1 Cover Step if you do not move for your Turn (you may Stealth)
  Gauntlet, Paramedics Heals an additional 1 (normally just 3) Point of Attributes Damage.
  Shield, Set Up 1*, Pull Down 1, *Creates Heavy Cover (+4) in two connecting adjacent spaces
  4
  -2
  1
  1 Step*
  1
  0
  12t
  1
  1
  2
  Hunk of Metal, Large Combat Shield
  This simple shield is often constructed of cut-off hull metal, spare 
  armour pieces, or, less commonly, vacuum-moulded Synth Steel. 
  Once strapped to your arm, this heavy yet mobile barrier can save 
  lives and even provide enough cover to protect nearby allies.
  Asclepius Spray, Med Spray
  Almost a must-have for any combat trauma medic. The Legion’s 
  Asclepius Spray offers quick and precise injection, sterilisation, liquid 
  suturing, and burn treatment. Recent models even utilise Nephilim 
  Flesh Rejuvenation techniques and technologies. The best in compact 
  paramedical equipment.
  Legion Ghost Cloak
  Ancient human electro-engineering provided the answer to this 
  Archon-designed scouting apparel. Used by Legion advanced scouts 
  and sniper teams for generations, it has recently become popular on 
  the black market for its ability to blur the position of a stationary 
  user and as a cheaper alternative to the far more expensive full-body 
  stealth suits.
  Portable Shieldwall™, Mobile Cover Field
  Light, quick to set up, and offering significant protection against 
  ranged fire over a moderate area, the handy Portable Shieldwall™ 
  is based on the same technology as the wrist-worn Defender Burst 
  Shield. Though it is too bulky to carry while active, its shielding 
  radius is large enough that an ally can also take cover within.
  Heavy(+4)
  
  133
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  Damage, Hit, 1 use per RoF, No Splash Damage
  Damage, Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Hit (+Skill)
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Cost
  Type & Variations
  Weapons
  Drone / Companion,
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Used Clips
  Used Ammunition
  Used Clips
  Used Ammunition
  End Dmg
  Defence:
  Armour:
  Movement:
  Slots:
  Bodies:
  Overburdened
  Each point your Str is under items Weight
  Outfit
  Armour
  Defence
  +
  +
  +
  +
  +
  +
  +
  +
  Endurance
  Frt Cover
  Slots
  Cost
  Cost
  Weight
  Variation
  Cover
  Armour
  Defence
  Endurance
  Frt Cover
  Slots
  Weight
  Variation
  Cover
  Utility Item
  Random
  Damage
  Endurance Damage & Effects
  Attribute Damage
  & Spent Fate
  -Attribute = Bleeding
  Fate
  Ref
  Mov
  Foc
  Int
  Per
  Str
  -1 Fate = Avoid Death
  -5 Attribute = Death
  Outfit
  Utility
  Weapon
  Stealth
  Requires Light Cover
  =
  Tac + Ref +
  Combat Order
  Int +
  =
  Defence
  -
  COMBAT SHEET
  1
  2
  3
  4
  5
  6
  Splash Scatter
  Scatters 1 space per missed Attack Roll in a
  random (roll 1d6) direction.
  Weapons with ‘Splash’ Keyword only.
  *
  vs Impair
  =
  Def+Str
  vs Psionic
  =
  Def+Foc
  vs Stealth
  *+#Allies (max: 10)
  =
  10+Per
  =
  Defence: 10+Ref
  +
  +
  +
  +
  +Cover
  =
  Outfit
  & Utility +
  vs Energy
  +
  vs Slow
  +
  at 0 Endurance
  -
  Armour:
  =
  Recovery
  =
  Foc +
  10+(Str x5) +
  Endurance:
  Immune to Critical Hits if you have Endurance.
  Reduce End Dmg from RoF 3+ Weapons by 2.
  You can not increase 0 Cover.
  You may Stealth.
  1) Light Cover, +2 Def
  2) Heavy Cover, +4 Def
  3) Entrenched, +6 Def
  Cover Steps:
  +
  Front Cover
  Equipment
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  0
  0
  1
  Analytical
  Auto
  Focus
  Infinite
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  A7 Archangel’s Eye
  Shield Emitter
  Stabiliser
  Tactical Headset
  Reduce all of your Target’s Limited Vision and Low Light Cover by 1 Step, Defence vs Stealth +2
  Gauntlet, Shield, Take Cover Action grants You or an Ally within 5: Heavy Cover (+4) or +1 Cover Step until your next Turn
  Gauntlet, *Reduce penalties to your Armour while at 0 Endurance by 2 (to a minimum of -1)
  Short Range Comms, all of your Weapons gain Lock On +1
  0
  2
  -2
  0
  *
  0
  1
  1
  3
  1
  14t
  A7 Archangel’s Eye, Multispectral Visor
  This advanced optical headset is worn by elite combat units and 
  special operations forces. A suite of sensors scan the battlefield 
  through various spectra – visual, infrared, electromagnetic, 
  ultraviolet, and more. The A-7’s sophisticated software analyses this 
  data to instantly highlight targets of interest, environmental notes, 
  and mission data.
  Plug 3762A, Stabiliser
  Implants can cause significant problems if inactive during trauma 
  or extreme stress. This Nephilim-made wrist-mounted accessory 
  carefully regulates and maintains the power flow and functionality of 
  all electronic, mechanical, and biological implants.
  Octanto™ Discreet, Shield Emitter
  Based on popular Node Shield technology, the Discreet is widely 
  sold across the Haven system by the popular Corporation high-end 
  fashion company Octanto™. Strapped to the user’s wrist, the Discreet 
  extends a charged particle shield over its wearer and a nearby ally, 
  making it a favoured purchase of elite bodyguards and high-priced 
  security contractors.
  The Connect, Tactical Headset
  This basic tactical interface includes short-range communications, 
  a targeting system, and a heads-up display. It is as useful in combat 
  environments as in intraship and office communications. A near 
  must-have for cooperative efforts in any situation.
  
  134
  Outfit and Utility Item Keywords
  Bio Tech
  This Outfit or Utility Item counts as Bio Tech.
  Communications (Short/Long)
  The wielder can communicate using audio and video with other 
  characters wielding an item with the “Communications” Keyword.
  Short-range communication works to 100km, further if a network 
  is available. Long-range communication works to 400km and often 
  further. Short-range communications cannot normally reach orbiting 
  spacecraft from the ground.
  Cost Spare Time Point Xt
  This item costs the listed amount of Resources (pg: 56) and 
  requires a Spare Time Roll (pg: 64) of at least “X”. This does not 
  apply if the item was looted.
  Environmental Gear (X)
  Allows the wearer to function in the listed environment. It may not 
  reduce all penalties of the environment (GM discretion), but removes 
  all immediate threats of death. Can also provide limited protection in 
  environments similar to the listed environment.
  Arctic
  Full-body suit, fitted with special protections against the most 
  common arctic threats, such as cold and wind.
  Comes equipped with snow shoes, fog-free visor, and 
  walking staff.
  Mountains
  Climbing gear and durable clothing, suitable for travelling over 
  difficult rocky terrain.
  Comes equipped with climbing boots, grappling hooks, security 
  lines, camping gear, and a thick jacket.
  Space
  Full suit, fitted with protections against common threats 
  in a space environment, including cold, radiation, and 
  decompression. Filled with a single day’s worth of oxygen.
  Comes equipped with magnetic boots, winch cable, and very 
  limited mobility thrusters.
  Flight
  Enables the user to ignore most movement limitations, 
  dangerous terrain, and climbing obstacles.
  Move as per normal Movement rules (pg: 72), but ignore all 
  Difficult Terrain and some Hazardous Terrain (GM discretion).
  Gauntlet
  You may only ever use two items at once with this Keyword.
  Outfit and Utility Items require 0 Equipment Slots to be Equipped. 
  Gauntlets take 5 minutes to Equip, but do not require any Hands 
  to use.
  
  135
  Moving past the credit-check desk, she is gorgeous, exotic, 
  with star-shaped tattoos around her clear blue cybernetic 
  eyes, seemingly framing them just for him.
  The music starts… A gentleman always invites the lady: 
  “Hello and welcome to the Body Count Conglomerate: 
  Armour Division. Your number-one choice for both quality 
  and low costs! I’m Salesperson Smith; how may I help you 
  this evening?”
  “I need protection. At least 8/9ths laser diffraction, heat 
  absorption, in some kind of hardened reflexive mesh.” Her low, 
  aggressive voice made him certain. The music was starting 
  off nice and slow, building in tempo… Now for the dance’s 
  first steps.
  “Certainly, we have the usual designs, both bulky Legion 
  plates and the less rigid Kaltoran and Corporation designs, but 
  I have a feeling you would be more interested in our newest 
  stock… Right this way, if you please.”
  He leads her across the dance floor, past the various 
  display armour. Legion “bulkers” on the left, and more lithe, 
  formfitting armour on the right. Pulling aside the “ Employees 
  Only” curtain, he motions her through.
  “Just over here.” He waves a hand towards a nondescript 
  light grey skin-tight mesh suit with only a faint diagonal 
  pattern along the contours. “This piece, the Uberweave 3000, 
  just arrived.”
  “Is this some sort of a joke?” Her growl was somehow lower 
  than before and full of angry passion. It almost made him 
  smile. Even her hand tightening around the butt of her pistol 
  confirmed he still had it.
  “Not at all, my dear. If you will permit me to demonstrate 
  some of the fantastic features of the Uberweave…” His dance 
  partner cocked her head beautifully, then nodded. Her beautiful 
  eyes narrowed suspiciously, slightly scrunching up her 
  eye tattoos.
  His voice droned on as she glanced around at the “employee 
  area”. Bit too richly done up for a real one, she concluded. 
  Much more likely to be part of this creep’s sales technique… 
  I wonder where I could get decent drink in this pathetic heap 
  of a station… Suddenly her ears pricked up to the sound 
  of music…
  “… So in effect you would be wearing real diamonds, woven 
  over your skin, protecting you from your foes and impressing 
  your comrades.”
  “So… I’d be covered in real diamonds?” she said, trying to 
  sound bored as her excitement grew.
  “Of course.” He interjected smoothly. 
  Oh, he had the right moves… He was the master of the dance 
  floor. “If you look closely, you can see that they are arranged 
  to fit…”
  Even with all the right dance moves, a genetically engineered 
  lady was still in it for the diamonds.
  Modification Rolls +/-X
  All Spare Time Rolls (pg: 116) made to acquire a Weapon 
  Modification for this Weapon gain the listed bonus or penalty.
  Set Up X, Pull Down Y 
  See pg: 108 for full Prep Action rules.
  This item may only be used after performing “X” Actions with the 
  Minor Effect: Set Up. If you Move during before completing all these 
  Actions, all the Set Up Actions must be done again.
  After setting up or using an item with the “Pull Down” Keyword, 
  you may not move with that item until you perform “Y” Actions with 
  the Minor Effect: Pull Down. If you Move before completing all these 
  Actions, all these Pull Down actions must be done again.
  Utility Items
  You may move away from this item after setting it up. However, 
  you must return to the same or an adjacent square to pull 
  it down.
  Shield
  This Outfit or Utility Item uses an energy field to generate a 
  specific effect (eg: a holographic field makes the user invisible) or 
  makes the user resistant to damage.
  Some Traits (eg: Shield Breaker) deal additional Effects against 
  characters with a Shield item.
  
  136
  Misc Items and Services
  See pg: 64 for full Spare Time rules.
  See pg: 370 for the Misc Items and Services list.
  Access
  Sometimes you’ll need access to facilities that you don’t own. 
  Usually rented (Wealth Skill Spare Time Roll).
  Workshop, 10t
  Space in either a local’s personal shed or shared business 
  space (eg: Mechanics Workshop).
  Gain access to this Workshop for 1 session.
  Dedicated Workshop, 16t
  An entire workshop, often used by a dedicated business.
  Gain access to this Dedicated Workshop for 1 session.
  Storage Space (4 Cargo space), 10t
  Either a storage shed, work space, or a long-term docked 
  spacecraft. Usually used to store your Trade Goods.
  Gain access to 4 Cargo space for up to 3 sessions.
  Enforcer Backup, 14t
  You have gained the aid of 1d3 combat-ready men or women, 
  often police, local mercenaries, or thugs. They help you out because 
  of a common interest; you might be paying them, or they might be 
  enforcing the law, for example. Don’t abuse their aid, though, because 
  they won’t go on a suicide mission or do everything you ask.
  Long Distance Spacecraft Travel, 14t
  Public transport, for if you don’t have access to your own spacecraft, 
  or are arranging travel for another. Passenger transportation is a 
  widespread and common service to almost all people.
  Transports up to 5 characters for 6 days of travel (pg: 151).
  Healing
  Performed by yourself or another, medical practice is a serious 
  undertaking. It often requires specialised tools and a measure of skill.
  Extended Care, 2x 12t
  When a patient has many symptoms and minor problems, it can 
  be quite crippling. Extended care includes changing bandages, 
  administering helpful pharmaceuticals, and keeping an eye on 
  how the patient is doing.
  Requires an appropriate Toolbox and heals 1 point of Attribute 
  Damage to each Attribute and removes a Minor Condition (eg: 
  poison or infection).
  Surgery, 2x 14t
  A direct, invasive, and focused approach to healing traumatic 
  damage or curing the worst conditions. Surgery requires a place 
  to operate, correct tools (Workshop), patience, and talent.
  Can heal up to 8 Damage to a single Attribute and remove a 
  Major Condition (eg: terminal virus or severed limb).
  Also, the recipient of your Surgery Healing Roll may gain a single 
  free Trait Retro (pg: 32) to change any Trait to a Implant Trait.
  Spacecraft Repair, pg: 164
  When a spacecraft breaks, it is costly both in resources and time. 
  If you are skilled and have the right tools, it is best to fix it yourself, 
  but you can always pay another to do it for you.
  Maintenance, 2x 10t
  Any spacecraft that sees battle will need maintenance and care. 
  Requires a Toolbox and heals 1 Attribute Damage from every 
  Attribute or remove a Minor Condition (eg: virus or extensive 
  rust damage).
  Rebuild, 2x 14t
  Repairing major damage often requires pulling apart and 
  rebuilding an entire system to properly repair the damage.
  Requiring a Workshop, rebuilding heals up to 8 Attribute 
  Damage to a single Attribute and removes a Major Condition 
  (eg: destroyed wing, contaminated fuel line, destroyed computer 
  system, or mutinous crew).
  Change Out, 14t
  Every now and again you will want to change your spacecraft’s 
  load-out, such as changing a weapon system, refining its layout, 
  or adding new crew.
  Requires a Workshop and lets you change 1 Attribute point 
  (reducing one and increasing another), Weapon system, or Trait.
  “I love Kaltoran ships. They take the concept of 
  multiple redundancies to whole new level. Just the 
  other day I rebuilt the engine coolant system and ended 
  up with enough spare parts to fix the landing gear.”
  - James Thrift, chief engineer of the Aqua Sun.
  
  137
  Flash Light, 1 Slot, 8t
  A small, simple, but effective light source. Held in one hand, it 
  illuminates dark areas, but also illuminates you to some degree, 
  making your presence known to others.
  Requires 1 Action to Draw, requires 1 free hand (pg: 114), and can 
  be used with a Free Action. Reduces all Low Light (pg: 86) penalties 
  over a square area with a 3-space radius and all Attacks against you.
  2 Flares, 1 Slot, 8t
  Easily obtainable, flares completely illuminate a specific area.
  Requires 1 Action to Draw, requires 1 free hand (pg: 114), and can 
  be Thrown (pg: 110) at Range increments of 3 (pg: 78). Reduces Low 
  Light penalties by 2 Steps in Splash 4 and by 1 Step in Splash 8.
  Specific Environmental Equipment, 2 Slots, 12t
  This equipment allows you to function in a specific hostile 
  environment. It might include climbing gear, a tent, or 
  cooking equipment.
  Survival Rations, Weight 1, 8t
  Frozen food cubes, dried meat, and plenty of water; these are the 
  staples of military and survival rations. A must for long journeys 
  away from civilisation. They’re easy to acquire, but don’t go far if you 
  are not properly trained.
  Food and Water for 2 days, or for 7 if you are Trained in Survival.
  Pallet of Supplies, Cargo 1, 8t
  A pallet of food, water, fuel, and other non-combat supplies. 
  Particularly useful for long exploration or combat missions away 
  from settled areas.
  The pallet can give a spacecraft +6 Resupply, or it can be broken 
  up into ‘Food Supplies’ (see below).
  Food Supplies, Weight 4, 10t
  A week’s worth of food and water takes up a surprisingly large 
  amount of room, but it’s easy to come by in a settled area or by 
  hunting and gathering, if you have the right wilderness training.
  Food and Water for 7 days, or for 14 days if you are Trained 
  in Survival.
  Head Set, Weight 1, 12t
  An incredibly useful multipurpose item, almost a must-have for 
  all. It works at short range (100km, further if network is available), 
  and can handle both audio and video. Also comes with a heads up 
  display for controlling drones and other remote devices.
  Satellite Backpack, Weight 3, 14t
  Enables you to communicate over long distances (400+km). 
  Particularly useful for communicating with spacecraft when you 
  can’t access a public satellite system, though the backpack’s bulk 
  is often off-putting.
  Translator, Weight 1, 18t
  A rare technological wonder, the translator can interpret all 
  common languages, both text and speech, though it is no perfect 
  substitute to personally knowing a language.
  While using the Translator, you suffer -2 to all Social, Leadership, 
  and Culture Skill Rolls dealing with the translated Language.
  Non-Combat Drone, (Weight 1 (+0)), 14t
  See pg: 104 for full rules on Drones.
  This is a simple drone, used for menial tasks as it cannot engage 
  in combat. May be Bio Tech.
  Has Defence 8, Armour 2, Movement 4, Weight 1 (+0), and Slots 0.
  
  138
  Workbench, Cargo 0, 10t
  Low tech and extremely useful, the trusty workbench is usually 
  little more than a flat surface with basic mounted work tools.
  Workshop, Cargo 1, 14t
  A cleared work space with tools is a requirement for many serious 
  endeavours of skill.
  Choose 1 Trained Primary Skill the Workshop will apply to. 
  Workshop also counts as a Workbench.
  Dedicated Workshop, Cargo 4, 16t
  A serious and spacious place to work, a Dedicated Workshop is 
  used for the most advanced research and development projects.
  When you install it, choose 1 Trained Primary Skill. The Dedicated 
  Workshop counts as a Workshop for the selected Skill and grants 
  +2 to it, and it counts as a Workbench for all other Primary Skills.
  Advanced Medical Supplies, Weight 1, 12t
  A carefully selected pack of expensive pharmaceuticals, powerful 
  mutagens, and rare tools. This kit can make a big difference to 
  almost any applied medical endeavour.
  Grants +4 to one Medicine Healing Roll; if multiple are required for 
  a single purpose, it grants +4 to all those Spare Time Rolls. This is 
  a one-use item.
  GPS Mapping Computer, Weight 1, 12t
  A useful device for keeping track of Allies. Usually comes with 
  maps of the local area. Most urban areas will have free maps 
  available for download to this device.
  Toolkit, Weight 1, 6t
  Small tools helpful for when you use Professional Skills. Many 
  uses of Skills require that you have a Toolkit (eg: opening a metal 
  panel requires a screwdriver of some kind).
  Multi Tool, Weight 1, 12t
  Counts as a Toolkit (see above) for 4 Skills and only takes up 1 
  Equipment Slot. Select these Skills when you acquire the Multi Tool.
  Toolbox, Weight 2, 16t
  If you take a Skill seriously, you will want an appropriate Toolbox.
  A Toolbox can be used in place of a Toolkit.
  A Toolbox grants +1 to one Trained Primary Skill; this bonus does 
  not stack with other items.
  Omni Tool, Weight 1, 20t
  The title “Omni Tool” is used to describe a number of highly advanced 
  and varied Archon or X’ion multi-use work tools. Able to produce a 
  tool for almost any need, they come in a wide range of styles. Some 
  Archon Omni Tools use advanced holographic technology, while X’ion 
  Omni Tools may be a living shape-shifting creature.
  A Omni Tool counts as a Toolbox for all Trained Professional Skills.
  
  139
  Flesh Rejuvenator, Weight 0, 14t
  Widely used by the Nephilim during the Great X’ion War, this green 
  mutagenic fluid is a must-have for critical medical emergencies. By 
  reading the DNA of its recipient, the fluid expands over a wide area 
  to replace damaged, infected, or destroyed body parts, even going so 
  far as to replace broken bones and missing flesh.
  When you make a successful Paramedics Healing Roll, you may 
  use the Flesh Rejuvenator to Heal +2 Attribute Damage. This is a 
  Small, one-use item.
  Stim Cocktail, Weight 0, 8t
  A cheap cocktail of drugs and stimulants. This common cocktail 
  can give you a much-needed boost, but it tends to lock up your 
  muscles for a short time.
  On use, Heals 10 Endurance Damage, but prevents you from Moving 
  on your next Turn. This is a Small, one-use item.
  Clear Shot, Weight 0, 12t
  When you need a boost for an important attack you can’t afford to 
  miss, this Stim clears the mind of distractions and helps you focus. 
  Just try to ignore the burning side effects.
  On use, take 5 Endurance Damage and Boost your next Attack with 
  +4 Hit. This Attack must be made within five minutes to gain the 
  Boost. Does not Stack with other Clear Shot Stims. This is a Small, 
  one-use item.
  Psi Stim, Weight 0, 14t
  A strange and dangerous Stim that opens a psionic door in your 
  mind, allowing you to bend reality ever so slightly to your will. That 
  door swings both ways, though, letting something or someone have 
  a little nibble at your sanity.
  On use, take 1 Focus Damage (not reduced by Armour) and Boost 
  your next Attack with +1 Strong Hit. This Attack must be made before 
  the end of your next Turn. This is a Small, one-use item.
  Pack of Draz, Weight 2, 14t
  Can’t afford to sleep? This powerful drink substitutes your body’s 
  natural rest cycle with a cocktail of unlisted chemicals. On use, 
  removes your need to sleep for one night and gives you 1 Spare Time 
  Point (pg: 64). This is a one-use item.
  Street Draz, Weight 0, 12t
  Concentrated Draz syrup, from which popular Draz drinks are 
  made, diluted and mixed with a few extra ingredients.
  On use, gain +2 Armour for 3 Turns, including the Turn on which it 
  was used. At the end of the third Turn, take 1 Attribute Damage to a 
  random Attribute (roll 1d3). This Attribute Damage is not reduced by 
  Armour and cannot be Healed with a Paramedics Healing Roll. This 
  is a Small, one-use item.
  Pure Draz, Weight 0, 18t
  Pure, lab-refined Draz. Not only is it hard to acquire or make, it is 
  also often lethal.
  On use, gain +2 Armour until the end of the combat. When the 
  combat ends, take 2 Attribute Damage to a random Attribute (roll 
  1d3). This Attribute Damage is not reduced by Armour and cannot be 
  Healed with a Paramedics Healing Roll. This is a Small, one-use item. 
  Everyone knows Draz is bad for you, but it’s an 
  immensely popular and well-marketed energy and 
  alcoholic drink. Many can’t resist the promising lure of 
  longer days with no need for sleep.
  Popular with both high-flying businessmen and 
  club-crawling rave junkies, Draz offers it all with no 
  warning labels… apart from the back alleys littered with 
  desperate addicts looking for their next hit.
  These poor souls are the lucky ones. Pity and fear the 
  ones who can keep getting more…
  ........................
  “All walks of life are addicted to Draz. The busy to 
  its sleepless nights, the violent to its power, and the 
  merchants to its sales figures.”
  – Well-known truism.
  
  140
  
  141
  See pg: 58 for full Influence rules.
  All non-Corporation spacecraft are ancient pre-War relics of a 
  more advanced time that make use of advanced Ley Line Jump 
  Technologies few can even begin to comprehend. Their value 
  transcends all currency.
  It is extremely rare for a crew to maintain an entire spacecraft by 
  themselves. Steady access to fuel, munitions, supplies, and landing 
  platforms requires friends who are willing to support your endeavours 
  because your goals further their own interests.
  Overview
  Creating a Spacecraft, pg: 142
  Spacecraft are created much like characters (pg: 30), spacecraft 
  have Attributes, Traits, and some Stats. They do not have Levels, 
  Fate, Outfits, or Utility Items.
  Cost Influence
  Spacecraft are acquired by allotting Influence Points (pg: 58). 
  Multiple characters can contribute Influence Points to the 
  same spacecraft. These Influence Points can also be spent on 
  Weapons and Traits for the spacecraft.
  Build, pg: 144
  Just as each character has a Race, each spacecraft has a Build, 
  which defines the nature of its creation, who built it, and how 
  it was built.
  Traits, pg: 144
  Spacecraft may have one Trait for each of its Attributes and 
  its Size Stat. Each Trait increases the cost of the spacecraft by 
  5 Influence.
  Attributes, pg: 147
  A spacecraft begins with 18 Attribute Points to distribute amongst 
  6 Attributes: Hull, Engines, Crew, Power, CPU, and Sensors. Each 
  of these Attributes can be from 0 to 5.
  Size, pg: 148
  A spacecraft’s Size plays a large role in determining its 
  manoeuvrability, firepower, and cargo space. All spacecraft start at 
  Size 3.
  Weapons Slots, pg: 145
  A spacecraft may be equipped with one Weapon per Weapon 
  Slot. A spacecraft begins with Weapon Slots equal to its Size.
  Cargo, pg: 150
  Your spacecraft’s size determines how much room it has for you 
  to install Workshops or to store Trade Goods.
  Combat, pg: 155
  Spacecraft Combat is quite different from Personal Combat. In 
  Spacecraft Combat, you and your Allies may each take control of a 
  different Vehicle System of your spacecraft.
  Velocity, pg: 158
  Once you set the velocity of your spacecraft, it will continue to 
  move at that speed until you change it.
  System Rolls, pg: 168
  A spacecraft has four Systems: Command, Engineering, 
  Operations, and Gunnery. Each Turn you may attempt a single 
  System Roll.
  Scale and Relative Size, pg: 148
  All spacecraft Stats and Weapons are defined relative to other 
  spacecraft. The size and crew of an “average” spacecraft are defined 
  by the GM at the start of your game. Are the player characters the 
  only crew, or does each ship have hundreds?
  Combat Scale, pg: 156
  Some Spacecraft Combat will take place over relatively small 
  areas, while others will be fought over huge ones.
  All spacecraft Weapons and sensors are calibrated to track and 
  fight those who are travelling at speeds comparable to their 
  craft’s own. This makes spacecraft invisible and blind to all 
  those who are travelling at far different velocities.
  Spacecraft Overview
  
  142
  Spacecraft Creation
  Spacecraft are created like characters (see pg: 30).
  Read the Character Creation rules before you read this
  section. Also, read this section alongside a
  Spacecraft Character Sheet.
  Find a Suitable Spacecraft
  Before you can customise or build your spacecraft, you will need 
  to locate one through your in-game actions. Your spacecraft will 
  often come with a history of its own, possibly with a name, along 
  with allocated Attributes, Weapons, and a Build. When the players 
  find a craft, GMs are encouraged to allow then to shift around some 
  Attribute Points.
  Unable to Pay the Required Influence
  If players cannot pay the required Influence, their spacecraft’s 
  Weapons and Traits decrease at the end of the session until 
  they can pay the Influence cost. This represents the spacecraft 
  falling into disrepair.
  Attribute Points, pg: 147
  When creating a spacecraft, distribute 18 points amongst 
  6 Attributes: Hull, Engines, Crew, Power, CPU, and Sensors. 
  Each Attribute may be set from 0 to 5.
  Choose Traits, pg: 144
  Your spacecraft may have 1 Trait per Attribute and Size. Each Trait 
  increases the Influence cost of your spacecraft by 5.
  Calculated Stats
  Your spacecraft has a few calculated Stats that are used in and 
  out of combat.
  Cargo = (Size x4) +Hull -10
  Weapon Slots = Size
  Resupply = Size x2
  Defensive Stats
  These are calculated just like a character’s Defence Stats but 
  without Overburden or Cover rules and using Shields instead 
  of Endurance.
  Weapons, pg: 145
  Your spacecraft may have as many Weapons as it has Weapon 
  Slots. To mount a Weapon, it cannot have a Mount value higher than 
  the spacecraft’s Hull.
  Spacecraft Perks, pg: 152
  Gains 1 Optional Spacecraft Perk per Size. Some Spacecraft Perks 
  are automatically acquired for spacecraft of a certain Size.
  Defence = 12 -Size +Engines
  Armour = 3
  Shields = 10 + (Power xSize)
  3 is average.
  4 or 5 is amazingly powerful.
  0 is a lack of a system.
  1 or 2 is below average.
  
  143
  Find a Spacecraft
  You will need to locate a spacecraft through your in-game actions.
  This spacecraft may come with a pre-chosen Build, along with 
  Traits, Weapons, and allotted Attribute Points.
  Distribute 18 Attribute Points
  Distribute 18 points amongst Hull, Engines, Crew, Power, CPU, 
  and Sensors.
  Each Attribute may be set from 0 to 5.
  An average spacecraft has 3 points in each Attribute.
  Choose Weapons
  You may have 1 Weapon per Weapon Slot (normally equal to 
  your Size).
  Each Weapon’s Mount Stat must be equal to or lower than your 
  Hull Attribute. If your Hull Attribute is ever reduced (eg: through 
  Damage) below a Weapon’s Mount Stat, it ceases to function.
  Choose Spacecraft Perks
  Your spacecraft may have Optional Spacecraft Perks equal to its Size.
  Your spacecraft automatically gains any Automatic Spacecraft Perks 
  that it meets the Size requirement for.
  Add Up Available Influence
  Multiple characters can combine Influence to acquire one or 
  more spacecraft.
  If your spacecraft’s Influence cost is higher than your total 
  Influence, it will lose Weapons and Traits until the party can pay 
  its Influence cost.
  Choose Traits
  Each Trait costs 5 Influence points.
  You may select 1 Trait for each Attribute, along with 1 Size Trait.
  Creating a Spacecraft
  Influence Cost = Traits (5 Influence Each) +Weapons +10
  Best completed alongside the GM and other players.
  Calculated Stats 
  Cargo = (Size x4) +Hull -10
  Weapon Slots = Size
  Resupply = Size x2
  Defence = 12 -Size +Engines
  Armour = 3
  Shields = 10 + (Power xSize)
  
  144
  Influence Cost
  See pg: 58 for full Influence rules.
  A spacecraft is often too large and expensive for just its crew to 
  maintain and supply. You will need to have the support of a wider 
  circle of friends and allies to supply you with the fuel, munitions, 
  parts, and landing platforms that your spacecraft will need.
  One Big Craft or Many Small
  Your group can pool together all their Influence to acquire one 
  expensive spacecraft or multiple spacecraft.
  At a high Level (and high Influence), you and your group are 
  likely to acquire multiple spacecraft or a very large spacecraft with 
  multiple Sections (see: Extra Section Build, pg: 372).
  Influence Cost of a Spacecraft 
  = Traits (5 Influence Each) + Weapons Cost +10
  This cost may be paid by combining Influence
  from multiple characters.
  Shared Effort, Pooling Influence Example
  Mr Creelman and his team wish to pool their Influence to acquire 
  a large spacecraft known as the Shadow Jakkal.
  Mr Creelman has 9 Current Influence, and his four teammates 
  have 8 each, for a total of 41 (9+8+8+8+8). The spacecraft will cost 
  34 Influence, leaving them 7 Influence. They spend 5 on another 
  spacecraft Trait and hold onto the remaining 2 until they gain enough 
  to add another Weapon or Trait.
  Fighter Squadron, Spacecraft Influence Cost Example
  Chris and his elite fighter squad, The Imaginers, wish to acquire a 
  small spacecraft for each of their five members. Each member has 
  6 Current Influence and has taken the My Baby Influence Trait, which 
  reduces the Influence Cost of a spacecraft of Size 2 or below that 
  only they have paid Influence for by 10).
  Each member may spend their Influence on their spacecraft as 
  they see fit. Some spend it on better Weapons, while others give their 
  spacecraft a Trait.
  Traits
  See pg: 356 for a full list of available Vehicle System Traits.
  See pg: 373 for a full list of available Spacecraft Traits.
  Just like character Traits, spacecraft Traits are what set your 
  spacecraft apart from others. They often define the nature of your 
  spacecraft’s Attributes and its Size.
  Each spacecraft Trait costs 5 Influence.
  You may select 1 Trait per Attribute (Hull, Engines, Crew, Power, 
  CPU and Sensors), as well as 1 Trait for Size. This makes choosing 
  each Trait important, as you’ll be ignoring all the others.
  Requirements
  Many Traits have requirements that must be met before 
  selecting them.
  GM Approval
  Selecting this Trait requires the GM’s approval.
  Normally requires an in-game action to justify its choice.
  Maximum Attribute (Max X)
  The listed Attribute can be no higher than “X”.
  Minimum Attribute (Max X)
  The listed Attribute must be “X” or higher.
  Secret Knowledge (Secret Kn)
  You must have Secret Knowledge (from Research, pg: 68) in a 
  field that thematically matches the Trait. This often represents 
  your character learning how to install this Trait.
  Size X-Y
  Your Size value must be “X” or higher.
  Your Size value can be no higher than “Y”.
  Trait or Build
  You must have a prerequisite Trait or Build.
  Traits Should Make Thematic Sense
  Choose Traits that match the nature of your spacecraft. GMs can 
  require players to take in-game actions to justify their selection of a 
  Trait (eg: finding the right equipment or person to install the changes 
  to their spacecraft).
  Build
  See pg: 372 for a full list of available Vehicle System Builds.
  Just as every character has a Race, every spacecraft has a Build. 
  This reflects the nature of the spacecraft’s construction, such as 
  which race built it.
  All spacecraft must choose a Build.
  
  145
  Weapons
  See pg: 116 for full Variation and Modification rules.
  See pg: 145 for full Spacecraft Weapon rules.
  See pg: 377 for a full list of Spacecraft Weapons.
  The universe is a dangerous place, with pirates, Mechonids, and 
  a myriad of other unimaginable threats. Your spacecraft will need 
  Weapons, not only to defend itself, but also to attack those who 
  would cause you harm… or who have what you want.
  Shield Damage (Shield Dmg)
  Functions just like End Dmg (pg: 122) but against spacecraft Shields.
  Weapon Slots
  Your craft may have as many Weapons as it has Weapon Slots.
  Weapon Costs
  Weapons that don’t cost Spare Time Points cost Influence.
  Weapon Variations & Modifications
  As with personal equipment, spacecraft Weapons may have 
  Variations and Modifications.
  Repair Roll: Change Out
  See pg: 64 for full Spare Time rules.
  See pg: 164 for full Repair Roll rules.
  Unlike characters, spacecraft do not gain Retros (pg: 32) to 
  change their Attributes or Traits, and they cannot simply change 
  their Weapons for new ones. If you wish to change an Attribute, Trait, 
  or Weapon on your spacecraft, you must make a Change Out Spare 
  Time Roll of 14t and have access to a relevant Workshop.
  If changing an Attribute would break a Trait Requirement, you lose 
  the benefits of that Trait but keep the Disadvantages.
  All changes must be approved by the GM and will often require 
  some in-game actions to justify the change.
  New Spacecraft
  If you wish to get a new spacecraft, you must make a Change Out 
  Spare Time Roll to regain your spent Influence.
  Destroyed Spacecraft
  GMs are encouraged to reduce characters’ Current Influence
  if they lose their spacecraft.
  
  146
  
  147
  Attributes
  Attributes represent your spacecraft’s ability and nature relative to 
  other craft. Attributes are primarily used for System Rolls in combat 
  (pg: 168) and to give access to Traits (pg: 144).
  When creating a spacecraft, distribute 18 points
  amongst the 6 Attributes.
  Each Attribute may be set from 0 to 5.
  An average spacecraft has 3 in every Attribute; while 0 represents 
  the absence of a system (eg: a space station that does not move 
  may have 0 Engines), 5 is amazingly powerful.
  Many Traits (pg: 144) can only be selected if the craft meets 
  certain Attribute requirements.
  Hull
  The general bulk of your spacecraft.
  Primarily used to determine the craft’s Cargo space and the 
  quality of Weapons it can use.
  Engines (Eng)
  The rate at which your spacecraft can accelerate or decelerate.
  Primarily used to adjust your Velocity and increase your Defence.
  Crew
  The quality and quantity of your spacecraft’s crew and/or general 
  accessibility of your spacecraft.
  Primarily used for Boarding Party Attack Rolls, Repair Rolls and 
  Launching Ordnance.
  Just the PCs or with NPC Crew
  Your spacecraft does not have to have NPC Crew.
  A high Crew Attribute may represent the usability of your craft.
  Power (Pow)
  The power output of your spacecraft.
  Primarily used to determine the craft’s Shield strength and its 
  ability to boost other Systems.
  Processor (CPU)
  The processing power of your spacecraft’s central computer 
  or brain.
  Primarily used to determine your System Roll order and ability to 
  Lock Onto Targets.
  Sensors (Sen)
  Your ability to scan your environment.
  Primarily used to determine the long-range accuracy of your 
  spacecraft’s gun Batteries.
  Blockade Runner, Attribute Example
  The Rip Tide is one of the fastest smuggling ships in the Haven 
  system. It needs to be able to bypass the toughest military blockades.
  Hull: 4 (Good-sized cargo hold.)
  Eng: 4 (Great for hitting hard and changing velocity.)
  Cre: 2 (Don’t need a huge crew if you don’t hang around.)
  Pow: 3 (Good for keeping those shields up.)
  CPU: 4 (Great for jumping as soon as possible.)
  Sen: 1 (Terrible gun range. Ordnance will be a good option.)
  Size: 3 (Average size but big enough for some cargo space.)
  Gun Ship, Attribute Example
  The Hade’s crew want to hunt down pirates. Their spacecraft needs 
  to be tough and powerful if it’s going to survive..
  Hull: 5 (Great for making sure your guns don’t go down.)
  Eng: 2 (Enough to manage your velocity, but no fancy moves.)
  Cre: 2 (Enough for the odd patch job.)
  Pow: 3 (Good enough to keep those shields up.)
  CPU: 2 (Enough to keep your targets locked on.)
  Sen: 4 (Great for long-range attacks.)
  Size: 4 (You’re a big ship, with lots of guns.)
  Explorer, Attribute Example
  The Mystery is a deep-space exploration vessel. It needs to be 
  flexible: big enough to store supplies for a long journey, nimble 
  enough to avoid danger. It also needs sensors powerful enough that 
  it can keep its distance as needed.
  Hull: 2 (Just enough for some weapons, but nothing fancy.)
  Eng: 2 (Enough to manage your velocity.)
  Cre: 4 (Repairs are important if you don’t know when you’ll 
  dock next.)
  Pow: 2 (Your shields will go down quickly if you’re not careful.)
  CPU: 4 (Enough to give you the edge in most combat.)
  Sen: 4 (You’re fantastic at keeping your distance if needed.)
  Size: 3 (Average size, big enough to store supplies.)
  Fighter, Attribute Example
  The Sabre is a small and nimble fighter, built to provide combat 
  escort and support for larger spacecraft.
  Hull: 2 (Your guns are not that big.)
  Eng: 5 (Fantastic velocity control makes you incredibly hard to 
  hit when combined with your small size.)
  Cre: 1 (You’re just a one-man fighter.)
  Pow: 4 (Your shields can’t take much of a hit, but they’ll come 
  back quickly.)
  CPU: 4 (Maintaining your edge in combat is vital to your survival.)
  Sen: 2 (You will be using your manoeuvrability, not your range.)
  Size: 1 (Small and nimble.)
  
  148
  Size
  See pg: 150 for full Cargo space rules.
  See pg: 145 for full Weapons rules.
  See pg: 151 for full Non-Combat Travel and Resupply rules.
  See pg: 78 for full Attack Roll rules.
  See pg: 168 for full System Roll rules.
  See pg: 152 for full Spacecraft Perk rules.
  Your spacecraft’s Size Stat is its size relative to other craft.
  Spacecraft by default are Size 3. This can be increased or 
  decreased through Traits (pg: 144), particularly Size Traits.
  Cargo = (Size x4) +Hull -10
  Weapon Slots = Size
  Resupply = Size x2
  Defence = 12 -Size +Engines
  Defence vs Boarding = 10 +Size +Crew
  Manoeuvre System Roll Difficulty = Size x4
  Number of Spacecraft Perks = Size
  A larger spacecraft has more Cargo space,
  Weapons, and Shields.
  However, a larger craft also has lower Defence
  and is harder to manoeuvre.
  Optional Rule: Change Size Scale
  On the next page, you’ll see a size comparison of spacecraft within 
  the Fragged Empire setting. However, GMs can surely change the size 
  scale of spacecraft within your game.
  The Size of an average spacecraft is always 3.
  Changing the Size scale will not change the Stats of the spacecraft 
  in your game, but it will substantially change the feel.
  Huge Spacecraft, Change Size Scale Example
  Samantha, the GM, wants to run a game styled as a grand space 
  opera, featuring massive spacecraft with hundreds of crew and 
  dozens of escort fighter squads. She informs her players that an 
  average spacecraft of Size 3 in her game will be 200m long and 
  have a few hundred crew. Every time a spacecraft takes Attribute 
  Damage, several crew will likely have died. Most fighters will be 
  manned by a living pilot, not remotely controlled, and each warhead 
  body represents a group of warheads.
  None of this affects the statistics or rules of her game, but it will 
  significantly change the style of game.
  Small Spacecraft, Change Size Scale Example
  Frank, the GM, wants to run a game set at the dawn of the Rebirth, 
  just as the Kaltorans are re-entering space and meeting the other 
  races for the first time. These early spacecraft are quite small and 
  rudimentary in nature. He says that an average spacecraft of Size 3 
  in his game will only be 18m long.
  He also says that all out-of-combat Travel Time in space is 
  tripled, but the Resupply value of each spacecraft is increased by 4. 
  This is a minor change to the rules that will help give the game a 
  feel of survival and space pioneering.
  It was an unusual ship. Most people saw the docking 
  tentacles, the heat dissipation fins, the sensory pods, 
  or the cargo sphincter with the elaborate mechanical 
  crane recessed into the surrounding carapace and 
  thought “Ugh!” But Kr’tumbra watched with parental 
  pride and awe through the lightly tinted hull glass as 
  the gigantic dreadnought rotated silently and gracefully, 
  slim tentacles trailing as though in water to align itself 
  with the Corporate cargo transfer bay, then firmly attach 
  itself with an elaborate, artistic knotwork, allowing crew 
  to disembark. His bio-lab birthed baby had completed 
  her first patrol and eaten her first pirates. A resounding 
  success on both counts.
  A tear rolled down one smiling cheek.
  - Kr’tumbra and his ship.
  “Why don’t we construct massive spacecraft 
  haulers?” Peter’s investors often asked this question; 
  their ignorance was understandable. Bigger ships and 
  smaller crew would result in bigger profit margins.
  “The answer is unfortunately fairly simple. Big 
  ships are far too slow for this turbulent, dangerous, 
  and fast-changing economy. We need to be flexible 
  and quick.”
  - Peter Sams, Star Co Inc.
  
  149
  Default Size Comparison
  An average spacecraft is always Size 3.
  An average spacecraft may have a different length in your game.
  Size 2
  Heavy bomber or scout.
  Commonly manned by two to three crew.
  Average length: 22m.
  Size 4
  Heavy combat gunship or small freighter.
  Commonly manned by five commanders and five support crew.
  Average Length: 50m.
  Size 1
  Heavy or long-range fighter.
  Commonly crewed by a single pilot.
  Average length: 12m.
  Size 3
  The most common spacecraft size.
  Commonly manned by four to five crew.
  Average Length: 34m.
  Size 5
  Battleship or large freighter.
  Commonly manned by six commanders and two dozen support crew.
  Average Length: 80m.
  Ordnance (Fighters and Warheads)
  Short-range manned fighter or drone.
  Launched from a larger vessel.
  Commonly remote-guided.
  
  150
  Cargo
  The amount of available space inside your spacecraft is represented 
  by its Cargo Stat. This space can be used for storing Trade Goods (pg: 
  66) or for installing Workshops for Research (pg: 68).
  Your Spacecraft’s Cargo
  = (Size x4) +Hull -10
  Secret Cargo
  Sometimes a spacecraft will have hidden compartments, which 
  can be very useful for smuggling illegal items through customs or 
  for hiding characters.
  Spare Time Roll to Find
  If a player character wishes to search a spacecraft 
  for Secret Cargo, they must make a Spare Time Roll 
  of 12t.
  Dedicated Workshops
  These can only be installed in Secret Cargo spaces if 
  the craft has enough Secret Cargo spaces to fit the 
  entire Workshop.
  Trade Goods, pg: 68
  Having spare Cargo space on your spacecraft will be 
  incredibly useful for storing Trade Goods. One Cargo space 
  holds 4 Trade Good Boxes.
  Workshops
  Having Workshops on your spacecraft will be very useful 
  as they will give you the Tools (pg: 38) you will need 
  to make Skill (pg: 38), Healing (pg: 92), Repair 
  (pg: 164), Spare Time (pg: 64), and Research 
  (pg: 68) Rolls during your Downtime (pg: 95).
  Workbench, pg: 138
  Requires 0 Cargo space to install.
  Workshop, pg: 138
  Requires 1 Cargo space to install.
  Dedicated Workshop, pg: 138
  Requires 4 Cargo space to install.
  
  151
  Non-Combat Travel
  See pg: 8 for Sector and System maps.
  See pg: 278 for a Ley Line setting guide.
  See pg: 288 for a Reactors and Propulsion setting guide.
  Space is big... really big. But that’s OK, we have Jump Drives... 
  never mind the fact that no one really knows how they work.
  Note to GM
  The days spent travelling between locations is a great
  time to let your players use their Workshops and spend
  Spare Time Points.
  System Travel
  Travelling between planets and locations within a system of planets 
  around a central sun will usually require days of Jump Travel.
  Travelling between the blue lines marked on the System Map 
  requires 1 day of Jump Travel. These lines are often parallel to 
  the Sun.
  Leaving a System
  If you wish to leave a system, you will need to travel to the 
  outside edge of the map first.
  Sector Travel
  Travelling between star systems and nebula usually requires 
  weeks of Jump Travel if you are not moving along a Ley Line.
  Travelling from one blue hex on the Sector Map requires 6 days of 
  Jump Travel. When travelling along a Ley Line, these hexes are much 
  larger, allowing for faster travel.
  Interrupting Jump Travel
  Jump Travel can be interrupted for many reasons, whether through 
  ancient SOS beacons, pirate interdiction devices, astral phenomena, 
  or system failures.
  Partial Line/Hex
  Travelling partway along a hex or line takes less time than 
  travelling its whole length. For example, travelling from the middle 
  of a Sector Hex requires 3 days rather than 6.
  Resupply
  See pg: 160 for full Spacecraft Condition rules.
  This is the number of days a spacecraft can spend in space before 
  it falls into disrepair. Anytime that you land your spacecraft in a 
  friendly city, your Resupply refills.
  Your Spacecraft’s Resupply
  = Size x2
  Pallet of Supplies, pg: 137
  A Pallet, acquired through a Spare Time Roll, extends your 
  spacecraft’s Resupply by 6 at the cost of 1 Cargo space.
  Foraging for Supplies
  Player characters are encourage to be creative in their approach 
  to regaining their Resupply. GMs should give players a chance 
  to forage their local area for what they need. During the Great 
  X’ion War many spacecraft where shot down and remain 
  un-salvaged. There are also numerous hidden caches waiting 
  for their creators to return.
  Running out of supplies is a great opportunity for a story.
  It is simply not possible to always bring the supplies you
  will need for a long journey into uncharted space.
  Low Resupply
  For each day of Jump Travel beyond your Resupply, the GM applies 
  a negative Condition to the party or spacecraft that reflects the 
  situation. The most common effects of low Resupply are Low Fuel 
  and/or Low Food/Water.
  Minor Condition: Low Fuel
   » You can make one more Jump (including Combat Jump). If 
  this does not take you to a safe location where you can refuel, 
  the craft gains the Major Condition: Out of Fuel, pg: 162 (may 
  not Jump, x10 travel time outside of combat).
  Minor Condition: Low Munitions
   » Your Fighters have Hit -4.
   » You may only Launch your Warheads one more time.
   » All of your Batteries have 1 Clip.
  Minor Condition: Disrepair
   » -2 to all System Rolls.
  Low Food/Water
  See pg: 75 for full Low Food and/or Water rules.
  Eden
  (Arid, Tundra)
  The Haven
  System
  Alabaster
  (Gas)
  Lilith
  (Arctic)
  Kaltoran
  Corporation
  Kadash
  (Ocean)
  Nephilim
  Monopoly Belt
  Mishpacha
  (Jungle)
  Sector 3
  Sector 5
  Sector 4
  Sector 3
  Sector 2
  Cerberus
  Legion
  The Habrixis
  Sector
  Ley Line
  Haven
  
  152
  Spacecraft Perks
  See pg: 309 for full Complication GM rules.
  As spacecraft become larger, they often gain non-essential but 
  important functions. While these minor features do little to improve 
  the overall combat ability of the spacecraft, they are often incredibly 
  useful to their crew.
  Gain Optional Spacecraft Perks equal to your spacecraft’s Size.
  Gain ALL Automatic Perks that your spacecraft’s Size meets.
  Size Requirements
  Most Perks have a minimum or maximum Size requirement.
  Creating Perks
  GMs can invent new Perks. Be careful to not make a Perk that is 
  too close to another or imbalanced.
  Different Size Scale, pg: 148
  When using the optional Change Size Scale rule, you will need to 
  reduce or increase the Size Requirements of most Perks to fit the 
  feel of your game.
  For example, if you increase the physical size of the average Size 
  3 spacecraft to hundreds of meters, it makes sense that a spacecraft 
  of this size would have several Large Rooms, and a Size 2 (or even 
  1) spacecraft might even have several Large Rooms.
  Gabriel Tempson stalked from one end of the terminal 
  and diagram-studded laboratory to the other. Back and 
  forth, muttering and occasionally smacking a technical 
  dossier, notebook, or old food container to the floor 
  in frustration. “It makes no damn sense!” he screamed 
  at the cluttered lab, stained walls showing just how 
  destitute his “theory-heavy” research had made him.
  “Okay, from the start, Gabe,” he muttered.
  “When the right Ley Energies are directed at a small 
  enough point in local space-time, we get an energy 
  flicker, and if we then follow that up with a micro-burst 
  of neutron radiation, we get an opening of a temporary 
  portal, allowing directed post-lightspeed travel within a 
  shielded bubble, without any time dilation, exponential 
  mass increase… or anything else that makes sense.”
  Here he paused, looking towards one of the terminals 
  to check his notes. “Now, wait… What if the flicker we get 
  is more of a signal? And something else is opening the 
  Ley Line anomaly? Some kind of human-tech machine! 
  Ha! Of course! It’s all so obvious!”
   
  “Okay, so I’ll need to check all this… If we start 
  modulating the frequency of these energies… and 
  alternating the durations we could… Yes!”
  Vicious joy infusing his expression, he swaggered 
  across the lab to the single locked drawer and punched 
  a code into the electronic lock.
  With a slight hiss and thunk the drawer shot out to 
  full extension, revealing his one remaining asset of any 
  value: a Corporate Credit card.
  Aboard the ship Radiant Freedom, a monitor beeped. 
  “Hey! Looks like we might have a job! Check it! Deep 
  space research and exploration… nice”
  - Beginning of a partially debunked
  Ley Lines theory.
  “That’s right, sir, we do…. Yes, indeed, we sell those. 
  What credit bracket would you be offering, sir? … I 
  understand that, sir. But I’m afraid ‘culture clash’ does 
  not give a line of credit according to company policy. 
  That’s why… No, sir, we can’t accept an ‘I owe you’ for 
  that. However, if you… I’m sorry, sir, but threats require 
  me to end this conversation.”
  The low-paid Corp with the threadbare suit sat in 
  the dim metallic office, staring at the wall. “Bloody 
  Kaltorans, third one today.” he muttered. Then a small 
  ping rang from the unadorned small cube in front of him.
  “Hello, and welcome to the CorpSafe Complaints line. 
  How may I be of assistance to you today?”
  
  153
  Optional Perks
  These minor features of your spacecraft may be overlooked by the 
  casual observer, but they can be incredibly useful.
  +5 Shields (Size 1-2, not NPC)
  This carefully calibrated shield system makes your spacecraft 
  surprisingly hard to destroy.
  +1 Cargo
  A little extra thought has been put into your spacecraft’s 
  construction, giving it some more room.
  +2 Resupply
  The commonly used life support, fuel, and munitions systems 
  on your spacecraft are of higher quality than normal, letting you 
  travel just a little bit further than others.
  Deep Space SOS Beacon
  Your spacecraft is equipped with several small but valuable 
  distress beacons. They are only to be used in the most dire of 
  circumstances, where the risks of remaining unnoticed outweigh 
  the risks of attracting the attention of unfavourable or hostile 
  ships. The beacons will alert all nearby spacecraft (even those 
  mid-Jump) to your distress with a pre-recorded message.
  Those of an unscrupulous and cunning nature frequently use 
  such systems to attract unsuspecting ships into their trap.
  Escape Pods (Size 3-5)
  Despite hoping such measures will never be needed, your crew 
  will be slightly put at ease by knowing that their spacecraft 
  comes equipped with short-range escape pods.
  If you spacecraft is Destroyed, all player characters may take a 
  escape pod to avoid Death.
  Shuttle (Size 4-5)
  Your spacecraft comes equipped with a small (less than Size 1) 
  space-worthy Shuttle, able to ferry a small crew to and from a 
  planetary surface.
  Brig (Size 3-5)
  Your spacecraft has a dedicated jail area with multiple cells, 
  made from metal bars or force fields with a dedicated backup 
  power supply.
  Armoury
  A fully stocked Armoury allows your crew to regain all used 
  Clips and Ammunition during their Downtime.
  Additional Rooms (Size 3-5)
  Your spacecraft has several more rooms than one of its size 
  normally would.
  Automatic Perks
  Nearly all spacecraft come equipped with certain systems and 
  features that make them suitable for space travel. As spacecraft 
  become larger, they often have more functions so they can 
  accommodate their larger crew.
  Ejection Seats (Size 1-2)
  If your spacecraft is Destroyed, all player characters will be 
  safely ejected and avoid Death as long as they have an Outfit 
  suitable for the void of space.
  Comm System
  Your spacecraft is equipped with a Radio (pg: 274), allowing it to 
  contact others with a Comm System.
  Life Support
  Your spacecraft is equipped with air filtration, artificial gravity, 
  waste disposal, temperature control, and myriad other systems 
  to allow life inside the safety of its hull.
  Jump Drive
  Your spacecraft is capable of opening a Jump Portal (pg: 288), 
  allowing it to travel at extraordinary speeds outside of combat.
  Docking Clamp (Size 2-5)
  Your spacecraft is able to dock with other spacecraft.
  Airlock (Size 2-5)
  Your spacecraft has air-cycling chambers that allow its crew to 
  exit and enter from hostile environments such as the void of 
  space without harming the craft’s integrity.
  Corridors (Size 3-5)
  Your spacecraft is large enough to feature open chambers and 
  corridors through which its crew can walk.
  Small Rooms (3-5)
  Your spacecraft has several small rooms that can be used for a 
  wide variety of purposes (eg: bedrooms).
  Large Rooms (5)
  Your spacecraft has several very large rooms inside its 
  considerable bulk.
  “Why does our new ship smell like an old Legion and 
  have no comms or kitchen?”
  - Graeme Toffindell, Corporate.
  
  154
  
  155
  During the Great War, most spacecraft were either constructed 
  for or retrofitted for heavy combat use. Though the Haven system 
  is no longer in a state of open war, the widespread use of these 
  well-armed vessels has cultivated an expectation that all spacecraft 
  are to be armed.
  Spacecraft Combat
  Overview
  The following is a short overview of how spacecraft Combat works. 
  We suggest printing out the Spacecraft Character Sheet (download 
  from www.fraggedempire.com) to have as you read over these rules.
  Just Like Personal Combat
  Spacecraft Combat uses many of the same mechanics as 
  Personal Combat (pg: 71). It is assumed that you are familiar
  with these rules before reading this chapter.
  Combat Scale, pg: 156
  While the scale of a Combat Area does play a part in personal 
  Combat, it plays a much larger thematic role in spacecraft Combat.
  Spacecraft have sensors and weapons calibrated to detect and 
  interact with craft and objects moving at a similar speed to their 
  own ship’s.
  Spacecraft travelling much faster or slower than your spacecraft 
  will be invisible to your sensors. Likewise, the faster your spacecraft 
  travels, the less information your sensors will give you on stellar 
  objects (eg: planets) and phenomena.
  In practice, the GM can play with scale to make combat have the 
  desired feel (eg: a planet could take up a single space on your Battle 
  Map, or it could take up 12 spaces).
  Turns and System Rolls, pg: 168
  Just like personal Combat, spacecraft Combat is broken up into 
  Turns. On each Turn, a craft gets System Rolls, equivalent to Actions.
  But unlike personal Combat, characters do not perform two Actions. 
  Instead, they may each attempt one System Roll. System Rolls are 
  broken up into four categories: Command, Engineering, Operations, 
  and Gunnery. Most System Rolls may only be successfully used 
  once per Turn.
  Battle Map, Miniatures 
  As with personal Combat, a laminated square Battle Map will be 
  very useful for running spacecraft Combat.
  Velocity, pg: 158
  Spacecraft manage their movement quite differently from 
  characters. At the start of its Command System Roll Phase, a 
  spacecraft moves in the direction it is facing by the number of 
  spaces equal to its Velocity.
  Command System Rolls are used to increase or decrease your 
  spacecraft’s Velocity.
  Weapons, pg: 145
  Spacecraft Attack with Weapons, which come in three main types: 
  Fighters, Warheads, and Batteries.
  Fighters and Warheads work similarly to Drones (pg: 104), while 
  Batteries work similarly to Guns (pg: 102).
  Rolling Dice and Attacking, pg: 78
  This works just like personal Combat, except that there is no Cover, 
  and you may always add any additional dice for RoF 2+ Attacks.
  Strong Hits, pg: 82
  This works just like personal Combat.
  Critical Hits and Destroying Things, pg: 164
  This works just like personal Combat. Spacecraft have Shields, 
  rather than Endurance, but they function the same.
  Your spacecraft is Destroyed when any of your Attributes are 
  reduced to -5.
  NPC spacecraft are Destroyed when any of their Attributes are 
  reduced to 0.
  Fights Are Never “Balanced”
  Just as with personal Combat, spacecraft Combat is very rarely 
  perfectly balanced. Players are encouraged to intelligently pick their 
  fights, fight dirty, and be cunning. If you are able, carefully pick not 
  only when you fight, but also who and where.
  
  156
  Combat Scale
  See pg: 158 for full Spacecraft Velocity rules.
  While the scale of a combat does play a role in Personal Combat, 
  it plays a much larger thematic role in Spacecraft Combat as 
  spacecraft can only engage in combat with other spacecraft that are 
  travelling at a comparable Velocity to them.
  If a spacecraft is travelling much faster or slower than you, you 
  might be able to detect them outside combat with a Sensors Skill 
  Roll, but you usually cannot engage them with your Weapons.
  Determining Combat Scale
  At the start of Spacecraft Combat, the GM determines the scale 
  of your fight. If you are travelling between planets, you are likely 
  travelling at high Velocity, increasing your combat scale. If you are 
  orbiting a planet or exploring an asteroid field, your Velocity is likely 
  low, decreasing your combat scale.
  For any spacecraft to engage one another in a combat, the two 
  must match in combat scale.
  All Thematic Feel
  Changing your combat scale does not affect the mechanics
  of combat. However, it greatly alters the feel of combat,
  as it defines the nature of your environment.
  Alone in a Crowded Sky
  Because spacecraft must have comparable
  Velocity before they can engage in combat, a spacecraft
  can feel alone in a crowded area of space.
  Eg: You are fighting around a busy trade hub, but it may take
  some time for other spacecraft to speed up or slow down
  enough to be able to join in your combat.
  Small Combat Scale, Low Velocity
  When combat takes place over a very small area of space, an 
  entire side of your Battle Map might be a planet, or your entire Battle 
  Map could be the inside of a large space station or a mountain range 
  inside a planet’s atmosphere.
  Large Combat Scale, High Velocity
  When combat takes place over a very large area of space, entire 
  planets might only take up part of a single square on your Battle Map.
  Changing Combat Scale
  Rather than making a Combat Jump System Roll (pg: 175), you 
  may leave combat by changing your combat scale, leaving your 
  Opponents at a different scale.
  If you do this, your GM may have your Opponents follow you once 
  they meet the Velocity requirements. Please be patient with your GM 
  as they redraw your Battle Map to match your new combat scale.
  Increasing Combat Scale
  Your spacecraft must remain at Velocity 6 for 5 Turns.
  At the start of your sixth Turn, you may choose to leave the 
  Combat Area by increasing your combat scale.
  Decreasing Combat Scale
  Your spacecraft must remain at Velocity 1 for 5 Turns.
  At the start of your sixth Turn, you may choose to leave the 
  Combat Area by decreasing your combat scale.
  Combat Jump, pg: 175
  As with moving off the edge of your Combat Area (Battle Map), 
  changing your combat scale increases the number of required 
  successful Combat Jump System Rolls by 2.
  Outside Combat
  Outside combat, the GM should require a Skill Roll (eg: Astronomy, 
  Planetoids, or Operations) for a craft to detect and analyse other 
  spacecraft, objects, or astronomical phenomena. For a detailed 
  analysis. a spacecraft must have low Velocity, leaving it at Small 
  combat scale if combat does start.
  “The Archons be damned! Why can’t they design a 
  targeting system that doesn’t require us to match our 
  target’s velocity!” Alexis hated computers but loved 
  combat. This made his career choice to be a space 
  pirate all the more odd. “… I know, I know. Relativistic 
  particle displacement sensors… bla, bla, bla. It’s all 
  crap. If we can see them on our sensors, we should be 
  able to shoot them!”
  Alexis gripped his command chair as his crew burned 
  their forward thrusters. The ship shook violently as their 
  forward motion fruitlessly fought to stay in control.
  Beep, beep, beep.
  “Captain. Velocity reduced, and weapon systems have 
  once again locked on.”
  “Well blast them to X’ion before we lose them again!”
  
  157
  Small Combat Scale
  The planet may not affect the mechanics of combat.
  Moons count as Objects.
  Mark the Gravity Fields of the moons.
  Space debris count as Dust Clouds.
  Average Combat Scale
  Planet counts as an Object.
  Mark the Gravity Field of the planet.
  Moons count as Objects.
  Moderate and large Asteroids count as Objects.
  Large Combat Scale
  Planet counts as an Object.
  Mark the Gravity Field of the planet.
  Asteroids count as Objects.
  Clusters of moderate Asteroids count as Dust Clouds.
  Large Asteroids count as Objects.
  Massive Combat Scale
  Planet counts as an Object.
  You may mark the Gravity Field of the planet.
  Small Asteroids count as Dust Clouds.
  Large Asteroid fields count as Dust Clouds.
  Example Combat Scales
  This example shows four battles going on around the planet Eden.
  While in combat, none of these spacecraft can sense or Target any spacecraft at a different combat scale.
  
  158
  Velocity
  See pg: 174 for full Command System Roll rules.
  A spacecraft moves depending on its Velocity, which is changed 
  through Command System Rolls.
  Your Velocity can never exceed 6 or drop below 1.
  Tracking Velocity
  To track your Velocity, keep a d6 next to your
  spacecraft miniature on your Battle Map.
  Command System Rolls, pg: 174
  This is the main way to alter your spacecraft’s Velocity and to 
  Turn it.
  Think Ahead
  Forward thinking is key to managing your
  spacecraft’s movement.
  Changing your spacecraft’s Velocity or facing does
  not affect its movement until its next Turn.
  Order of Action
  The spacecraft with the highest Velocity (or Size, if equal) 
  takes their Command System Roll Phase first. This is often 
  a disadvantage because other spacecraft can change their 
  Velocity and facing in response to you.
  Move Before Rolling
  At the start of your spacecraft’s Turn, move it forward a number 
  of spaces equal to its Velocity. Do this before making any 
  System Rolls.
  Altering Your Velocity
  When you alter your spacecraft’s Velocity, do not move the 
  spacecraft. Just change the value on the d6 next to the 
  spacecraft.
  When rotating the facing of your spacecraft, you must do so 
  in increments of 45o. Changing your facing is commonly done 
  as part of a Command System Roll. Facing cannot be changed 
  before or partway through a spacecraft’s movement.
  Ordnance
  Do not use Velocity rules to dictate the movement of Ordnance.
  Collision
  Space is big, and unintentional collisions in open space are rare. 
  Your spacecraft can go through spaces with spacecraft or Objects. 
  However, doing so may cause consequences to you.
  Environment, pg: 160
  Some parts of the Environment (eg: Objects) may apply effects 
  to your spacecraft if you pass through them or end movement 
  in the same space.
  Spacecraft
  If your spacecraft ends its movement in the same space as 
  another spacecraft, they immediately move to an adjacent 
  space of their choice.
  Ally Spacecraft
  If you end your movement in the same space as an Ally 
  spacecraft, the GM immediately moves the Ally spacecraft into 
  an adjacent space.
  Ordnance
  Resolve as if it were a spacecraft.
  However, your Ordnance may not voluntarily end its 
  movement in the same space as a spacecraft, Ordnance, or 
  Environmental Object.
  Friendly Ordnance
  Resolve as if it were an Ally spacecraft.
  Leaving Combat Area
  Anytime your spacecraft leaves the edge of the Battle Map – 
  whether by altering your combat scale (pg: 156), making a Combat 
  Jump System Roll (pg: 175), or by simply flying off the edge of the 
  map – you leave the Combat Area. If your Opponent follows you, the 
  GM may need to redraw the Battle Map.
  If you perform a Combat Jump, your opponent should rarely be 
  able to follow you.
  Turning
  See pg: 173 for full Turning rules.
  “In many ways the modern space merchant has much 
  in common with the brutal Legion Nomads or the vicious 
  Kaltoran Dark Tribesmen, living on the edge as they 
  fight over limited resources.”
  - Klarhkrakar, Nephilim Biomass Merchant.
  
  159
  Set Velocity
  At the start of combat, each spacecraft sets its starting Velocity (1-6).
  The aggressor (who started the fight) sets their Velocity last.
  If desired, the GM can set the Velocity of any or all spacecraft.
  Track Velocity
  At the start of combat, place a d6 next to each spacecraft miniature. 
  These will be used to track each spacecraft’s Velocity.
  Spacecraft cannot have Velocity lower than 1 or higher than 6.
  Altering Velocity and Facing
  To alter your spacecraft’s Velocity, use Command System Rolls.
  Other effects may change Velocity.
  You may also change your spacecraft’s facing by using Command 
  System Rolls.
  Move at the Start of your Command System Roll Phase
  The spacecraft with the highest Velocity (or Size, if equal) takes its 
  Turn first. The others follow in the same order.
  At the beginning of its Turn, move a spacecraft forward a number of 
  spaces equal to its Velocity.
  Spacecraft Collisions
  If your spacecraft ends its movement in the same space as another 
  spacecraft, the other craft immediately moves to an adjacent 
  space of their choice.
  Velocity
  A spacecraft always moves at the beginning of its Turn.
  A high Engine Attribute allows you to quickly change your Velocity.
  
  160
  Dust Cloud
  A field of small rocks, ice, or debris can be moderately hazardous 
  to navigate, especially at high speed.
   » If your spacecraft starts its Turn in a Dust Cloud, or if it enters 
  one, it takes Damage equal to its Velocity. If the spacecraft 
  has or is reduced to 0 Shields, it also receives a Critical 
  Hit (pg: 164).
   » You receive -2 to all Attack Rolls made while within or through 
  a Dust Cloud (penalty stacks for each space of Dust Cloud).
  Fighters
  These may not move through a Dust Cloud.
  Warheads
  These may not Attack Targets within a Dust Cloud or move 
  through a Dust Cloud.
  Tiny Combat Scale
  Any time a spacecraft takes Attribute Damage, they may leave 
  behind a small cloud of debris.
  Small Combat Scale
  A space station waste disposal port may periodically expel a 
  cloud of waste.
  Massive Combat Scale
  Your spacecraft is travelling so fast that much of an asteroid 
  belt is little more than a small blip on your sensors.
  Environment, Conditions & Effects
  See pg: 156 for full Combat Scale rules.
  See pg: 158 for full Velocity and Collision rules.
  Space is massive, with a huge range of environments. Some are 
  barren and empty, while others are cluttered and exotic. This list of 
  example Environments is only a small taste of what is out there.
  Your Combat Scale will GREATLY
  affect the nature of your Environment.
  Atmosphere (Tiny Combat Scale Only)
  Most spacecraft are not designed to function effectively inside a 
  planet’s atmosphere. They are heavy, lack an aerodynamic shape, 
  and often propel themselves forward with pure force. Engaging in 
  combat inside a planet’s atmosphere can be incredibly dangerous 
  for an ill-equipped spacecraft.
   » At the end of its Turn, spacecraft receive 1 Engine Attribute 
  Damage (not reduced by Armour).
   » At the end of each third Turn, this Damage increases by 1 for 
  the remainder of combat.
   » All Weapons suffer -2 Hit and -2 Range.
  Welcome to CorpSafe, Valued* Employee!
  Management wishes to congratulate you on passing the 
  extensive background and aptitude tests, and to remind you of 
  articles 9 through 27 of the Employee Contractual Obligations 
  clause, particular the in-house by-laws and punishments 
  concerning Unlicensed Trading, Unlicensed Information 
  Brokering, and the bi-weekly mandatory physiology and 
  anti-espionage scan and physical.
  Duties will include but are not limited to; securing CorpSafe 
  premises, personnel, data, and assets; possible acquisition 
  of said premises, personnel, data, and assets; stripping and 
  Atmosphere with Mountains (Objects)
  Dust Cloud
  disposal of biological and mechanical assets found and 
  acquired or slain during the course of your duties. Offered 
  bribes from competitors and otherwise are to be accepted and 
  logged with payroll, and the offending party is to be detained 
  for questioning. For more details on duties and procedures, 
  please contact Personnel Resources on CorpSafe Comms 
  channel 23.
  *Employee #252a3g has a current estimated worth of 
  9,057 credits per annum with 3rd tier security and equivalent 
  information clearance for the contractual period.
  
  161
  Gravity Field
  Most commonly caused by a large planetary body, these fields 
  may prove quite advantageous to a skilled pilot. They offer another 
  way to change your spacecraft’s facing and increase its Velocity.
   » On entering, your spacecraft gains +2 Velocity.
   » On entering, or at any time within the field (even part way 
  through your Movement) you may make a free 45o Rotation 
  towards the source (usually a Object) of the Gravity Field.
  Field Size
  Gravity Fields are usually at least 3x3 spaces. If a field is a 
  single space, it should also include an Object in that space and 
  allow the spacecraft to change its facing in any direction.
  Overlapping Gravity Fields
  If a spacecraft enters a space where Gravity Fields overlap, it 
  may choose for any number of the overlapping fields to affect 
  the ship.
  Small Combat Scale
  The Combat Area is dominated by a central planet with a Gravity 
  Field that extends across half the Battle Map.
  Large Combat Scale
  A planet and its two orbiting moons make for some interesting 
  manoeuvring opportunities.
  Massive Combat Scale
  Your spacecraft is only affected in any significant way by large 
  planetary bodies.
  Nebula
  It would be an insurmountable task to categorise the wide array 
  of astral phenomena within the galaxy. Their effects and sizes vary 
  hugely; some are common, such as clouds of helium or ionised gas, 
  while others’ nature are a mystery.
   » On entering, remove all Locked On Effects (pg: 125) on your 
  spacecraft or which you have applied to other spacecraft.
   » May have additional, GM-defined effects.
  Object
  Often large, these physical objects will need to be carefully 
  navigated to avoid a collision.
   » On entering: reduce your spacecraft’s Velocity by 2. If your 
  resulting Velocity is above 2 your spacecraft takes 1 Attribute 
  Damage to a random (1d6) Attribute (no Armour).
   » You receive -2 to all Attack Rolls made while within or 
  through a Object (penalty stacks for each different Object).
  Destroying an Object
  Some smaller Objects (and portions of larger ones) can be 
  destroyed by Attacking them.
  Most Objects have 8 Defence and 3 Armour. If they receive 
  1 Attribute Damage, most will be partially or completely 
  Destroyed. This may leave a Dust Cloud in the same space.
  Fighters and Warheads
  May not move through Objects.
  Tiny Combat Scale
  There are lots of things to crash into as you fly around the 
  inside of large space station.
  Small Combat Scale
  Each individual asteroid needs to be avoided.
  Massive Combat Scale
  At this speed, only planets needs to be carefully avoided.
  Other Spacecraft and Ordnance
  See pg: 158 for full Collision rules.
  Gravity Field (Generated by Planet)
  Nebula
  Object (Asteroids)
  Object (Planet & Moon)
  “And then we turned towards the planet, and held on 
  as we slingshotted around till we were clear. Bit nasty 
  before that, though.”
  - Nif’tan, Nephilim Hybrid and trade captain. 
  
  162
  Example Effects
  Boarded
  While engaged in a spacecraft fight, you are boarded by 
  enemy troops!
  See pg: 180 for full
  Boarding Party Weapon rules.
   » Your spacecraft may gain this Effect up to five times at once.
   » At the start of your opponent’s Command System Roll Phase, 
  they may make 1 Boarding Party Attack against you as a 
  Free Action.
   » If this Boarding Party Attack fails, remove 1 Boarded Effect 
  from your spacecraft.
  Locked On
  Functions just like Locked On in personal Combat (pg: 125).
   » All enemies gain a bonus to their Attack Rolls against you 
  equal to their Weapon’s “Lock On +X” bonus.
   » Removed at the end of combat.
  On Fire
  See pg: 164 for full On Fire rules.
  Function similarly to Bleeding (pg: 88).
  Attack Rolls
  See pg: 78 for full Attack Roll rules.
  See pg: 168 for full Spacecraft System Roll rules.
  See pg: 145 for full Spacecraft Weapon rules.
  Attack Rolls and Range in spacecraft Combat work just like in 
  personal Combat. A Weapon’s Type determines what System Roll 
  Action is used to Attack with that Weapon.
  Fighters use Command System Rolls (pg: 174).
  Warheads use Operations System Rolls (pg: 176).
  Batteries use Gunnery System Rolls (pg: 177).
  “Our societies are the offspring of two horrible 
  parents: genocidal war and a hundred years of 
  desperation. This generation will never overcome such 
  powerful influences. But maybe the next can be born 
  of two slightly better parents: tolerance and prosperity. 
  And maybe their children can finally be good parents.”
  - Achilles, Legion father.
  “They got onboard! Captain, what do we do?”
  “Shoot them, you stupid idiots! … and don’t puncture 
  the hull!”
  Example Conditions
  Make Repairs, pg: 164
  Missing parts, vital system damage, rust, viruses, and other 
  problems can be repaired through many different construction 
  and resupply methods.
  Minor Condition: Low Fuel
   » You only have the fuel to make one Jump. If this does not 
  take you to a safe location where you can refuel, you gain the 
  Major Condition: Out of Fuel.
  Major Condition: Out of Fuel
   » May not Jump.
   » Outside combat, your travel time increases by x10.
  Minor Condition: Low Munitions
   » Your Fighters have Hit -4.
   » You may only Launch your Warheads one more time.
   » All of your Batteries have 1 Clip.
  Minor Condition: Disrepair
   » -2 to all System Rolls.
  Minor Condition: Damaged Communications
   » You may not use your spacecraft Radio.
   » -1 Sensors.
  Minor or Major Condition: Virus
   » -1 Power, CPU, or Sensors.
   » May have secret, GM-defined effects.
   » You may gain this Condition multiple times.
  Major Condition: Damaged Engines
   » You may only Turn once per Turn.
  Major Condition: Damaged Reactor
   » -10 Shields.
   » -1 to all System Rolls.
  Major Condition: Decompressed Room
   » -2 Cargo space.
   » One or more rooms onboard may only be accessed by 
  characters able to enter a Void.
   » You may gain this Condition multiple times.
  
  163
  
  164
  Damage
  See pg: 87 for full Damage rules.
  Spacecraft receive Damage like characters do, except that 
  spacecraft have Shields in place of Endurance.
  Armour
  By default, spacecraft have 3 Armour.
  No Cover
  There is no Cover (pg: 86) in spacecraft Combat, but some 
  Environments (pg: 160) reduce spacecrafts’ To Hit chance.
  Destruction
  If your spacecraft has an Attribute reduced to -5 or below, it is 
  Destroyed and all characters on board are killed. An NPC spacecraft 
  is Destroyed if it has an Attribute reduced to 0 or below.
  Reducing Fate to Avoid Destruction
  If your spacecraft would be Destroyed, you may avoid this if all 
  PCs on board permanently reduce their Fate (pg: 35) by one point 
  each. The GM should come up with some suitable way for you to 
  have miraculously avoided Destruction.
  You may still take Attribute Damage (usually reducing an Attribute 
  to 0). You should also lose ‘On Fire’ or any other Effect on your 
  spacecraft that could cause additional Attribute Damage. The GM 
  should feel free to apply any Effects (pg: 160) or Conditions (pg: 160) 
  they think are thematically reasonable (eg: Lost Wing).
  Spacecraft Perks, pg: 152
  Some spacecraft Perks (eg: escape pods) may help characters 
  avoid Death during if the spacecraft is Destroyed.
  On Fire
  The On Fire Effect works just like the Bleeding Effect (pg: 88) for 
  characters, but applies to spacecraft.
  Damage Control System Roll, pg: 175
  This System Roll removes any On Fire Effects from your spacecraft.
  Repair Rolls
  See pg: 38 for full Skill Roll rules.
  See pg: 64 for full Spare Time Point rules.
  See pg: 160 for full Spacecraft Condition rules.
  See pg: 95 for full Downtime rules.
  In-Combat Repair
  In combat, Shields are Repaired by performing a System Roll with 
  the Minor Effect: Regen Shields (eg: Damage Control).
  Unlike in personal Combat, Attribute Damage to a spacecraft may 
  be Repaired during combat with a Patch Job System Roll (pg: 175).
  Out-of-Combat Repair Rolls
  Spacecraft Attribute Damage may be repaired outside combat by 
  making a Mechanics, Electronics, or possibly Bio Tech Skill Roll, 
  using one of three Repair Roll options:
  Change Out, 14t, Requires Relevant Workshop
  See pg: 145 for full Repair Roll: Change Out rules.
  Quick Fix, 12, Requires Relevant Workshop
  Immediately after combat, you may make one Quick Fix Repair 
  Roll against a Difficulty of 12. If you succeed, you Repair 2 
  Attribute Damage dealt to your spacecraft during the most 
  recent combat. This Repair may be combined or split across 
  the spacecraft’s Attributes as desired. Each character can only 
  make one Quick Fix Roll, and the number of Quick Fix Rolls 
  made after one combat cannot exceed the number of relevant 
  Workshops on the craft.
  Maintenance, 12t, Requires Relevant Toolbox
  During Downtime, you may make a Maintenance Spare Time Roll 
  against a Difficulty of 12. If you succeed, you Repair 1 Attribute 
  Damage and remove one Minor Condition from the spacecraft.
  Rebuild, 2x 14t, Requires Relevant Workshop
  During Downtime, you may make two Rebuild Spare Time 
  Rolls, both against a Difficulty of 14. If you succeed, you Repair 
  8 Attribute Damage to one Attribute and remove one Major 
  Condition from the spacecraft.
  Sharing Spare Time Points
  Remember that you can share Spare Time Points
  (pg: 64) for Repair Rolls.
  Healing a Non-Mechanical Spacecraft
  Not all Repair Rolls are made with the Mechanics or Electronics 
  Skills. Instead, use the Skill that makes the most sense. For example, 
  if you are attempting to repair a Nephilim spacecraft, you may use 
  the Bio Tech Skill.
  Strong Hit: Critical Hit & Boost
  See pg: 88 for full Strong Hit: Critical Hit & Boost rules.
  Critical Hits and Critical Boosts work just like they do in 
  Personal Combat.
  
  165
  Destroying Spacecraft
  If an Attribute is reduced to -5 or below, your spacecraft is Destroyed.
  NPCs and Ordnance are Destroyed if any Attribute is reduced to 0 
  or below.
  If your spacecraft would be Destroyed, you can avoid this if all 
  characters on board permanently reduce their Fate by 1. Other 
  negative effects may result.
  On Fire
  If any Attribute of your spacecraft is reduced to below 0, your 
  spacecraft gains the On Fire Effect.
  While On Fire, at the beginning of each of its Turns, your spacecraft 
  takes 1 Attribute Damage (not reduced by Armour) to a Random 
  Attribute (roll 1d6).
  A Damage Control System Roll (pg: 175) removes On Fire.
  Damage & Repair Rolls
  Critical Hits are the main way to Destroy spacecraft.
  Attribute Damage may be repaired through Repair Rolls or through the Patch Job System Roll.
  Damage Control
  The Damage Control System Roll Heals Shield Damage equal to 
  your “Regen”.
  Regen = Focus + any bonuses.
  Quick Fix
  Immediately after combat, you may make one Quick Fix Roll against a 
  Difficulty of 12. Requires a relevant Workshop.
  On success, Repairs 2 Attribute Damage to the spacecraft taken 
  during the most recent combat.
  This Repair Roll may only be rolled once per available Workshop.
  Maintenance
  Performing Maintenance requires a Spare Time Roll against a 
  Difficulty of 12. Requires a relevant Toolbox.
  On success, Repairs 1 Attribute Damage and removes one Minor 
  Condition from the spacecraft.
  May not be performed during combat.
  Rebuild
  Performing a Rebuild requires two Spare Time Rolls against a 
  Difficulty of 14. Requires a relevant Workshop.
  Repairs 8 Attribute Damage from one Attribute and removes one 
  Major Condition from the spacecraft.
  May not be performed during combat.
  
  166
  Optional: Theatre of the Mind Combat
  See pg: 96 for full Theatre of the Mind Combat rules.
  These rules work like the Theatre of the Mind rules for 
  personal Combat, except that the characters use the rules 
  for Vehicle System Skills rather than Personal Combat Skills 
  where applicable, and where otherwise noted.
  Retreat
  Unlike Theatre of the Mind for personal Combat, in spacecraft 
  Combat a single character may not be able to retreat by themselves 
  if they’re on a spacecraft with other characters.
  Retreating from a spacecraft Combat often involves your spacecraft 
  Jumping through a portal (Engineering) or out-manoeuvring 
  (Command) your opponents.
   » To Retreat from combat, half of the characters on board the 
  spacecraft (rounded up) must succeed on a Vehicle Skill Roll.
   » This roll does not receive the +2 bonus (as normal for 
  personal Combat).
   » When the required successes have been rolled, all characters 
  on board the spacecraft are removed from combat.
  Spacecraft Size Variation
  For games using only Theatre of the Mind Combat, the players 
  must select a spacecraft Size Variation. This will determine their 
  spacecraft’s Cargo space and the amount of Weapons it can have.
  Optional: No Spacecraft Combat
  Not all campaigns and games need to have your PCs in a 
  spacecraft with Weapons. In these games, use the Theatre 
  of the Mind Combat Only game rules, but only require one 
  successful Vehicle Skill Roll per player, rather than two.
  “Boarders are neutralised, Captain,” Eloise barked into 
  the bridge as she held her still-bleeding side.
  “Acknowledged. Set the crew to shield and engine 
  repair.” replied the heavyset captain, never taking his 
  eyes from the screens. Another shattering crunch 
  amidships caused the lights and monitors to go out, 
  plunging the ship into darkness as the enemy cruiser 
  punched through their flickering shields.
  “We’ve been hit in the reactor, sir. We’re uh… dead in 
  the void, sir.” came her voice from the darkness.
  
  167
  Master Pilot
  Team Player
  Evasive
  Quick Lock
  Perfect Shot
  Check Data
  Just Fixed That
  Find Weakness
  Overload
  Gun Crazy
  Cover Shot
  Shred Shields
  Gain +1 to Command as long as your spacecraft is Size 2 or less.
  Grant a free spacecraft Combat Skill reroll to an Ally, once per Combat.
  Your Failed Command Combat Skill Rolls do not result in Attribute Damage.
  +1 for your first spacecraft Combat Skill Roll made during a Combat.
  You may spend 1 Fate Point to make a Successful Heavy Arms Combat Skill Roll 
  count as 2 Successes.
  Once per spacecraft Combat you may gain a free reroll.
  Gain +2 to future spacecraft Combat Skill Rolls during this Combat after failing a 
  Combat Skill Roll.
  Gain +1 to future spacecraft Combat Skill Rolls during this Combat after failing a 
  Combat Skill Roll.
  +1, all Personal Combat Skills
  +4 for your first Gunnery Combat Skill Roll made during a Combat.
  Passing a Gunnery Combat Skill Roll gives all of your Allies a +1 bonus to their 
  next Combat Skill (for this Combat).
  +2 for your first spacecraft Combat Skill Roll made during a Combat.
  Requirements
  Requirements
  Requirements
  Requirements
  Command
  Operations
  Engineering
  Gunnery
  Benefits
  Benefits
  Benefits
  Benefits
  Combat Items, Theatre of the Mind Only Game
  Spacecraft Size Variation, Theatre of the Mind Only Game (Must Select 1)
  Traits, Theatre of the Mind Only Game
  16t
  -
  22t
  4x 14t
  18t
  4x 16t
  4x 10t
  14t
  12t
  Same as Basic Battery, grants +1 to Battery (does not Stack with other Batteries).
  Your spacecraft is Size 2.
  Same as Basic Battery, grants +2 to Battery (does not Stack with other Batteries).
  Your spacecraft is Size 4.
  +1 to all spacecraft Retreat Combat Skill Rolls.
  Your spacecraft is Size 5.
  Your spacecraft is Size 3.
  Once per Combat you may make a free Command Skill attack.
  Once per Combat you may sacrifice your Fighters (losing any spent Spare Time Points) to avoid Attribute Damage.
  2 uses, able to make Operations Skill Roll attack at +2.
  Valuable Battery
  Size 2
  Expensive Battery
  Size 4
  Defensive Weapons
  Size 5
  Size 3
  Fighters
  Warheads
  1
  2
  8
  4
  12
  5
  4
  3
  Available Cargo
  Available Weapons
  Cost
  Cost
  Weapon:
  Weapon:
  Description
  Description
  8t
  -
  Able to make Combat Skill Roll attacks with the Battery Skill.
  Your spacecraft is Size 1.
  Basic Battery
  Size 1
  -
  1
  -1, Gunnery
  -1, Gunnery
  -2, Operations
  Receive 1 additional Attribute Damage during each space-
  craft Combat.
  -1, Command
  Disadvantages
  Disadvantages
  Disadvantages
  Disadvantages
  
  168
  Overview
  See pg: 155 for full Spacecraft Combat rules.
  See pg: 145 for full Spacecraft Weapon rules.
  Similarities to Personal Combat
  Before you read these rules, please become familiar with the rules 
  for personal Combat, specifically Turns and Actions (pg: 100).
  Two System Roll Phases, pg: 170
  Each Turn is split up into two Phases.
  The first Phase consists of Command System Rolls,
  the second Phase consists of Secondary System Rolls.
  Each spacecraft does its first Phase, then each does its second.
  Each character may attempt 1 System Roll per Turn.
  In turn, all spacecraft resolve their Command System Roll Phase. 
  Then, in turn, all spacecraft resolve their Secondary System Roll 
  Phase, which includes Engineering, Operations, and Gunnery Rolls.
  Making System Rolls, pg: 170
  Each character may attempt 1 System Roll per Turn.
  Each System Roll may only succeed once per Turn.
  Skill Rolls
  Unlike a Personal Combat Action, a System Roll requires a 
  successful Vehicle System Skill Roll (pg: 38) of the appropriate type 
  before it can be used.
  Weapon Types
  Each Weapon type uses a different Vehicle System to determine 
  the bonus to its Attack Roll. These Skills also determine which 
  Actions can be used with that Weapon.
  Fighters, pg: 180 = Command, pg: 174
  Warheads, pg: 181 = Operations, pg: 176
  Batteries, pg: 181 = Gunnery, pg: 177
  Multiple Characters on Spacecraft
  Most spacecraft will have multiple PCs on them. While it is their 
  spacecraft’s Turn, the PCs may attempt System Rolls in any order 
  they wish.
  Turns & System Rolls
  Starting Combat
  See pg: 147 for full Spacecraft Attribute rules.
  See pg: 158 for full Velocity rules.
  See pg: 156 for full Combat Scale rules.
  The GM decides when combat has started, usually once the first 
  Attack is declared.
  Select Standard or Theatre of the Mind
  The GM decides whether to use the Standard Combat Rules or the 
  faster Theatre of the Mind rules (pg: 166).
  Even if you normally use the Standard Rules, you may wish to use 
  the Theatre of the Mind rules for minor combats that you don’t wish 
  to spend much game time on (eg: evading security turrets).
  Set Combat Scale
  The GM sets the combat scale (pg: 156).
  Set Starting Velocity
  The players set the Velocity of their spacecraft, and the GM sets 
  the Velocity of NPC spacecraft.
  System Roll Order
  Determining System Roll Order is similar to personal Combat 
  Order (pg: 101). In turn, each spacecraft resolves one Phase.
  Command System Roll Phase
  Highest Velocity (or Size, if equal) first.
  Secondary System Roll Phase
  Highest CPU (or Sensors, if equal) first.
  Surprise Round
  Very similar to characters, a spacecraft may gain a Surprise Round 
  if they start a fight with a spacecraft whose crew are not ready.
  Gain One Free Command System Roll Phase
  If you gain a Surprise Round, your spacecraft gains one free 
  Command System Roll Phase.
  At the start of this Phase, your spacecraft moves as normal. All 
  opponent spacecraft move at the end of this Phase. Your opponents 
  CANNOT make any System Rolls during the Surprise Round.
  
  169
  
  170
  Spacecraft Turn
  See pg: 53 for full Vehicle System Skill rules.
  See pg: 168 for full System Roll rules.
  Two System Roll Phases
  Each Turn is split up into two Phases.
  The first Phase consists of Command System Rolls,
  the second Phase consists of Secondary System Rolls.
  Each spacecraft does its first Phase, then each does its second.
  Each character may attempt 1 System Roll per Turn.
  In turn, all spacecraft resolve their Command System Roll Phase. 
  Then, in turn, all spacecraft resolve their Secondary System Roll 
  Phase, which includes Engineering, Operations, and Gunnery Rolls.
  Characters
  Each PC on a spacecraft may attempt 1 System Roll per Turn.
  NPC Crew
  They cannot make System Rolls unless the spacecraft has 
  purchased a Trait (pg: 144) that allows for additional System 
  Rolls (eg: Crew Trait: Officer).
  NPC Opponent Spacecraft, pg: 302
  Each Turn, the NPC spacecraft in combat may make a total 
  number of System Rolls equal to the PCs present at the start 
  of the combat, spread amongst the NPC craft as the GM wants.
  System Roll Major Effects
  Unlike Personal Combat Actions, all System Roll Effects (Minor 
  and Major) are listed under its Roll Effects.
  Ordnance
  Ordnance function very similarly to Drones (pg: 104) and do not 
  require a Action or System Roll to control.
  Fighters (pg: 180) may move and Attack during your Command 
  System Roll Phase, and Warheads (pg: 181) may move and Attack 
  during your Secondary System Roll Phase.
  System Roll Name
  Required Skill Roll
  System Roll Effects
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Targets Defence
  Free Critical Hit vs Target with 0 Endurance
  Attack Roll Formula:
  3d6 +Hit -2 per Rng Increment beyond 1st
  Attack costs 1 Ammunition per RoF used (minimum 1)
  Boost next Attack;
  Crit Attribute Location +/-1
  vs a Locked On Target.
  Open/Close Door:
  Cost 2 Movement to Change.
  Zero Gravity:
  Moving one space costs 2 Movement.
  No Overburden Penalty.
  Hit -2
  Personal Combat Environment
  Grabbing Target:
  As with Grabbed Effect but may remove as a Free Action.
  May Move with Target if you have higher Str.
  Gain 1 Additional Action if you remove this Effect.
  Grabbed:
  1 Action per Turn.
  Lost on Major Effect: Attack.
  Lost next Turn if 1st Action is not a successful Stealth Action.
  Stealthed:
  May not be Targeted while in Cover.
  Locked On:
  Enemies gain Hit: +Lock On vs you.
  Bleeding:
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Personal Combat Effects
  Cover X:
  Defence +X
  +
  Req: Toolbox, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  Maximum of 1 Paramedics Roll per 3 Characters.
  Healing may be applied to multiple Characters.
  Requires: Toolkit.
  May be performed during Combat.
  10
  12
  2x 12t
  2x 14t
  and a Minor Condition.
  Requires: Toolbox.
  First Aid; Stops Bleeding
  Paramedics; Heal any 3
  Extended Care; Heal all 1
  and a Major or Minor Condition.
  Requires: Workshop.
  Surgery; Heal one 8
  +
  +
  +
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  +
  14t +
  12t +
  Healing 
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  +
  Repair
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  Scan
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll Once per Weapon.
  Lead the
  Target
  Volley
  vs Def
  vs Def
  Shield Dmg +1
  May Roll Once per Weapon.
  Attack with a Battery.
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll Once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14 -CPU
  14-CPU*
  vs Def
  Size 4+
  Bombard
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cannot Be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Alter Velocity = Eng -2.
  Rotate 90o
  Size 1 or 2
  Strafe
  8
  14-Crew
  Size x4
  Rotate 45o
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Drone Action
  Crew
  Direct
  Control
  Damage
  12-Crew
  Power
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  Take 5 Shield Damage.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Rotate 45o
  Armour vs Boarding +1
  Make System Roll at -2
  or Launch a Fighter.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Locked On Effect.
  Calibrate
  12-CPU
  Enemies gain Hit: +Lock On vs you.
  1 Attribute Dmg (no Armour) at the start of your Turn.
  Object:
  Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
  Hit -2 if you Attack through an Object.
  Hit -2 if you Attack through Dust Cloud.
  Gravity Field:
  Gain +2 Velocity when you enter a Gravity Field.
  Atmosphere:
  1 Engine Attribute Damage (no Armour) at the end of each Turn.
  2 Attribute Damage (no Armour) at the end of each 3rd Turn.
  -2 Hit and Range.
  May make a free Rotate of 45o towards the source of the Gravity Field.
  Spacecraft Environment
  On Fire:
  Boarded:
  At the start of your Opponent’s Turn they may make 1 
  May have up to 5 Boarded Effects applied to you.
  Boarding Party Attack against you.
  On a failed Attack Roll, remove 1 Boarded Effect.
  Locked On:
  Spacecraft Effects
  Personal Combat Actions
  Spacecraft Combat System Rolls
  Dust Cloud:
  Take Damage equal to your Velocity.
  Remove all Locked On Effects you have applied to your Opponents.
  May have additional GM defined effects.
  Remove any Locked On Effects on you.
  Nebula:
  Spacecraft:
  Other Spacecraft immediatly move into an adjacent space.
  Difficult Terrain:
  Moving one space costs 2 Movement.
  Prone:
  Cost 2 Movement to Change.
  +1 Cover Step
  Moving one space costs 2 Movement while Prone.
  Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
  Limited Vision:
  Targets gain Cover versus you: 
  Suppressed:
  Maximum 1 Action this Turn.
  May Retro any Trait for a Implant Trait.
  “Hard left! I mean port!” came the yell from up the 
  cramped rickety stairway to the formerly Corporate half 
  of the bridge. Weld seams and jury-rigged pipework 
  creaked and groaned while the ship’s massive engines 
  fought against its mass and slung them hard to the 
  side: away, presumably, from some sort of anti-ship fire.
  “Okay, now a hard right. While going down, keep the 
  speed up!” came the yell from the self-proclaimed 
  captain. The secondary bridge – full of old 
  Archon-designed controls, roughly relabelled with little 
  pictures and short Legion phrases – creaked as the 
  Legion pilot forced the awkward control sticks around.
  “Okay, and full burn in five, four…”
  The pilot pushed down on his dual foot controls, 
  increasing their thrust. He winced as something crashed 
  and scraped against the ship’s hull on the starboard side 
  as their secondary manoeuvring thrusters flashed 
  to life.
  
  171
  Command System Roll Phase
  The spacecraft with the highest Velocity (or Size, if equal) does its 
  Command System Roll Phase first.
  Move Forward by Velocity
  Before any Command System Rolls, the spacecraft moves forward a 
  number of spaces equal to its Velocity.
  Command System Rolls
  Fighters
  May move and Attack at any time during their spacecraft’s Command 
  System Roll Phase after the spacecraft has moved.
  Each Spacecraft Takes Its Command System Roll Phase
  Each other spacecraft (in descending Velocity (or Size if equal) 
  score) takes its Command System Roll Phase before ANY 
  spacecraft moves onto its Secondary System Roll Phase.
  Secondary System Roll Phase
  The spacecraft with the highest CPU (or Sensors, if equal) does its 
  Secondary System Roll Phase first.
  Warheads
  May move and Attack at any time during your spacecraft’s Secondary 
  System Roll Phase
  Engineering, Operations and Gunnery System Rolls
  May attempt in any order.
  Remaining Spacecraft Resolve Phase
  Each other spacecraft in descending CPU (or Sensors, if equal) order 
  does its Secondary System Roll Phase.
  Once all spacecraft have completed this Phase, a new Turn begins.
  Spacecraft Combat Turn
  Each spacecraft Turn is split into two Phases.
  All spacecraft complete their Command Phase, then all spacecraft complete their Secondary Phase.
  
  172
  Requires a Skill Roll
  Unlike a Personal Combat Action, a System Roll requires a 
  successful Vehicle System Skill Roll before it can be used.
  1 System Roll Attempt per Turn
  Each character may attempt 1 System Roll per Turn.
  Each System Roll may only succeed once per Turn, unless 
  otherwise stated.
  vs Defence (Attack Roll)
  These System Rolls require an Attack Roll. These rolls function 
  just like standard Attack Rolls (pg: 162) with a Weapon vs a 
  Target’s Defence.
  Weapons that fail an Attack Roll cannot be re-used
  with a different System Roll.
  Weapon Type
  Each Weapon Type uses a different Vehicle System to 
  determine the bonus to its Attack Roll.
  Fighters, pg: 180 = Command, pg: 174
  Warheads, pg: 181 = Operations, pg: 176
  Batteries, pg: 181 = Gunnery, pg: 177
  Firing a Battery
  System Rolls with the Effect: May Roll Once per 
  Weapon, may be successfully rolled multiple 
  times, but each Weapon may only be used 
  once per Turn.
  On a spacecraft with 2 Batteries, the “Volley” 
  Gunnery System Roll may be rolled twice per 
  Turn, once per Battery.
  Failed System Roll
  If you fail a System Roll, no System Roll 
  Effects are applied and your character may not 
  make any further System Rolls. 
  Weapon
  A failed Attack Roll still uses Ammunition.
  Strong Hit: Effort, pg: 42
  This Strong Hit Option may be used with any Vehicle 
  System Roll, including Attack Rolls.
  
  173
  System Roll Effects
  When you succeed on a System Roll, your spaceship gains the 
  Effects listed by the System Roll. If you fail, it gains no Effects.
  Alter Velocity = X
  You may increase or decrease your current Velocity by up to “X”.
  Armour vs Boarding +X
  Increase your Armour vs Boarding by “X” until your next Turn.
  Attack with a Weapon
  You may Attack with a single Weapon that has not made an Attack 
  Roll this Turn. If your Attack Roll succeeds, then your Weapon deals 
  its Shield Damage (pg: 145) to your Target.
  Critical Hit and Critical Boost, pg: 88
  These System Rolls can cause Critical Hits and Critical Boosts 
  against your Target.
  Hit +X
  Add “X” to any Attack Rolls associated with this Action.
  Launch Ordnance
  You may place a single Ordnance Body in a space, which may 
  be a number of spaces away equal to the Ordnance’s Movement 
  (eg: a Movement 3 Warhead may be placed up to three spaces from 
  your spacecraft).
  Front or Side Arc, pg: 178
  Ordnance Bodies may be placed within the Front or Side Arcs of
  your spacecraft during the Turn they are Launched.
  May Not Move or Attack This Turn
  Ordnance may not (normally) Move or Attack during the Turn 
  they are Launched. They may Move and Attack on future Turns.
   » Fighters may Move and Attack during your Command System 
  Roll Phase.
   » Warheads may Move and Attack during your Second 
  System Phase.
  Fighter, pg: 180
  Fighter Bodies may be Launched ALL at once (eg: a Fighter 
  Weapon with four Bodies may Launch all four Bodies at once).
  If a friendly Fighter passes through the same space as your 
  spacecraft, it may return to your hangar to be Launched 
  again later.
  Warhead, pg: 181
  Warhead Bodies must only be Launched one at a time.
  May Roll Once per Weapon
  This System Roll may be used multiple times per Turn, but each 
  time must be with a different Weapon.
  Range +X
  Add “X” to your Weapon’s Range (Rng) on any Attacks made with 
  this Action.
  Regen Shields
  You may Repair Damage to your Shields equal to your 
  Regen (pg: 165).
  Reload or Un-Jam a Weapon
  You may Reload or Un-Jam a single Weapon.
  Reload
  Swap out a Weapon’s current Clip for a new one (pg: 122). 
  Reloading requires successful System Rolls equal to the Load 
  Stat of the Weapon (pg: 122).
  Un-Jam
  Removes any Jammed Effects (pg: 125) from your Active 
  Weapon. Un-Jamming requires System Rolls equal to the Load 
  Stat of the Weapon (pg: 122).
  Remove an Effect
  If this System Roll is successful, remove a specified Effect from your 
  spacecraft. This is fully explained under each System Roll (pg: 168).
  Shield Dmg +X
  Add “X” Shield Damage to any Attack Roll associated with this 
  System Roll.
  Rotate X
  You may Rotate your spacecraft by “X” 45 degree increments.
  If you choose to Rotate, you must Rotate the full amount.
  Gravity Field, pg: 161
  Allows your spacecraft to Rotate part way through its movement.
  45o Turn
  90o Turn
  45o Gravity Field Turn 
  
  174
  Strafe
  Smaller craft often have the same person piloting and firing, 
  letting them rotate and change the facing of their weapons.
  Size 1 or 2 Spacecraft Only
  System Roll: vs Defence
  System Roll Effects
  Rotate 45o
  Attack Front Arc with a Battery
  You may Attack a Target within the Front Arc (pg: 178) of your 
  spacecraft with a Battery Weapon. You may attempt this Attack 
  before or after you Turn.
  Range -1
  Turning and Shooting, Direct Crew Example
  The spacecraft “Star Surfer” (A) and the pirate ship “Black Death” 
  (1) have been locked in a brutal fight for some time. The one who 
  scores the next good hit on the other is likely to win.
  The Star Surfer (A) has a lower CPU than the Black Death (1), 
  allowing the Black Death to attack first during the Secondary System 
  Roll Phase. In a desperate gamble, the Star Surfer performs a Direct 
  Crew System Roll, so they can swiftly Turn and Attack the Black 
  Death during their Command System Roll.
  After moving forward two spaces (their Velocity), the Star Surfer 
  (A) passes the Command System Roll required to perform Direct 
  Crew. Doing this, they Turn (change their facing) by 45 degrees, 
  bringing their opponent into the Front Arc of their Batteries.
  They now may make a free System Roll from any System at -2 
  or Launch Fighters. They choose to Attack with their Batteries, using 
  the Gunnery System Roll of Lead the Target.
  The character that made the Command System Roll now makes 
  the Attack Roll. They have a total penalty of -1 to their roll (+2 Skill 
  bonus, +3 Weapon To Hit, -2 Range penalty, -2 for shooting through a 
  planetary Object, and -2 from the Direct Crew System Roll), and they 
  need to hit a Defence of 12. They roll a 14, for a total of 13. It’s a hit!
  Using multiple Command System Rolls in the same Turn is a
  great way to sharply Rotate your spacecraft.
  Command System Roll
  See pg: 158 for full Velocity rules.
  See pg: 180 for full Fighter Weapon rules.
  Before you make any Command System Rolls, move your 
  spacecraft forward a number of spaces equal to its Velocity.
  Full Burn
  Most spacecraft use a fly-by-wire system to translate simple 
  guidance and throttle commands into a complex array of thruster bursts.
  System Roll: 8
  System Roll Effects
  Rotate 45o
  Alter Velocity = Eng
  Direct Crew
  A well-trained crew can work in synchrony with each other to 
  perform multiple tasks and gain an edge on their opponents.
  System Roll: 14 - Crew
  System Roll Effects
  Rotate 45o
  Armour vs Boarding +1
  Make System Roll at -2 or Launch Fighters
  You may immediately make a System Roll at -2 from the 
  Secondary System Roll Phase. This does not count as that 
  character’s single System Roll per Turn, but may count as that 
  System Roll’s successful System Roll for the Turn. This may be 
  attempted before or after you have Turned.
  If you do not make an additional System Roll, you may Launch 
  (pg: 173) all Fighter Bodies from a single Fighter Weapon.
  Manoeuvre
  Smaller craft are able to perform incredibly tight turns, allowing 
  them to not only change their facing but also their trajectory.
  System Roll: Size x4
  You must pass a System Roll equal to the Size of your spacecraft 
  x4 (eg: Size 3 requires a Command System Roll of at least 12).
  System Roll Effects
  Rotate 90o
  Alter Velocity = Eng -2
  Direct Crew, 45o Turn & Attack
  A
  1
  
  175
  Engineering System Roll
  See pg: 164 for full Spacecraft Repair rules.
  Damage Control
  Managing blast doors, putting out fires, and regulating the power 
  flow and calibrations of a spacecraft’s shields can be a full-time job.
  System Roll: 12 - Crew
  System Roll Effects
  Remove 1 On Fire Effect
  Regen Shields
  Armour vs Boarding +1
  Divert Power
  Knowing when to divert power to specific Systems can be key to 
  giving you that extra boost right when and where you need it.
  System Roll: 14 - Power
  System Roll Effects
  A System Roll gains Str Hit +1
  Reduce the minimum die roll needed to cause a Strong Hit by 
  one with with the next System Roll attempted this Turn.
  Sam and Eve each attempt a System Roll. Derrick’s Battery will 
  cause Strong Hits with die rolls of 5 and 6. Eve’s Engineering 
  System will cause Strong Hits with rolls of 6. If both gain Strong 
  Hit +1, then Sam will cause Strong Hits on rolls of 4, 5, and 6, 
  and Eve will cause Strong Hits on rolls of 5 and 6.
  Take 5 Shield Damage
  Your spacecraft takes 5 Shield Damage.
  If you do not have at least 5 Shields, you may choose to take 
  1 Attribute Damage (not reduced by Armour) to a random 
  (1d3+3) Attribute.
  Combat Jump
  See pg: 288 for full Jump Travel setting guide.
  “Just hold ‘em off for a few more seconds, the Jump Drive just 
  needs to power up… Just a few more… One more… Go! Go! Go! Let’s 
  get out of here!”
  System Roll: 14 - CPU*
  System Roll Effects
  *4 Success
  If you make four successful Combat Jump System Rolls, your 
  spacecraft leaves the Combat Area by entering Jump Space 
  through a portal. This immediately ends combat.
  Most of the time, spacecraft Combat ends with one side 
  retreating into Jump Space.
  +2 Success required if Spacecraft leaves Combat Area
  If your spacecraft leaves the Combat Area by changing the 
  combat scale (pg: 156) or by leaving the Battle Map, then you 
  must make 2 additional Combat Jump System Rolls to enter 
  Jump Space. This penalty may stack multiple times.
  Players are discouraged from leaving their Battle Map as doing 
  so will require the GM to redraw the Battle Map, slowing down 
  the game.
  Get out of Here!, Combat Jump Example
  The “Aion” is in a fight that it cannot win. To escape it will need 
  to make four successful Combat Jump System Rolls. Each roll has 
  a Difficulty of 12 (14 - its CPU of 2), and the group’s main Operations 
  character has a +1 bonus to his Operations System Roll.
  For his first attempt, the Op rolls 13, a success. The group must 
  wait for their next Turn before they can make another roll. During 
  their second Turn, the Op rolls a 7; this is a failure, but a second 
  character may attempt a Combat Jump System Roll. She rolls a 13, 
  their second success. During their third Turn, the Op rolls an 11, their 
  third success.
  During their forth Turn, the Op rolls a 13, their fourth success. They 
  may immediately leave this combat as they jump through a portal.
  Patch Job
  Repairing a damaged system right away can be key to preventing 
  the damage from spreading.
  System Roll: 14-Crew
  System Roll Effects
  Repair 1 Attribute Dmg that was dealt after your last Turn
  You may Repair 1 Attribute Damage dealt after your last Turn, 
  including Damage dealt during this Turn (eg: from the On 
  Fire Effect).
  
  176
  Operations System Roll
  See pg: 178 for full Arc rules.
  See pg: 181 for full Warhead rules.
  Calibrate
  Spacecraft weaponry (and especially Warheads) use complex 
  targeting systems to track their targets. By carefully managing these 
  systems, you can improve your accuracy by filtering out irrelevant 
  data and isolating the enemy’s energy signatures.
  Alternatively, you can hamper an opponent’s sensors by projecting 
  false data towards them.
  System Roll: 12 - CPU
  System Roll Effects
  Add or remove 1 Locked On Effect
  You may remove a Locked On Effect from your spacecraft or an 
  allied spacecraft, or you may apply a Locked On Effect to any 
  other spacecraft.
  Dumb Fire
  Without waiting for a clear lock onto your nearby target, you can 
  simply aim your ordnance towards them and fire. Your warhead 
  travels in a straight line and will not alter its path; if it misses, it will 
  harmlessly float off into space.
  System Roll: vs Defence
  System Roll Effects
  Launch and Attack with a Warhead
  You may Launch a Warhead and Attack with it this Turn. You 
  may not move this Warhead beyond its Launch distance, and 
  it may only be placed within the standard Launch Arc (Front 
  or Side).
  Destroy this Warhead at the end of the Turn
  This Warhead Body is destroyed at the end of this Turn, even if 
  it did not hit another spacecraft.
  Seeker
  Once a Warhead has been launched into space, it will take a short 
  moment to calibrate its sensors before it relentlessly tracks down its 
  target. It will only stop once it has been destroyed, it hits its target, 
  or it runs out of fuel.
  System Roll: 8 - Crew
  System Roll Effects
  Launch a Warhead
  Lock On +6
  This Warhead gains the Keyword: Lock On +6.
  Scan
  By carefully scanning your opponent, you can target specific 
  systems to destroy.
  System Roll: 14 - CPU
  System Roll Effects
  Boost next Attack: Crit Attribute Location +/-1 vs Locked On Target
  This functions similarly to the Analyse Action (pg: 108).
  If you succeed against a Locked On Target, you next Attack Roll 
  against that Target gains a Boost to any Critical Hits (pg: 164) 
  it causes; when you roll to randomly determine the damaged 
  Attribute, you may increase or decrease the result by one.
  Torpedo & Missile, Seeker Example
  The “Free Enterprise” (A) and “Money Bags” (B) are fighting against 
  the “The Beast” (1) near a large Dust Cloud. During its Secondary 
  System Roll Phase, the Free Enterprise and Money Bags each 
  launches Warheads using the Seeker System Roll: a Torpedo (Move 
  3) and a Missile (Move 5). Both must be placed within the Side or 
  Front Arcs of the Launching spacecraft, and they may only be placed 
  within the Move of their respective Weapon. Neither Warhead may 
  make any Attacks during the Turn they are Launched.
  During The Beast’s Secondary System Roll, they Attack the Missile. 
  They need to roll a 17 to hit the 14 Defence of the Missile (+2 from 
  Gunnery Training, +3 from Weapon, and -8 for shooting through four 
  spaces of the Dust Cloud). They only roll a 8, a miss.
  During the second Turn of the Free Enterprise (A) and Money Bags 
  (B), each of their Warheads may move spaces equal to its Move. 
  The Torpedo moves forward three spaces, while the Missile moves 
  forward five spaces, making it adjacent to The Beast (1).
  Because the Missile is a Melee Weapon, it may Attack any adjacent 
  Target. It Attacks The Beast with a roll of a 14, which hits The Beast.
  Any time a Warhead hits a Target, its Body is Destroyed. The Missile 
  is removed from the Battle Map, as it will make no more Attacks.
  
  177
  Gunnery System Roll
  See pg: 178 for full Arc rules.
  See pg: 181 for full Battery rules.
  Preparation
  Spacecraft weaponry are often large, hulking machines of 
  destruction, with equally large ammunition and heat sinks.
  System Roll: 8 - Crew
  System Roll Effects
  Reload or Un-Jam a Weapon
  May Roll Once per Weapon
  Volley
  By carefully planning when to fire, you coordinate your weapon 
  systems to hit in unison, causing maximum damage to your target.
  System Roll: vs Defence
  System Roll Effects
  Attack with a Battery
  Shield Dmg +1
  May Roll Once per Weapon
  Lead the Target
  By carefully projecting the destination of your target, you improve 
  the effective range of your weaponry.
  System Roll: vs Defence
  System Roll Effects
  Attack with a Battery
  Range +1
  May Roll Once per Weapon
  Bombard
  Large spacecraft often link weapon systems together, usually by 
  having crew members work in trained unison or by using carefully 
  calibrated software and hardware.
  Size 4 or 5 Spacecraft Only
  System Roll: vs Defence
  System Roll Effects
  Attack with 2 Batteries
  These Attacks must be made with 2 different Weapons, and they 
  may Attack two different Targets.
  Hit -2
  Long Shot, Lead the Target Example
  The “Mr Red” (A) has a Battery (Rof 2, Rng 3) and is seven spaces 
  from its Target (1), giving it -4 to its Attack Roll, along with -2 for 
  Attacking through an Object, the moon. To increase their chances, 
  they use the Lead the Target Battery System Roll, increasing their 
  Weapons Rng to 4.
  They roll 16 for a total of 12, which is a hit. They also roll a Strong 
  Hit, which they use to cause a Critical Hit. They used RoF 2, so their 
  Attack uses 2 Ammunition. They may not Attack with the same 
  Weapon again this Turn.
  Fire all Guns!, Bombard Example
  The “Big Madam” (A) is a large spacecraft (Size 4) and its Gunnery 
  character wishes to Attack a Target (1) with two Weapons while using 
  only a single System Roll. He uses the Bombard System Roll to 
  make two separate Attack Rolls.
  This counts as that character’s successful System Roll use for 
  the Turn, and neither of these Weapons may make an Attack Roll 
  until next Turn.
   “Reduce speed! They should go straight past us, so 
  we can line up our jump without getting shot.”
  “Roger that, Cap.”
  “Hold it people, only a few more seconds.”
  “Alright, Ley-Line drive is charged in three, two, 
  one… Jump!”
  “A fine getaway chaps, this cargo should give us a 
  good profit.”
  “Captain! A weird reading off to port, they seem 
  to have…”
  - Last log of the lost Star Treader 317-J.
  
  178
  Overview
  Spacecraft Weapons function similarly to personal Combat 
  Weapons (pg: 113). Spacecraft have no Outfits or Utility Items.
  Weapon Slots
  A spacecraft may a number of Weapons equal to its Weapon Slot 
  Stat (pg: 145).
  Mount, Not Weight
  Weapons have a Mount Stat and no Weight Stat.
  For a Weapon to function, its spacecraft must have a Hull
  Attribute equal to or greater than its Mount Stat.
  If the spacecraft’s Hull is reduced below this required amount,
  the Weapon may not be used.
  Cannot Be Overburdened
  Spacecraft have no Overburdened rules.
  Drawing and Activating Weapons
  Spacecraft Weapons are always Active and are never Drawn.
  Weapon Cost
  Spacecraft Weapons cost Influence, not Resources.
  Weapon Type
  The Effects of a System Roll define what Weapon Type can be 
  used with that System Roll. Each Weapon Type uses a different 
  Vehicle System to determine the bonus to its Attack Roll.
  Fighters, pg: 180 = Command, pg: 174
  Warheads, pg: 181 = Operations, pg: 176
  Batteries, pg: 181 = Gunnery, pg: 177
  Ordnance Work Like Drones
  Ordnance Weapons function very similarly to Drones (pg: 104), 
  except that they need to be Launched (pg: 173).
  Ordnance are split up into two categories: Fighters and Warheads. 
  Fighter Bodies Attack as a single group, while Warhead Bodies 
  Attack individually.
  Firing Arc
  Weapons may only Attack other spacecraft within their Front or 
  Side Arc (see right).
  Spacecraft Weapons
  Front, Side, and Rear Arcs
  Batteries
  Batteries may only make Attack Rolls against Targets within their 
  Front or Side Arcs.
  Ordnance
  Ordnance may only be Launched (pg: 173) into a space within their 
  spacecraft’s Front or Side Arcs, but in future Turns they may Move 
  and Attack any Target, unhindered by their spacecraft’s Arcs.
  Sensor pulses monitored the incoming missile, its 
  propulsion emitting enough heat for it to be tracked.
  Crew members of the Spender Prize galaxy-corvette 
  fired upon the incoming threat as it accelerated. 
  Flak 
  batteries 
  converged 
  fire, 
  obliterating 
  the 
  incoming ordnance. 
  
  179
  
  180
  Boarding Party
  See pg: 160 for full Spacecraft Effect rules.
  See pg: 174 for full Command System Roll rules.
  Innate Weapon
  Similar to how all characters have a Limb Natural weapon, all 
  spacecraft have an Innate Weapon, the Boarding Party, which a 
  spacecraft can use to Attack another spacecraft to which they have 
  applied the Boarded Effect.
  Boarding Party gains a bonus to its Attack Roll from their 
  controller’s Command Vehicle System Skill, and they attack during 
  their spacecraft’s Command System Roll Phase.
  Boarded Effect, pg: 162
   » Your spacecraft may gain this Effect up to five times at once.
   » At the start of your opponent’s Command System Roll Phase, 
  they may make 1 Boarding Party Attack against you as a 
  Free Action.
   » If this Boarding Party Attack fails, remove 1 Boarded Effect 
  from your spacecraft.
  Armour vs Boarded
  Your spacecraft’s Armour vs a Boarding Party Attack is 0 by 
  default. In this case, your spacecraft is treated as having no Shields. 
  As a result, the Boarding Party may use Critical Boosts against you.
  Spacecraft vs Spacecraft
  There are no standard rules for two spacecraft connecting to each 
  other during combat and having their crews fight it out. Not to say 
  that it should not be done, only that we encourage the players to 
  connect to another spacecraft outside of spacecraft combat in a way 
  that the GM thinks is reasonable.
  For example, you have just reduced a NPC spacecraft Attribute to 
  0, and the GM says that the spacecraft has not been Destroyed but 
  has been crippled. You then make a Command Vehicle System Skill 
  Roll to pilot your spacecraft up alongside it to dock.
  Boarding combats like this should use the personal Combat Rules 
  (pg: 71), not the Boarded Effect.
  “How the Frag did they get in my ship?!”
  “That missile must have be loaded with a half dozen 
  of those little buggers!”
  “We’re in the middle of a damn fight and we don’t 
  have time for this… Pull Brutus off the guns and get him 
  onto this. Let’s gun the engines to buy us a little time.”
  Fighters
  See pg: 104 for full Drone rules.
  See pg: 174 for full Command System Roll rules.
  Fighters gain a bonus to their Attack Roll from their controller’s 
  Command Vehicle System Skill and may act at any time during their 
  spacecraft’s Command System Roll Phase.
  Fighters need to be Launched
  See pg: 173 for full Launch Ordnance rules.
  Function Like Drones
  Fighters, once Launched, function just like a group of Drones. They 
  have a single Move and Attack as a group. They do not use the 
  Velocity rules for spacecraft movement.
  No Additional Weapon Cost
  Unlike many Drones, Fighters do not need to be Equipped with a 
  Weapon and do not have Slots.
  Replacing Bodies
  Destroyed Fighter Bodies are replaced when it makes sense (eg: 
  when you have access to replacements in a city).
  Piloting a Fighter
  Some Fighters allow a PC to Pilot them (see Manned Fighters, 
  pg: 378).
  Docking
  If a friendly Fighter passes through the same space as your 
  spacecraft, they may fly back into their hangar, Docking them so 
  they are ready to be Launched again later.
  Attack Wing, Fighter Example
  The “Fenris” (A) is being attacked by a group of Fighters (1). As with 
  Drones, all four Fighter Bodies make a single Attack Roll (usually 
  gaining +1 RoF per Body).
  The distance to their Target and any penalties from their 
  Environment are averaged.
  
  181
  Battery
  See pg: 177 for full Gunnery System Roll rules.
  Batteries gain a bonus to their Attack Roll from their user’s 
  Gunnery Vehicle System Skill.
  Function Like Guns
  Batteries function just like the Weapon Type: Gun.
  Warheads
  See pg: 104 for full Drone rules.
  See pg: 176 for full Operations System Roll rules.
  Warheads gain bonus to their Attack Roll from their controller’s 
  Operations Vehicle System Skill, and they may act at any time 
  during their spacecraft’s Secondary System Roll Phase.
  Warheads Must Be Launched One at a Time
  See pg: 173 for full Launch Ordnance rules.
  Function Like Drones
  Warheads once Launched, function just like a group of Drones. 
  Each Body has a single Move and Attack. They do not use the 
  Velocity rules for spacecraft movement.
  Individual Bodies
  Unlike Drones, Warheads Bodies do not Attack as a group. Each 
  Warhead Body makes its own Attack Roll.
  No Additional Weapon Cost
  Unlike 
  many 
  Drones, 
  Warheads do not need 
  to be Equipped with an 
  additional Weapon.
  Melee
  Warheads 
  may 
  only 
  make 
  an 
  Attack 
  Roll 
  against an adjacent Target.
  Destroyed After a Hit
  If a Warhead succeeds on an Attack Roll, it 
  explodes, Destroying its Body. A failed Attack Roll 
  does not Destroy it.
  Replacing Bodies
  Destroyed Warhead Bodies are replaced when it makes sense (eg: 
  when you have access to replacements in a city).
  
  182
  Great X’ion War
  6 Years
  Rebirth
  5 Years
  Humanity, Golden Age
  10,000+ Years
  Archons, Age of Creation
  3,000+ Years
  Years of Darkness
  100 Years
  Genetic Erosion
  300+ Years
  Legion
  Kaltoran
  Vargarti
  X’ion Leaves
  Feral Nephilim.
  Nephilim
  Emissaries.
  Devwi-ich awakes
  & takes command
  of Eden.
  X’ion & Archons
  fight, a single
  X’ion escapes.
  Name changed to
  the Corporation.
  Exodus from the
  Var system.
  Nephilim Trade
  Pact formed.
  Legion military
  contracts formed.
  The Founding.
  Auxilia formed.
  Colonization of
  Cerberus Prime.
  The Reality Fracture &
  creation of the Ley Lines.
  Electronic-based
  Technology Singularity.
  Humanity stagnates.
  X’ion
  Nephilim Purebloods
  Arrival in the
  Haven System.
  New Race Created.
  Space Travel
  Rediscovered.
  Degraded Society.
  Archons
  Humanity
  Feral tribes start
  to reunite with the
  Eden Brood.
  Mass Exsilia
  desertion.
  Race Extincion.
  
  183
  See pg: 8-9 for Sector and System Map.
  See pg: 16 for Short Story: History.
  This section explores the Fragged Empire setting, including 
  planets, races, technologies, and more. The goal of this section is 
  not to replace your creativity, but to fuel it.
  Overview
  The Four Core Themes
  See pg: 7 for full Key Theme introductions.
   » A post-post-apocalyptic setting.
   » Cultural tension.
   » Genetic engineering.
   » Exploration.
  Humanity Is Dead
  It is over 10,000 years into the future, and humanity has been dead 
  for a long time, caused by thousands of years of apathy, leading 
  to genetic erosion. Humanity may have disappeared, but not before 
  they changed the known galaxy forever by creating the Ley Lines, 
  which allowed faster-than-light travel, the terraforming of millions 
  of planets, and the creation of the Archons.
  Archons
  Created to replace humanity and to inherit an empire they did not 
  build, the Archons sought to tread a different path than their human 
  creators. While humanity primarily advanced through electronics, the 
  Archons sought to advance through genetic engineering, as proven 
  by their creation of thousands of races in their pursuit to create a 
  perfect race.
  X’ion
  Originally thought to be the perfect race, the X’ion were praised 
  and loved above all else. But before they were even able to leave the 
  lab that they were created in, their Archon creators removed the title 
  of perfection from them. No one knows how the fighting started, but 
  ensuing combat claimed all of the X’ions’ lives, except for one-who 
  escaped far out into uncharted space.
  Great War
  Two hundred years after its departure, the lone X’ion returned 
  to the Archon Empire, leading a massive army of its own creation, 
  the Nephilim.
  This Great War between the Archons, their creations and the X’ion, 
  and its creations, lasted only six years. Once the last Archon had 
  been killed, the X’ion left, abandoning the Nephilim.
  Setting Guide
  Current Situation
  Now a hundred years after the Great War, you and your people 
  have only just re-emerged into space, making contact with the other 
  surviving races in the Haven system.
  Playable Races
  There are four playable races. They have banded together not out 
  of a common direction, but out of necessity.
   » Corporation
   » Kaltoran
   » Legion
   » Nephilim
  Haven system
  The Fragged Empire setting is primarily focused on the Haven 
  system and its inhabiting races. Much of the map outside of the 
  Haven system is left bare and unmarked; it is up to you to decide 
  what’s out there.
  Threats
  There are many threats to the survival of the four races in the 
  Haven system – including the Mechonids, the return of X’ion, and 
  economic collapse – but none are more threatening than political 
  breakdown. If the four races do not work together, then all will fall.
  Make This Setting Your Own!
  Seek to make this setting your own.
  Feel free to change anything.
  Many questions have intentionally
  been left unanswered.
  Many locations on the map have intentionally
  been left unlabelled.
  
  184
  Short Story: Humanity
  Mryks’s eyes slid open as the embryonic walls rapidly 
  deteriorated, turning the membrane which separated her from the 
  world transparent. Mryks pressed through the thin membranous wall, 
  feeling it cling tenaciously to her skin as if it wanted her to stay 
  inside where it was safe.
  Tearing free, Mryks choked as air flooded into her lungs for the 
  first time. Spilling unceremoniously onto the floor, she coughed up 
  the syrupy oxygenating fluid from her lungs. She felt cold and her 
  body ached from its very first use of her muscles. Mryks’s eyes 
  drifted upward to the gargantuan figure standing over her.
  “Birth is painful. You will find life to be similar.” Despite his massive 
  bestial frame, the giant Nephilim’s voice was smooth and calming.
  “Creator…” Mryks choked, looking the Pureblood in the eyes.
  “Clean yourself and get dressed. We can talk afterward.” The 
  Pureblood turned and walked to a console.
  Mryks knew, instinctively, that there would be no more discussion 
  until she had done as he’d instructed. She also knew the console 
  her creator was inspecting was the one that had monitored her 
  throughout the creation process. Mryks struggled to her feet and on 
  shaking legs made her way to the shower.
  Acclimatising to living came easily to Mryks. In very little time 
  she cleaned the last of the fluids from her body and dressed herself 
  in the clothing set aside for her. Mryks knew the world around her. 
  She knew the ship through which she walked was called Zyprion and 
  was a cruiser-class laboratory bioship. Mryks knew every element 
  that went into the ship’s design and construction. She also knew 
  about herself. Mryks was an Emissary. She was made to interact with 
  the other species. She was also aware that they would likely hate her 
  for a war she had no part in.
  It was not long before Mryks found Jughbah. He was seated at a 
  table with two cups of Necronus tea. Across from her creator was an 
  open chair, which she slid into. Jughbah smiled a fang-filled smile 
  as he inspected his handiwork.
  “Are you finding life pleasing?” Jughbah asked analytically.
  “I have no comparison. I know so many things, but have no 
  experience. This hour is all I know.” Mryks reached for her tea.
  “Life is all any of us knows. You, my creation, have the advantage 
  of being born with all the knowledge that I could give you. You exist 
  to be better.” He folded his reptilian hands on the table.
  “Be better than what? Better than you?” She lifted her gaze from 
  her tea to once more meet her creator’s eyes.
  “All of us; better than everything.” His reply daunted her.
  “The perfect Nephilim.” She mused, more to herself than him.
  “Don’t compare yourself to the Nephilim. They have forgotten their 
  purpose. Their improvements are for personal gain. They have been 
  infected by the Corporates, or perhaps they were flawed to begin with. 
  They focus on archaic notions of pride. They advance themselves 
  for power. That can’t be our purpose. The goal is advancement itself. 
  We are no more like the rest of our species than we are like the 
  humans.” Jughbah’s tone was acidic.
  “The humans?” Mryks knew the word but struggled for a definition.
  “You were not created with knowledge of humanity because there 
  is little to be imparted. Conjecture, theories, and myth are all that 
  remain of them.” Jughbah could see the curiosity on his pupil’s face.
  “Humanity were the beings who created the Archons” he continued.
  “Then they would be our great-grand sires?” Mryks interrupted.
  “Forget such familial notions. I do not call you daughter, nor should 
  you call me father. We are equals, as I believe we are the equals of 
  the Archons and humans. In any case, there is little left of humanity 
  in us. However, their legacy lingers on throughout the universe.”
  “In what manner does it persist?” Mryks leaned forward steepling 
  her fingers.
  “The next time, or first time in your case, you step on a planet, 
  take note that it was terraformed. The humans did the vast majority 
  of terraforming throughout the galaxy.” Jughbah was pleased by his 
  creation’s interest in garnering knowledge.
  “Without evidence, can we not hypothesise that it was another 
  race?” Mryks leaned back in her chair.
  “A momentous event that shapes our culture to this 
  day, humanity created millions of long hairline fractures 
  in reality. Bending the scientific laws that govern space 
  and time, this resulted in what we call “Ley Lines”. We 
  still don’t really know what they are. Many suspect their 
  effects go far beyond just powering Jump drives.”
  “Yea, I’ve heard the rumours. Power-crazed psionics 
  and a gateway for transdimensional monsters to 
  move through.”
  “Well, I don’t know about monsters,” Leah replied, “but 
  psionics are real, that’s for sure.”
  - Leah and Zeus, musings on the Reality Fracture.
  
  185
  “It is possible, but all species have been taught that it was the 
  humans. There are so few things we can all agree upon. For our 
  purposes, assume that humanity did terraform many of the worlds 
  on which we live. From that we can surmise that they exhibited 
  atmospheric tolerances very similar to our own.”
  “Yes, but these suppositions go without stating,” Mryks added. 
  “One can also hypothesise that they were vast and technologically 
  advanced. A species would have to be to terraform so many worlds.”
  “Indeed. Many researchers also attribute their electronic based 
  technological singularity to their decline. They would have 
  experienced unprecedented growth. However, very rarely is any 
  species ready for such rapid advance. Much like the Archons, their 
  advances spiralled out of their control entirely.” Jughbah sipped at 
  the now-cooled tea.
  “Resulting in the Reality Fracture. How did it happen?” Mryks 
  connected the strands of information inside her mind.
  “No one is certain, and there are so many contradicting theories 
  that I would not bother speculating on the matter. We know that it 
  happened. We know that the very fabric of reality was rent. The most 
  important outcome was the creation of the Ley Lines. These lines 
  emit an energy that is referred to as Ley Energy – uninspired name, 
  I know. This energy allows our spacecraft to jump: to open portals 
  that allow us to exceed the speed of light. This makes them very 
  interesting indeed.”
  “I am aware of the Ley Lines and their uses, but you already know 
  that. I want to know about the humans. There has to be more than 
  you are telling me.” Mryks gave a dry smile to her creator.
  “There is – much more, in fact. Truthfully, and it pains me to say 
  this, I do not know very much. X’ion did not see them as important 
  enough to teach us. I know implicitly that we are nothing like them.”
  “How do you know that?” Mryks demanded a bit more forcefully 
  than she’d intended. Realising her mistake, she bit her lip and 
  lowered her gaze.
  Jughbah ignored her outburst and sipped calmly at his tea. He 
  could see the frustration building as Mryks’s face tensed. In that 
  moment the ancient scientist was proud. Mryks thirsted forknowledge 
  as she was designed to do. This one would do far better than the 
  last. Perhaps he had finally created an equal. He continued calmly.
  “I know it because they are not here. They reached their peak and 
  grew complacent. They created the Archons to inherit their universe 
  as if they’d intended to fade into obscurity. We would never do such 
  a thing. They stopped reaching for more. Inaction is often worse than 
  poor action, and I can only guess this was the case. Perhaps they 
  exhausted themselves. Perhaps reaching their singularity made them 
  think there was nothing more to achieve. In any case, they ceased 
  to matter when they ceased to advance. Worse still, they failed to 
  better themselves on a genetic level.”
  “Meaning?” Mryks looked puzzled.
  “Other species breed. That is how they expand and focus on 
  specific traits important to the species – or, in the Kaltorans’ case, 
  doom their race to inevitable starvation and madness. They do not 
  create life in the sense that I have created you. They form pairs of 
  male and female parts in order to distill specific traits and add 
  longevity to their species.”
  “Oh.” Mryks was now more confused.
  “It is nothing you have to worry about. The important thing to 
  remember is that humanity stopped coupling, or at least stopped 
  gaining anything new from their couplings. Their genes, like their 
  empire, became complacent and began to erode. Of course this is 
  all based on what little data could be collected, and I am positive 
  many of the holes in the information have been filled in with legend. 
  Dismiss the humans from your thoughts. We have greater things to 
  achieve and cannot be distracted by myths and legends about an 
  irrelevant people.”
  “We have to become better.” Mryks understood.
  “Yes. We have to advance ourselves so that no future species can 
  dismiss our existence so easily.” Jughbah grinned and rose to his 
  full imposing height.
  “Advance ourselves beyond humanity,” Mryks added with a smile, 
  not really wanting to let the matter go.
  “I still think it is such a strange way for humanity to 
  die… Genetic erosion… The degradation of the genome 
  through the lack of biodiversity… Such an old and 
  foreseeable problem.”
  “Well, I suppose they stopped having sex… well, at 
  least not enough of it… My people, the Legion, are at risk 
  of the same problem.”
  “We Kaltorans don’t have that problem… quite the 
  opposite at times.” They both smiled. “Lack of sex! 
  Destroyer of empires!”
  “It couldn’t be just that. If their society hadn’t 
  degraded through apathy, they might’ve survived.”
  - Leah and Zeus, musings on the Fall of humanity.
  
  186
  
  187
  Short Story: Archons
  Lucas hated storms.
  He hated it even more when people seemed to enjoy them. Having 
  grown up on a tiny dump of an island, upon which a storm meant 
  they had to huddle inside underground bunkers while poisonous 
  mists swirled up above, he’d grown to appreciate fair weather.
  Even now, hunkered down as they were inside an ancient Archon 
  genetics lab, watching the hail and thunder through reinforced 
  windows, Lucas felt an old instinct to don his breathing mask.
  “You’re twitching again,” grunted Jagh, engaged as he had been 
  for the last two days, attempting to reactivate one of the many 
  computer consoles that littered the lab.
  “You might relish the thought of being stuck in a 
  decrepit old genetics lab,” Lucas shot back, “but if it’s 
  all the same, I’ll keep waiting for fairer weather.”
  The Nephilim made a rumbling noise in his 
  throat and returned to his attempts at repair. 
  Lucas turned his eyes back to the windows.
  The lab was roomy, but the dusty floors and ancient 
  skeletons didn’t do much for the décor. Add in the 
  empty gene tanks, long-dead computer terminals, 
  and scattered robotic Mechonid parts, and it all 
  added up to somewhere you wouldn’t want to 
  spend any length of time. They currently stood in 
  a circular room that stretched upwards to a domed 
  ceiling. Twin terminals stood before row upon row of 
  man-sized tanks, all bathed in semi-darkness. Most 
  of the rooms in the ancient laboratory were more 
  or less the same - consoles, benches, and dead 
  Archons - but they’d chosen the tank room due 
  to the light coming in from the windows. It was a 
  sparse, cold light that flickered and danced with the 
  hailstones, casting shifting shadows over the debris. More 
  than once, Lucas had caught one of the derelict Mechonids moving 
  out of the corner of his eye, only to discover that it was a trick of 
  the light.
  Their rations were stable, as was their light source: right now, it 
  was the boredom that threatened to finish them off. Or rather, finish 
  Lucas off: Jagh had been happily labouring over the terminals for 
  the entire time they’d been there.
  Lucas had long stopped flinching whenever a particularly large 
  piece of hail smacked into the window. If they’d been outside, the 
  hail would probably have crushed in their skulls by now. 
  “Eos, weather report,” he said, and his small pod-like drone 
  hovered to the window, scanning the sky.
  “Forecast,” Eos reported in a cool female voice. “Storm will pass 
  in approximately twenty-six hours and fourteen minutes. Afterwards, 
  expect clear skies with the chance of a shower in the evening. Your 
  weather for the weekend…”
  Lucas stopped listening.
  Still over a day to go.
  They’d salvaged everything they could from the lab: a few power 
  cells, barely functioning terminals, and a whole lot of ancient 
  data that only Jagh would understand. It wasn’t the greatest haul 
  of Lucas’s career, and now he was stuck with only the Nephilim 
  for company.
  The two of them couldn’t have been more different. Lucas 
  was dressed in his impeccable green Corporate suit, tie 
  straightened to the millimeter, white, greying hair neatly 
  combed to one side. Meanwhile, Jagh stood a foot taller, 
  grey-skinned, hunched over and dressed in shabby 
  garments that hung loose over his hulking, monstrous 
  form. He was one of the original Nephilim, a Pureblood, 
  over one hundred years old, with impressive muscles and 
  brains. Purebloods were feared, and for good reason.
  “Still a day to go,” Jagh said, looking up from his task. 
  “Is there still nothing new to salvage?”
  “The Archons didn’t leave much behind when they 
  decided to do the universe a favour and die out,” the 
  Corp replied. “True Archon tech is rare. So anything you 
  could do…”
   “You hate them.” Jagh paused from his labours 
  underneath the console.
  Lucas turned to see the Nephilim scientist looking straight 
  at him, having laid his tools to one side. If Jagh was actually 
  engaging in conversation, their boredom had reached critical levels. 
  They hadn’t liked each other when the mission began, and the days 
  of awkward conversation had done nothing for their friendship.
  “Yes, I do.”
  “Why?”
  “Because they were terrible parents.”
  Jagh frowned, and Lucas realised that he’d probably have to 
  explain further. It wasn’t like they had anything else to do.
  “How much do you know about the Archons?” he asked, finally 
  taking his eyes off the window. 
  
  188
  “They created you,” Jagh replied. “Corporation, Kaltoran, Legion, 
  hundreds of others. I have killed a few Archons… not a particularly 
  impressive race.”
  “And?”
  “They were an overly proud, arrogant race that deserved to fall.”
  “Finally, we agree on something.”
  “Even though they created you?”
  “Like I said,” Lucas growled. “Terrible parents.”
  Jagh paused, got to his feet, walked over to one of the consoles, 
  and pressed a few keys. The ancient, nearly drained power system 
  flared to life, projecting hologram security footage. The room was 
  filled with hazy figures, scientists, with monotone skin colours: black, 
  white, or grey. Their features were perfect, their bodies broad and 
  strong. Their clothing… ornate, especially for scientists. 
  Just looking at them made Lucas’s fingers twitch. Jagh’s gaze 
  moved from the incorporeal figures to the man’s face, amusement 
  in his eyes.
  Even as they watched, the peaceful research scene dissolved into 
  bickering. A female Archon gestured towards the data terminal, her 
  lips voicing soundless words. Another scientist replied, exasperation 
  written on his face. Within seconds, it looked like the entire room had 
  taken sides. Lucas resisted the urge to roll his eyes. Those were the 
  Archons he’d grown up knowing. All the stories of splits and factions 
  in their society were true, probably caused by petty arguments such 
  as this one.
  Another tap of the console and the images faded.
  “Were they your first Archons?” Jagh asked. 
  “They were,” Lucas replied, with an edge to his tone. “Not that I 
  ever actually wanted to meet one.”
   “Oh, my mistake.”
  Lucas shot Jagh a glare, which was countered by a look of 
  feigned innocence.
  “At least they looked strong,” Jagh said as he returned to his work 
  on the console. “Unlike you squishy Corporates.”
  “Perhaps. If my race were expert genetic engineers, I’d have given 
  myself a few abilities beyond perfect hair and big muscles, but… the 
  Archons weren’t an imaginative bunch.”
  “It was the humans who created them. They were the genetically 
  unimaginative bunch.” Jagha was now back under the console. “The 
  Archons were quite imaginative.”
  Humans. They were a race which Lucas thought of as his true 
  parents. Legend had it that they were explorers, electronic experts, 
  rulers of an empire that may have spanned the galaxy, and at one 
  stage… capitalists… corporates. Eventually they faced extinction and 
  created the Archons as their perfect successors, gave very literal 
  birth to them, and allowed themselves to die out. Every Corporation 
  child knew the stories, but there was little known of humans 
  beyond this.
  “Come to think of it,” Jagh said, his voice muffled by the console, 
  “How much did your people teach you about the Archons?”
  “Just that they were the perfect race that inherited an empire 
  and vast amounts of technology. They squandered both. They didn’t 
  explore much or make use of much human technology. They carved 
  out a small empire and played god with their genetic experiments. 
  Trying to create the perfect race.”
  Even the concept still seemed idiotic to him, the same as it had 
  when he’d learned Archon history as a boy.
  “Hmm,” Jagh replied. “Interesting. My people just learned how to 
  kill them… efficiently and painfully.”
  “What a fascinating education you must have received from X’ion.”
  “The best,” Jagh said with a hoarse laugh. “But I’m fascinated with 
  your concept of them as bad parents. I do not think of my creator, 
  X’ion, as a parent.”
  “The Corporation was deemed to be a failure by the Archons. 
  Meanwhile, their other creations - Kaltorans - were showered 
  with love, resources, entire planets… they played favourites with 
  their children.”
  Lucas paused, gritting his sharp teeth. For a few moments, all 
  that could be heard was the raging storm and the dull thud of hail 
  striking the thick glass. 
  Lucas wasn’t an emotional man. But he could not forget the 
  memories of the poisonous wastelands his people had grown up 
  on, a forsaken island, tossed to them like scraps from the Archons’ 
  table. The Kaltorans were given everything, yet the Vargarti - as his 
  people were originally known - were made the unwanted wards on 
  another race’s planet. 
  These injustices had not been forgotten by the Corporation, 
  even long after they’d fled that world and made a new future for 
  themselves. If a real-life Archon had walked through the door 
  “efficiently and painfully” didn’t sound like such a bad option.
  He was broken out of this line of thought by soft chuckling. Striding 
  over to the console, Lucas gave the metal surface a sharp kick, and 
  Jagh’s smirking face appeared on the other side.
  “Something funny?”
  
  189
  “I find it amusing,” Jagh said in between snorts of laughter. “You 
  grew up with all these issues. My race was the one who removed the 
  problem. I think that our peoples should be great friends.”
  This set Lucas off again, and Jagh slid back underneath the 
  console, leaving Lucas to scowl at thin air.
  “Well, we get along with your people better than the Kaltorans or 
  the Legion ever will.”
  “I heard…” said the Nephilim, his voice muffled once again, “The 
  Archons never stopped in their foolish grasp at perfection. Hundreds 
  of races, flora, and fauna all came from their labs, like this one. 
  Previously terraformed human planets were repopulated with new 
  life. And that was when things went wrong, as they inevitably would.”
  Lucas wasn’t in the mood to endure more taunting. He resumed his 
  place at the window and tried to ignore Jagh’s words.
  “There was a race - X’ions. Their name meant ‘pinnacle of creation’. 
  Twelve were made. They’d finally made the perfect child that they 
  could love and praise at the expense of all others.”
  “I know all this,” Lucas hissed. “Do you think the Corporation 
  are ignorant?”
  “You don’t want me to answer that. But you do know the reason 
  for the war, yes?”
  “Disagreements over perfection,” Lucas said. “The Archons started 
  to argue with each other over what ‘perfection’ really was - through 
  perfect genetics, or brought about by trial. Like the arrogant fools 
  they were, they concluded that the X’ions could never be perfect by 
  their standards. That didn’t sit well with their new, briefly favourite 
  children. The X’ions fought back.”
  “Probably,” the Nephilim grunted. There was a shower of sparks, 
  and the consoles lit up for a brief second. “Imagine, a race of arrogant 
  fools who thought they could make everything prim and perfect.”
  Lucas swallowed a scathing reply.
  “And then the Archons fell into more pointless arguments that tore 
  their society apart. They were so busy debating that they stopped 
  creating new races, which I suppose was the only plus.”
  “And then,” Jagh said, “The war.”
  “The war.”
  As if to highlight the statement, there was a terrific clap of thunder 
  outside the window. Neither of them flinched, but it was enough to 
  halt the conversation.
  Lucas leaned against the console, staring at the dusty, 
  debris-strewn floor as the silence awakened the rest of the lessons 
  he’d learned as a child. Undoubtedly the stories were skewed by 
  Corporation propaganda, but it still held some truth.
  In the midst of the Archon divide, X’ion returned. No one knew 
  how, but in the 200 years that had passed he’d created a genetically 
  engineered army to take revenge against its creators. The Archons 
  called this army ‘Nephilim,’ and they were unstoppable. With organic 
  warships and countless troop variants, the Nephilim swarmed the 
  Archon systems.
  The fragile empire was instantly thrown into chaos. Nephilim 
  moved from world to world, scorching everything they could find 
  and slaughtering billions. In their infinite wisdom, the Archons had 
  neglected to give their creations any real way to defend themselves. 
  Betrayal ran rampant. Archons defected and tried to join X’ion. They 
  were killed. Races offered up Archons to quench X’ion’s wrath. They 
  were still obliterated by the Nephilim. 
  Lucas may not have been alive at the time, but one thing was 
  clear from the records: the initial stage of the war was no war at all. 
  It was pure slaughter. Jagh had been there… Lucas wondered if his 
  role had been as a scientist.
  “I hear some even welcomed the war, as a test for themselves 
  and their creations.”
  “Pardon?”
  “The Archons.”
  Lucas turned to the Nephilim, a deep-seated frustration lending 
  an edge to his voice.
  “That’s a pleasant lie,” he said, his voice low. “But it’s not how I 
  heard it.”
  “Don’t presume you know everything,” Jagh growled back. “I fought 
  in the war. I saw the slaughter, and the betrayal. Your people weren’t 
  even in the war, if I remember correctly.”
  “It wasn’t our war.”
  “It was everyone’s war.”
  “You’re an idiot to think that’s true.”
  “You don’t have the right to talk down to me,” Jagh snarled, striking 
  the console with the side of his fist. Amazingly, this actually worked. 
  The terminals lit up with a soft blue glow, and their argument was 
  momentarily forgotten.
  “Marvellous,” Jagh breathed. “Their records are all here. With just 
  a bit more power…”
  He tapped a few keys, and the lights in the room flickered on, one 
  by one. They stood in the centre of rows of tanks, many of which 
  
  190
  were cracked and drained. Murky liquid still floated in a few of them. 
  The walkways extended to a high, domed ceiling, Archon skeletons 
  strewn all the way up. Lucas stood in the centre of the space and 
  took in the sight while Jagh laboured at the console, loading data 
  onto his personal computer.
  “Incredible work, as usual,” Jagh commented. “The data seems 
  to suggest this lab was used to produce Legion. A durable race by 
  design, repurposed for war. The Archons have done an impressive 
  job; just look at this DNA splicing…”
  “You might call it impressive,” Lucas muttered.
  “They were worthy scientists.”
  “Before they scienced themselves to death.”
  “Oh, come now, let’s not belittle the marvellous work of 
  the Nephilim.”
  “If you call mass murder marvellous.”
  Jagh bristled and halted his work. Lucas turned as he felt a glare 
  directed at the back of his head.
  “You would dare to speak as if you were there. The Nephilim were 
  at war.” 
  “The Nephilim were the race that stomped from one planet to the 
  next, leaving behind billions of innocent corpses. The Archons were 
  forced to take a race in development and turn them into soldiers to 
  defend themselves.”
  “The Legion were a worthy opponent, but there were too few to 
  stop us.”
  “And you would know.”
  “You mock my people,” the Nephilim growled, baring his teeth. 
  “Even knowing I am both your physical and intellectual superior.”
  For a minute, the two of them simply stared each other down. 
  Lucas’ fingers inched towards the collapsible pistol at his belt. Then 
  with a low rumble in his throat, Jagh raised his portable computer 
  and began to type. With a barely audible snort, Lucas went to inspect 
  the nearest tank.
  “You think yourselves the most advanced of all the races,” the 
  Nephilim said, derision in his voice. “You shower your favour over 
  those you deem worthy of your love… the wealthy and powerful. In 
  your pride, you seek to rule over all. Perhaps your Corporation… is not 
  as far from the Archons as you think.”
  “We’re creating a better future,” Lucas replied in a matching tone. 
  “Play your games, scientist. Find new ways to kill. You’ll see that 
  we’re right in the end.”
  He looked deep into the murky liquid inside the tank and thought 
  of the genetic mush that could have been life. Channelling all his 
  frustration into a solid kick, he sent a stray Mechonid head bouncing 
  off the wall and ricocheting into a metal console. The clang echoed 
  throughout the empty space. 
  “Please,” Jagh said, through gritted teeth. “This operation 
  is delicate.”
  “What are you doing, anyway? Isn’t the data enough?”
  “I’m trying to reroute power through nonessential systems. The 
  basic generators are depleted, but if I can steal some power from 
  other sectors… ah, here we go. The security systems have a fair 
  supply. Strange.”
  Lucas glanced around at the skeletons.
  “Strange indeed.”
  “If I can just power them up for a moment…”
  The effect was instantaneous. The scattered remnants of the 
  Mechonids around the room began to twitch, light up, and attempt 
  to pull themselves up. Lucas had already drawn his pistol when the 
  lights faded, power transferring to the main consoles. The Mechonids 
  were still once again.
  “Nervous?” Jagh said with a hint of amusement.
  “You wouldn’t be so cheerful if one of them came to life and shot 
  your head off.”
  Jagh tutted.
  “Wastrels of human technology, activated through desperation. Like 
  a child behind the controls of a nuclear reactor. It was bound to 
  end badly.”
  “Mechonids…”
  “Well, they were the worst. But who knows what else? They tried 
  to stop their inevitable deaths by pressing a load of buttons and 
  hoping for the best.”
  One of the Mechonids twitched again. Lucas was overcome with the 
  urge to pull out his pistol and blow its head to tiny pieces. Amongst 
  stories of the horrors of the war, he’d heard that the machines 
  eventually turned on their creators before becoming the scourge 
  they were today. 
  X’ion’s army on one side, murderous machines on the other. No 
  wonder the war only lasted six short years. Now their creations were 
  left to fend for themselves.
  “Gargh!” Jagh exclaimed as the lights went dead and they were 
  
  191
  plunged back into semi-darkness. “Fail-safes programmed in to stop 
  power leeching. Looks like holograms are all we’re getting for now.”
  His tone carried an air of finality, and Lucas got the impression 
  that the old Nephilim scientist was taking the failure personally. He’d 
  probably sulk for hours.
  All the talk of Archons had left a sour taste in 
  Lucas’s mouth. The Corporation were all about 
  looking to the future; there was no point in 
  pondering has-beens. They were to learn 
  from the mistakes of their flawed parents 
  and move on.
  Jagh had already resumed tapping away 
  at his personal computer, so Lucas was left 
  to his own devices for however long they had 
  to wait. Overcome by sudden curiosity, Lucas 
  activated the hologram footage again and 
  watched as the room filled with scientists, 
  the creators of so many races. One of them 
  passed straight through Lucas, engaged in 
  machinations lost to time. 
  They seemed so perfect, with their 
  muscular forms and flawless features. They 
  were given more than any other race has, 
  and fell so far in their self-indulgent pursuit 
  of perfection. As if anyone even knows what 
  perfection is.
  Lucas looked into the face of the nearest 
  Archon and felt a cold indifference. Up close, 
  the mighty creators and inheritors of the 
  greatest empire in history were just another 
  created race, bound by their own failings. 
  At that moment, the archaic generators 
  finally failed and plunged the room into 
  semi-darkness once more. 
  Somehow, Lucas found himself next to the window, 
  gazing out at the storm. Perhaps there was a certain 
  beauty in chaos. The Archons sought to create perfect 
  equilibrium, and the end result was even more strife. The very 
  system of planets they now inhabited was forged by the chaos of 
  war, the same war that had compelled the Corporation to escape to 
  the stars and develop into the society they were today.
  Perhaps, Lucas mused, as he watched an arc of lightning illuminate 
  the sky, storms can result in unexpected hope.
  
  192
  
  193
  only inches away from its head. Isobel lay on a large boulder across 
  the clearing at the same level, but even the distance didn’t muffle 
  her cursing at having missed the shot. In the time it took her to 
  reload, the feral beast had pulled itself over the cliff and vanished.
  The four of them met at the den’s entrance, where Danu 
  immediately verbally unloaded on Isobel.
  “One shot,” she hissed. “You couldn’t do that much?”
  “Did you notice the dust it was kicking up?” Isobel shot back. 
  Somehow, the rough hike and lying on a rock for over an hour hadn’t 
  left a single mark on her black, expensive Corporate jumpsuit. She 
  stood with her long rifle resting on her shoulder, her face a mask 
  of indifference.
  “Our parts of the plan were completed to perfection,” 
  Danu continued.
  “Which was a miracle in itself,” Jamie muttered. Everyone 
  turned to look at him, and he remembered that he was 
  supposed to be the leader. He blinked a few times, then 
  cleared his throat.
  “Um, right,” said the Kaltoran, “So that plan didn’t 
  work. Fine, whatever. So… any more ideas?”
  “No more plans,” Danu growled. She punctuated 
  this statement by cocking her rifle as loudly as 
  possible, a completely unnecessary gesture. “We split 
  into teams, find the beast, and take its head.”
  “You mean, the same plan that got Janus killed?” Isobel 
  pointed out.
  “I mean what has served us up until now. It cannot hide forever.”
  “It knows this desert, Legionnaire. Didn’t you grow up in a 
  frozen wasteland?”
  “You know what I think?” Jamie exclaimed with a forced grin. “I 
  think we should split into two teams. Regular radio contact, back to 
  the ship by nightfall, don’t take risks, don’t lose your heads, be nice 
  to each other, Isobel with Zayk, Danu with me, okay?”
  He wheeled around and started walking, hoping that Danu would 
  follow. She did, though she continued to snarl as they began to wind 
  their way through the crags. It was going to be a long afternoon.
  ***
  Every few minutes, Isobel would glance over her shoulder just to 
  check that Zayk was still there. The Nephilim made practically no 
  noise with his footfalls, and if he was actually breathing he did so 
  Short Story: X’ion
  It was a hastily made and flawless plan.
  It had very little chance of success and was only flawless because 
  there wasn’t time to point out the flaws, but this was generally what 
  happened when Jamie was forced to be in charge.
  Originally there had been five of them on the mission. Their 
  tyrannical captain, a hulking Legionnaire named Janus, had taken 
  the lead as they forged a path through the rocky desert crags. He 
  was a tough-as-nails mercenary leader, but that hadn’t stopped a 
  Feral Nephilim from taking his head off in the first hour of the trek. 
  Janus would be mourned by no one, but their sparse crew was now 
  down to four, and their target had proven himself to be far more 
  dangerous than they’d been told.
  Now they lay concealed amongst rocky cliffs that surrounded 
  a bone-covered clearing, their Nephilim target hidden in a nearby 
  shallow den. Nightfall was soon, so as the first officer Jamie had 
  been forced to come up with a strategy. It was a terrible strategy, 
  and the whole team knew it.
  Jamie could almost feel their judging eyes 
  through the dust clouds. The young Kaltoran 
  gritted his teeth and raised his pistol into the air 
  as his team readied themselves.
  Here goes everything.
  He fired, and an energy bolt shot into the sky. 
  As expected, the Nephilim emerged from his den and 
  came face-to-face with one of his own kind. However, 
  the two couldn’t be more different.
  Zayk was of the newest breed of Nephilim, the ones that 
  looked mostly what people considered to be normal, not counting 
  the grey skin and hair tendrils. Males of this class were rare, though 
  no less effort had been put into their creation: Zayk’s features were 
  chiselled in such a way that only a Nephilim genetic lab could 
  achieve; his body was lean and strong.
  Meanwhile, the feral creature that had killed their captain was 
  a massive, hunched-over beast with thick armoured limbs, 
  monstrous blood-stained jaws, and large black thoughtless eyes… a 
  mindless animal.
  There was no thought given to a family reunion. Zayk opened fire 
  with his twin SMGs, which he wielded with uncanny poise. On all 
  fours, their target leapt back inside the hut. So far, so good. There 
  was the sound of falling rocks and dirt as the Nephilim burst out the 
  back of his den, only to be met by Danu.
  The female Legionnaire let loose with her high-powered Gauss 
  Rifle, forcing the feral creature up the small cliff face. It managed to 
  reach a low plateau just as a sniper round buried itself into a rock 
  
  194
  quietly. There was also the fact that he wasn’t bad to look at… for 
  a Nephilim. 
  “Y’know…” she began, using her long rifle to swat at the growing 
  number of annoying bugs, “I don’t think I’ve ever heard you 
  talk voluntarily.”
  Zayk was silent for a moment.
  “Is that so?”
  “Uh-huh. Surely you have something to say.”
  “Why would I?”
  “I dunno. I’ve met a few Nephilim, and they’re always so curious 
  about everything.”
  “I… observe.”
  “Yeah, I noticed. So how old are you, anyway?”
  Isobel glanced back and noted with amusement that Zayk seemed 
  to be taken aback by the question.
  “I, uh…” he said, “By your biological standards, you mean?”
  “Nope. Exactly how long you’ve been alive.”
  “In that case… I’m nearly two years old.”
  “Whoa there, old-timer,” Isobel replied with a short laugh. “Don’t 
  croak on me.”
  “I will try not to.”
  This might have been an attempt at humour, or he could have 
  been completely serious. It was impossible to tell. 
  They came to a ruin-covered ridge, over which flowed an 
  impressive waterfall of sand. The sunlight glinted off the rising cloud 
  of dust, creating an unexpected panorama that was impossible not 
  to admire.
  “It’s a shame,” Isobel commented as they stopped to take in the 
  view. “All of this mess is because of the war.”
  “How so?”
  The Corporation woman gestured all around her.
  “The ruins, the toxic desert… and then there are the monsters.”
  Zayk flinched at the final word, so briefly it would have been 
  impossible to tell if Isobel hadn’t been looking for it. They started 
  walking along the cliff face, keeping their eyes focused on the ruins.
  “Sorry,” said the woman, not meaning it. “I know it’s one of your 
  own that we’re hunting.”
  “It is a mindless beast, no different from hunting any other wild 
  game” Zayk said. “My people have much to answer for.”
  “Hmm. What do you think of how your race came to be?”
  “That is a… broad question.”
  Zayk was spared from answering for the moment. A dozen 
  fist-sized rocks rolling down a nearby ledge instantly set them both 
  on edge. Backed up against the cliff face as they were, manoeuvring 
  would be difficult. Both readied their weapons and backed off a few 
  paces. For a few moments the only sound was the subtle drone 
  of the wind. Then the rocks shifted once again and out popped a 
  furry puffball with disproportionately large eyes and tiny talons, upon 
  which it stumbled in constant danger of toppling over.
  The creature was around the size of Isobel’s fist. Both of them 
  relaxed, exhaling at the same time.
  “Case in point,” Isobel commented as they watched the tiny 
  creature scurry back into the rocks. “Just one of the Archon’s great 
  achievements that proved how much of their time they wasted.” 
  “You would speak of your creators in such a way?”
  “In a heartbeat. Don’t tell me you have lingering affection for 
  X’ion? After he abandoned your people?”
  Something remarkably like anger flashed across Zayk’s face 
  before he holstered his weapons and resumed trudging up the ridge.
  “Darkness is coming,” he grunted over his shoulder. “We 
  should hurry.”
  Isobel stood still for a moment before rolling her eyes and moving 
  to follow.
  ***
  Moving in the opposite direction, Jamie was attempting to dish 
  out a reprimand in the same manner as Janus. It wasn’t going well.
  “I’m just saying,” he said, trailing behind the Legionnaire as she 
  pushed her way through a narrow canyon. “We have to work together. 
  Don’t get so caught up in arguments. Let them bounce off.”
  “The arguments are insignificant,” Danu replied. Jamie nodded in 
  appreciation before realising that he didn’t have the slightest clue 
  what she meant.
  “Uh, what?”
  “The Corporation woman merely lacks professionalism. What has 
  
  195
  me on edge is the Nephilim.”
  “Zayk? He seems… harmless. A nice guy, even.”
  Danu stopped in her tracks. Naturally, this meant that Jamie walked 
  right into her back. It was rather like smacking into a stone pillar.
  “How can you say that,” Danu asked in a low growl, “when you 
  remember… everything?”
  Massaging the bridge of his nose, Jamie reflected on her meaning. 
  It was true; his Kaltoran genetic memories stretched back to the 
  war. They got a little bit fuzzy as time went on, and sometimes they 
  became tangled with memories of his life here and now, but they 
  were always there.
  All it took was a moment of thought, and he could remember many 
  things his ancestors had seen and felt, from the time their race was 
  created by the Archons, the war and the horrors that followed.
  He remembered when the “perfect” race had been brought into 
  the world, named “X’ion” or “pinnacle of creation”. As a favoured 
  race, the Kaltorans had rejoiced along with the Archons. Though only 
  twelve X’ions were ever made, some of Jamie’s Kaltoran ancestors 
  had been eager to meet their newest brothers and sisters (or just 
  siblings - no one really knew much about the X’ion’s physiology, 
  including their gender).
  Secluded in their space laboratory, the Archons had given more 
  love and praise to their new creations than they’d even showered on 
  the Kaltorans. Delusions of perfection, however, couldn’t last.
  “You can see the war in your mind,” Danu said as she began to 
  walk, “how the Archons tried to remove the X’ion title, which led to 
  them fighting back. Then a few hundred years later… war.”
  “Well, yeah,” Jamie admitted, keeping a close eye on his personal 
  rock-plow in case she decided to stop again. His nose still ached. 
  “But water under the bridge, y’know?”
  “I do not.”
  “Hmm. Okay, maybe it’d be better if the Archons hadn’t tried to 
  blow up their own creations out of fear, or if they’d been a little more 
  diligent in not allowing one of the X’ions to escape out into uncharted 
  space. But what happened, happened.”
  “What happened,” Danu replied, her tone venomous, “was slaughter 
  by an army of Nephilim, with their creation; X’ion at the helm.”
  Jamie didn’t have an answer to that, which plunged the 
  conversation back into silence.
  ***
  Isobel stood perched on top of an ancient Kaltoran temple, which 
  was neither as fun nor as interesting as it had sounded. The structure 
  had long since lost any defining features, crumbling into a hulking 
  pile of rocks with barely enough room inside for a shelter. The Feral 
  Nephilim had been there, that much they knew.
  “Case in point, once again,” she called down to Zayk, who was 
  surveying the crags and dunes. “This place was full of sentient life, 
  the Kaltoran capital, before your Nephilim buddies came through and 
  killed everyone.”
  “Are you… trying to goad me?” Zayk replied, not turning. 
  “Well, maybe.”
  In a few deft leaps, Isobel landed gracefully and dusted herself off.
  “I’d just like an opinion. X’ion: good guy or bad guy?”
  “That is impossible to answer,” Zayk replied. “By whose standards 
  do you measure good and evil?”
  “But you must have an opinion. Or don’t they teach you about those 
  when they force-fed knowledge into your brain?”
  “I don’t…”
  The cultured surroundings of the Corporate 
  Gentlemen’s Club didn’t bother the scruffy Mikhael 
  Jinx, and neither did the snooty stares from high-class 
  escorts, nor those that’d hired them.
  “You know what X’ion’s problem was?” he remarked 
  to nobody in particular, adjusting his worn jacket as he 
  leaned back. “The same problem as you Corps have with 
  the fraggin’ Archons.”
  Here he paused to resume chugging what was left in 
  the gold-embossed bottle. “Good stuff, this crap.” he 
  muttered before continuing his tirade. “My sister said 
  it best: Parent issues. You Corps, X’ion, the lot of you 
  have serious parent issues.” Glares from across the 
  open clubroom followed his movements as several 
  bulky Legion bouncers made their way across the room 
  to him.
  “Course, X’ion had overwhelming power on his side, 
  while you lot have some pretty outfits.” He took another 
  swig in the silence that followed. “‘Of course, I’m sure 
  that’ll work out for you all.” he said with a smirk as 
  he was dragged to his feet, the empty golden bottle 
  dropping to the thick carpet with a thud as he and his 
  unwanted opinions were escorted out.
  
  196
  “Or perhaps,” Isobel said, glancing over her shoulder as she moved 
  towards more stone ruins, “You’re all just ashamed of what X’ion did. 
  Y’know, when it returned with an army of you lot and laid waste to 
  everything the Archons had created. Blood, gore, entire species wiped 
  out… it’s not like you have a rich and varied history.”
  “Perhaps not.”
  “Why do you think X’ion just up and left when the war ended?”
  “I do not know.”
  “Seems a lot like it just abandoned you like childhood toys once 
  it had its revenge on the Archons.”
  “Enough!” Zayk roared, stopping dead in his tracks. The word 
  echoed throughout the ruins and canyons, Isobel’s eyes narrowed.
  “Finally,” she said, unconcerned. “Some emotion.”
  They resumed walking, keeping their distance from each other, 
  listening for the tiniest sound.
  “This is all I know,” Zayk said after a few minutes. His tone 
  suggested that he wouldn’t appreciate being interrupted. “X’ion is 
  a mystery even to us. Justice is a concept my people place little 
  value on. But the Archons’ eventual deaths were inevitable.”
  “Oh, absolutely,” Isobel said. “I mean, they couldn’t even agree 
  on their own concept of perfection, or pretty much anything. The 
  number of splits in their society…”
  “They had no concept of war, and were unprepared,” Zayk continued. 
  “They were tested by their own creation… and failed.”
  Isobel waited for a few moments to see if he would keep talking, 
  then brushed her hair over her shoulder with a smile.
  “Interesting,” she said, deftly stepping over a tree stump. “I do 
  enjoy our chats.”
  Zayk was about to respond when a blurred grey shape blasted out 
  from the shadows, its claws levelled at both of their heads.
  ***
  Jamie and Danu had encountered nothing but more ruins and a 
  few scattered bones that might have been Feral Nephilim snacks at 
  some point. The silence was overpowering, and Jamie was about 
  to attempt another bad conversation-starter when his companion 
  spoke up.
  “Do you remember everything? From the war?”
  “Um…”
  From his surviving ancestors’ perspective, sure. He didn’t think 
  about it much, but sometimes, on the coldest nights, the genetic 
  memories would leap unbidden to his mind. Visions of living biotech 
  ships descending from the sky, filled with Nephilim soldiers who 
  came to kill. All of them were different, thousands of genetic 
  variants bred for different functions, but had a singular purpose. The 
  Kaltorans quickly learned to fear them.
  He remembered the Archons, hunted throughout the galaxy, some 
  of whom had taken refuge with their created children. It hadn’t saved 
  them from X’ion’s wrath. 
  “I remember,” Jamie said, swallowing. “Mostly.”
  “What was it like?”
  “Excuse me?”
  “Real war. Tell me.”
  Of course. The Legion had been bred to be the Archons’ soldiers in 
  the war against X’ion. Since the conflict only lasted six years, their 
  entire race now struggled to find purpose without the Great War. A 
  war that no living Legion had fought in.
  “Well,” Jamie began, kicking aside a rock in his path, “the Kaltorans 
  weren’t exactly on the front lines. That was your people’s job. But I 
  remember a lot of fear. Since the Archons had no history of warfare, 
  they turned to human traditions of order, discipline, and skill. That’s 
  why your people are the way they are. Whereas X’ion…”
  He paused, feeling a memory come rushing back. A few of his 
  ancestors had joined the fight. They’d seen how X’ion’s troops 
  functioned: primal, instinctual, cunning, and ferocious.
  “The Nephilim were different,” he concluded. “They fought like 
  animals, while the Legion were regimented. Battles were complex 
  and… horrific.”
  “Indeed,” Danu said. “X’ion was ruthless, but tales are also told 
  of its creativity. It was a thinking foe, as the Archons were, but so 
  very different.”
  “Pretty much. And then there were the spies.”
  Danu flinched as if she’d heard a taboo word. 
  “What spies?”
  “No one knows for sure, but we are pretty sure a war of espionage 
  began many years before any actual physical conflict began.”
  Danu was quiet for a moment, before growling “Tales of X’ion’s 
  prowess in battle have been overstated, if it relied on such tactics.”
  Once again, there was no reply to this. The two of them trudged 
  
  197
  Playable Races
  The Haven system is home to four primary races: the Corporation, 
  the Kaltorans, the Legion, and the Nephilim. The player characters of 
  your game may be any one of these four races.
  This section will help you to create a character that fits into the 
  wider setting.
  Lost Races
  The Archons created thousands of races, and there are sure to be 
  many other X’ion-created Nephilim out in the galaxy. GMs should 
  feel free to insert additional races, especially if their game is set 
  outside the Haven system.
  on, scanning the ground for tracks and listening for any suspicious 
  sounds. Their concentration was suddenly broken by a burst of 
  gunfire from the south.”
  “Target engaged,” Isobel called breathlessly over the radio. “It’s 
  heading for the central temple, the place where we’ve stashed…”
  “The ship,” Jamie choked. Danu was already sprinting, with the 
  young Kaltoran trailing behind. That beast could do some serious 
  damage if they weren’t careful.
  Up ahead, Jamie saw Danu sink into a crouch as she entered 
  the clearing. He assumed she was preparing for combat until he 
  smacked face-first into the cloaked wing of their spacecraft. For the 
  second time in as many hours, his nose felt like it was protesting 
  being a part of his face.
  “Ow,” he grunted, trying and failing to make the word sound 
  commanding. “Ow, ow, ow, ouch…”
  He stumbled forward, ducking underneath the wing, and saw that 
  Isobel and Zayk had the temple entrance surrounded. Zayk bore a 
  gash on his forehead, and Isobel’s armour was scratched up, but they 
  otherwise seemed unharmed.
  “It’s in the temple, nowhere near the ship,” Isobel reported as 
  Jamie approached. “We’ve confirmed that this is the only exit, so… 
  what happened to your face?”
  “Nevermind,” Jamie replied, striding to the front of the group so 
  they couldn’t see his less-than-heroic wound. “Alright, same plan as 
  last time. I’ll give the signal; Isobel will be positioned in the crevice 
  over there; Zayk, you can force it onto the roof; Danu will cover the 
  flank; I’ll give covering fire where needed…”
  “Or,” Danu said, “We could just toss in a couple of grenades?”
  She held up two, clenched in her fist.
  “Oh,” Jamie said, blinking a few times. “Uh, yes. That works too.”
  They blockaded the temple entrance, weapons at the ready. Danu 
  pulled the pins and tossed the explosives into the darkness. It might 
  have been a simple beast, but it came bounding out before the force 
  of the blast threw it forward, and it rolled to a halt right in front of 
  Zayk. It raised its head, and for a moment the two members of the 
  same race simply stared at each other.
  Then the feral beast snarled and rolled onto its hind legs, but it 
  was mowed down by the full force of Zayk’s SMGs. The gunshots 
  echoed throughout the ruins, then all was still. With an unreadable 
  expression, the young Nephilim holstered his weapons, and the others 
  did the same.
  “Nice work,” Isobel commented as she strode to meet him. “For a 
  moment there I didn’t think you’d finish it.”
  “Why does it matter?” Zayk murmured, before turning towards the 
  ship. “The job is done.”
  “Good work by everyone, I reckon,” Jamie said, talking mostly 
  to Danu. The Legionnaire narrowed her eyes as she surveyed Zayk 
  ascending into the ship, before shrugging and following suit.
  “Hmph.”
  Then she was gone, leaving Jamie standing alone in the clearing. 
  He leant over the Feral Nephilim’s body, cutting off one of its head 
  tendrils as proof of their kill.
  “Command certainly was a tough burden,” he said to himself as 
  he rubbed his nose and turned towards the ship.
  “Arg… the Xi…” Jamie jumped back from the beast in fright, readying 
  his pistol as it spoke. “The X’ion, the pale master, shall come again…”
  With an eerie exhalation, the beast breathed its last breath as Jamie 
  realised he and his children would forever remember this moment.
  “In many cultural ways, we have more in common 
  with the Archons than any of their own creations. The 
  irony of this is not lost on me, as we have now become 
  what we were created to destroy. We in effect, are the 
  new Archons...
  I wonder if in our effort to never be replaced, our 
  children will also one day kiil us.”
  - Zeqwarkos, the World Eater
  
  198
  Corporation
  Common Name: Corp
  Former Racial Name: Vargarti
  Creator: Archons
  Average Height: 1.7m
  Average Weight: 75kg
  Average Life Span: 80 years
  Home Planet: Alabaster
  Former Home Planet: Varsphere
  Total Population: 8.9 million
  Yearly Population Growth Rate: -12%
  Years Since Re-emergence into Space: 53 years
  Common Characteristics
  Abrasive, decisive, entrepreneurial, organised, and pragmatic.
  Distinctive Physical Features
  Yellow patterned skin along neck, back, shoulders, and hairline.
  Corporation Trait, pg: 340
   » +2 Maximum Resources and Influence.
   » Gain 1 Resource and Influence.
   » +1 Wealth, Operations, and Tactical.
   » Gain Language: Corporation.
   » -1 Fate.
   » -2 Maximum Strength.
   » Racial Prejudice from Kaltorans.
  Preferred Combat Equipment
  Ion and Particle Weaponry.
  Combat Computer.
  Drones.
  Clothing or Combat Suit.
  Corporation History
  During the Age of Creation, the Archons created the Vargarti but 
  deemed them a failure. Rejected by their creators, they were forced 
  to live on a single island on a planet controlled by another race. Not 
  allowed to travel and with strict birth control, the Vargarti were never 
  given the opportunity to stand on their own.
  During the Great War, X’ion brought destruction and death to all 
  children of the Archons, including the Vargarti on their home world 
  of Varsphere. They were spared the worst, however, since X’ion’s 
  genetically engineered viruses were designed to target the planet’s 
  primary race, not the Vargarti. Even so, at the end of the Great War, 
  Varsphere was a monster-covered wasteland, millions had died, and 
  they had lost much of their technology.
  For the Vargarti, the Years of Darkness were a chance to reimagine 
  themselves and discard the inferior status given to them by the 
  Archons. This reimagining began when a small group of Vargarti 
  warlords uncovered a ruin of an ancient city from the Golden Age of 
  Humanity and learned of an ideology called capitalism. Embracing 
  this ideology as a means to forge their own path, these warlords 
  united the Vargarti tribes under a new identity: the Corporation. This 
  became a purely capitalistic society, where each person succeeded 
  or failed based on their own ability.
  As the dust from this social upheaval settled, the Corporation took 
  to the stars. Abandoning their home world, they embarked on a great 
  exodus to the system called Haven, where they colonised a massive 
  gas giant with space stations. This time of space colonisation was 
  extremely difficult, and millions died. The newly formed Corporation 
  would have failed if not for the Nephilim. In a never to be repeated 
  gift of generosity, the Nephilim housed the Corporation in their 
  mighty warships and provided food, supplies, and workers.
  Over the years that followed, the Corporation explored the Haven 
  system, drawing attention from the yet-to-emerge Kaltorans, the 
  nearby Legion, and the dormant Mechonids. The Corporation had 
  inadvertently woken the Haven system up.
  
  199
  
  200
  Corporation Culture
  Before they were known as the Corporation, the Vargarti were 
  rejected by their Archon creators as inferior. Because of this 
  rejection, the Corporation has a strong sense of self-determination 
  and refuse to be a product of their genes. For the Corporation, the 
  Great X’ion War was a fresh start, freeing them from insignificance 
  and irrelevance, giving them an opportunity to prove themselves. 
  Therefore, each Corporate thrives or fails on their own merits, and 
  judges others based on the same.
  The Corporation is not a nation; rather, it is an enormous cartel 
  made up of millions of smaller companies. It is a purely capitalistic 
  society – entrepreneurial, competitive, acquisitive, and greedy. The 
  philosophy of competition in the Corporation stems from the Board of 
  Management’s policies: Corporation subsidiaries are to compete with 
  one another as if independent, so that the more profitable companies 
  succeed and the less profitable ones fail. However, when dealing with 
  outside races, the policy is to act like a cartel, fixing prices and 
  forming monopolies to ensure the best price for the Corporation.
  Largely motivated by the desire for personal success and shaped 
  by social expectations, Corporate culture is deceptively simple to 
  outsiders. While most are materially well provided for, nearly all 
  Corporates present an image of greater personal success than they 
  have actually achieved. This is especially true when interacting with 
  other Corporates; you are judged on your personal achievements 
  and in many cases hired and fired on that same basis. No matter 
  how impoverished, every Corporate has at least one set of expen-
  sive-looking clothes to wear in public. The wealthiest frequently 
  throw extravagant parties to firmly establish public knowledge of 
  their success.
  Corporates mostly live on large, crowded, and hastily constructed 
  space stations orbiting the gas giant Alabaster, with large central 
  chambers full of garish advertisements, shops, and towering 
  buildings, surrounded by large space ports. Others live in crowded 
  moon and asteroid outposts within the Haven system. Wherever they 
  make their homes, you can be sure that there is an important source 
  of income close by.
  The Corporates are the greatest unifying force in the Haven 
  system, with most of their manual labour and production done by 
  Nephilimcreated biological drones called Flesh, law enforcement 
  largely managed by the Legion, and even trading with the often 
  troublesome Kaltorans for food and raw minerals. If not for the 
  Corporation, the races would still be in the Years of Darkness, a fact 
  Corporates don’t mind mentioning when it’s convenient or helpful.
  Creating a Corporate Character
  Agent
  The Corporation are not all stock traders and financiers; they also 
  employ agents who specialise in corporate espionage to facilitate 
  hostile takeovers and other forms of enforcement. Excelling at covert 
  operations and overcoming security systems, these agents can 
  quickly respond to negotiations gone bad or fight from the shadows.
  Recommended Skills
   » Physical
   » Awareness
   » Programming
   » Small Arms
  Recommended Traits
   » Wealth: Black Market
   » Physical: Thief
   » Small Arms: Crack Shot
  Business
  Experts on trade, businesswomen and men use their knowledge 
  and skills to expand the resources available to them and their 
  companions. Skilled negotiators, they often act as the public face for 
  their group, conducting themselves with a decorum that mercenaries 
  often lack. In combat, they lead their drones and lackeys from the 
  rear and provide tactical data to their team.
  Recommended Skills
   » Wealth
   » Conversation
   » Leadership
   » Tactical
  Recommended Traits
   » Intelligence: Educated
   » Wealth: Barter
   » Conversation: Charming
   » Tactical: Hug Cover
  Professional
  There are some jobs for which Flesh and mechanical drones are 
  not capable enough; these are done by corporate professionals. 
  These highly skilled individuals often specialise in single field, such 
  as medical care, scientific knowledge, or Flesh coordination.
  Recommended Skills
   » Any Professional Skills
   » Tactical
  Recommended Traits
   » Level: Thinker
   » Mechanics: Aerospace
   » Programming: Data Searcher
   » Medicine: Clinical Medicine
  
  201
  Agent
  Business
  Professional
  201
  
  202
  
  203
  Government and Law
  Government: Plutocratic Oligarchy.
  Leadership: Board of Management.
  Board of Management
  A political scientist would define the Corporation as a plutocratic 
  oligarchy, which is to say a government run by a small number of 
  the wealthiest people. In the Corporation, this oligarchy is represented 
  by a group known as the Board of Management. The way in which 
  the Board is chosen is fairly simple: each new year, all companies 
  must report their earnings. The CEOs of the ten wealthiest companies 
  become the Board of Management. The Board of Management is 
  responsible for conducting diplomacy between races and deciding 
  on any regulatory laws.
  The Board of Management was originally an alliance of ten 
  warlords that emerged victorious from the wars of the Dark Age 
  before the enlightenment of capitalism and the space colonisation 
  of Haven. These warlords uncovered information about the economic 
  systems which allowed the humans of the past to rule the galaxy. It 
  followed that to be successful they should do their best to recreate 
  these economic systems.
  Despite its many fluctuations, board membership has fallen into 
  a predictable pattern over the last thirty years. Membership of the 
  lower seats changes constantly as companies fall as quickly as they 
  rise. Middle and upper seats are fairly stable, with large companies 
  such as the Body Count ConglomerateTM, OctantoTM, and StreamTM 
  firmly holding onto their places.
  While the companies that make up the Board are well known, many 
  CEOs who serve on the Board choose to keep their identities secret 
  by acting through complex proxy networks or by simple absence. It 
  is quite likely that multiple board seats are held by the same person. 
  Some members of the board may not even be racially Corporate, and 
  some may be the original founding warlords, indefinitely extending 
  their lives through advanced Nephilim bio-tech.
  Corporate Regulatory Law
  At the inception of the Board of Management, it was decided that 
  agreement between private individuals would suffice for law and 
  order. However, when the Corporation came into contact with the 
  other races, the social order began to break down, since there was no 
  way to stop coups by Legion mercenaries or to battle Kaltoran piracy 
  and other larger threats. To combat these problems, the Board of 
  Management decided that a formalised system of regulations would 
  be necessary; they created article 924c, better known as Corporate 
  Regulatory Law.
  These laws apply only within the confines of Corporate space, 
  property, or claimed territory. There is nothing considered a crime, 
  as such, only breaches in regulation, which are enforced with fines. 
  Any breach, from murder to shoplifting, can be paid as a fine; if 
  unable to pay, the offender is sentenced to forced indentured labour 
  until they have worked enough to pay off the debt. The fine is 
  determined not by the ethics of the crime, but by the economic 
  cost of the crime. For example, killing a Kaltoran shopper who was 
  going to spend an estimated 100cr and whose death has no other 
  negative consequences is worth a 100cr fine. Killing a prominent CEO 
  and causing a stock value loss of 25% could be worth millions. A 
  person can take out life insurance on their own life to inflate the 
  consequence of causing their death.
  These fines are often left unpaid by non-Corporates. Unpaid fines 
  are doubled in value and applied as “dead or alive” bounties. Legion 
  mercenaries and Corporate security contractors enforce these 
  bounties, receiving a 50% commission, while the remaining 50% is 
  paid to the victim of the breach (minus expenses).
  Breaking Corporate Law
  When a character breaks a law in Corporate
  space, they should be fined.
  Minor crimes require a Wealth Spare Time Roll.
  If this is not paid by the end of the next session, then it
  increases in cost to a Resource Point.
  Major crimes cost Resources.
  If this is not paid by the end of the next session,
  the offender gains the Complication: Bounty.
  Minor Crime, Examples
   » Minor property damage, e.g: broken window or graffiti.
   » Minor medical expenses, e.g: flesh wounds or small energy 
  weapon burns.
   » Shoplifting cheap items, e.g: stealing things that cost a Spare 
  Time Roll or nothing.
   » Inconveniencing business, e.g: “putting off” customers or 
  murdering a Kaltoran patron.
  Major Crime, Examples
   » Stealing Credits or property.
   » Stopping business, e.g: causing a shop to close due to damage.
   » Causing loss of profit, e.g: unnecessary waste of Corporation 
  resources or murdering a Legion or Nephilim employee.
  Variable Crime, Examples
   » Murder of Corporate member (depending on victim’s 
  life insurance).
   » Causing a share price drop (depending on the value of 
  the loss).
  
  204
  Economy
  Exports: Fuel, Small Goods, and Transportation Services.
  Imports: Enforcement Services (Legion), Exotic Goods, Unskilled 
  Labour (Nephilim), Food and Water (Kaltoran).
  Credit Chips and Banking
  The economy of the Corporation is vast and complex, with 
  the majority of calculations done behind the scene by stock 
  market supercomputers.
  Each bank of the Corporation may issue its own currency, created 
  by making loans. This has proved helpful: if a prominent bank goes 
  bankrupt, it only collapses the part of the economy tied to its brand 
  of currency rather than all of it. Credit Chips (cr), used for nearly 
  all smaller transactions, are not technically currency but rather an 
  indicator to which all currencies are compared. The value of Credit 
  Chips is fixed to the value of energy, which is the main commodity 
  of the Corporation in the form of fuel. There is always demand for 
  energy, and thus there is always demand for Credit Chips.
  Because of the complexity of background transactions, Credit 
  Chips are not simple minted coins. Each chip is a tiny computer 
  that constantly buys and sells shares to maintain a stable value. 
  Only a tiny fraction of the total economy is tracked on physical 
  Credit Chips; the vast majority exists in stocks and on computers as 
  numbers. For that reason, bank cards are used for most transactions.
  Flesh Drone Workers
  With the Corporation populations’ dislike of manual labour and 
  limited physical potential, almost all manual labour is done by 
  machines or biological drones, known as Flesh. These near-mindless 
  workers are bio-engineered by the Nephilim and provided to the 
  Corporation as part of the Nephilim Trade Pact. Flesh drones can 
  be found doing all types of manual labour: mining, farming, and 
  manufacturing being the main three. On rare occasion they have also 
  been used as an extremely rudimentary fighting force, but the Legion 
  is generally preferred for this role.
  Hydrogen Fuel
  One of the main sources of fuel in the galaxy is hydrogen, 
  harvested from the gas giant Alabaster. A flexible fuel, it can be 
  used in volatile combustion engines or sophisticated fusion reactors. 
  The Corporation are meticulous and vigilant not only to maintain 
  their near-monopoly on fuel production within the Haven system, but 
  also to maintain its high value, not allowing the market to be flooded 
  with surplus resources.
  Relationship with Other Races
  The Corporation is the greatest unifying social force within the 
  Haven system. This is not for any idealistic reasons, but due to the 
  Corporation’s very nature and its constant thirst for economic growth 
  and stability.
  In their eagerness to cross most cultural boundaries, Corporate 
  society has have very little racism. They have a talent for social 
  cohesion and a passion for order, risk mitigation, and economic 
  growth. As a result, they have established many cross-racial 
  systems, such as the Data Stream (pg: 274), currency (Credits, pg: 
  274), and many economic infrastructures.
  Nephilim Trade Pact
  During their early years of space colonisation, the Corporation lost 
  millions of lives in their efforts to establish space stations around 
  Alabaster. They would have failed if not for the Nephilim. Showing 
  unprecedented generosity, the Nephilim housed, fed, and sheltered 
  millions of colonists in their ancient living warships as the space 
  stations were being built.
  Over the years, the hierarchy of both races have solidified their 
  working relationship in the form of a trade pact. The Nephilim provide 
  cheap labour, primarily in the form of biological drones called Flesh, 
  while the Corporation provide near-unlimited fuel to the Nephilim.
  Legion Military Contract
  Both desiring order and structure and having complimentary skills 
  sets, the Corporation and Legion have a natural synergy despite their 
  glairing cultural differences. Most Corporates abhor personal physical 
  risk, while the Legion relish it. Most Legion hate the monotony of 
  economics and production, while Corporates thrive on it.
  The eagerness of young Legionnaires to fight for a living has given 
  the Corporation a lot of power over them. With no formal, overarching 
  agreement, the Corporation hire Legion enforcers on short-term 
  contracts or commission. Legion soldiers are a familiar sight on 
  most Corporate space stations, facilities, and spacecraft.
  The Kaltoran Problem
  According to most Corporate citizens, the Kaltorans are a 
  misguided, reckless, and frustrating race. They refuse to sign nearly 
  any agreements with the Corporation, and if they ever do, they are 
  more than happy to just disregard them as they see fit. They also 
  have an utter disregard for the importance of money, preferring to 
  barter for physical goods and services.
  Despite this constant friction, the Corporation makes some effort 
  to maintain a working relationship with the Kaltorans, motivated by 
  their need to trade with the Kaltorans for raw materials such as food 
  and minerals.
  
  205
  Science and Technology
  Scientific and technological developments within the Corporation 
  are primarily handled by R&D departments of large companies. 
  To Corporates, there is no purpose to science unless it yields a 
  sellable product, leading them to focus on engineering and applied 
  science rather than theoretical or pure research. Most of the time, 
  profiting from scientific endeavours requires cutting corners. This 
  is done most often in two ways: outsourcing to unethical Nephilim 
  researchers and reverse engineering pre-War technologies.
  Nephilim Partnership
  A sizeable portion of the Nephilim Trade Pact is their ongoing 
  research partnership. The Corporation regularly commission the 
  Nephilim to conduct scientific research on their behalf. Not only are 
  the Nephilim very good at it, but they also underestimate the value 
  of Corporation Credits.
  Exploration
  Many research companies within the Corporation specialise in 
  exploring the ruins of Haven, primarily motivated to find technology 
  they can reverse engineer and sell. These ruins include Kaltoran 
  ruins, Archon facilities, and ancient Nephilim warships. These 
  missions are often successful, so freelance ships and chartered crew 
  are hired on a regular basis.
  Genetics
  Created by the Archons
  The Vargarti (now known as the Corporation) were rejected by 
  their creators, the Archons, as inferior – a failed creation. With only 
  a few thousand made, they were not given a planet of their own but 
  relegated to the care of another race.
  Given a small island to occupy, constrained in their travels, and with 
  enforced birth control, the Vargarti were never given the opportunity 
  to progress as a culture… not until the X’ion War freed them.
  Their rejection has been a defining feature for the Vargarti. 
  Eventually, they rejected their racial identity and embraced a social 
  system in which any individual can succeed or fail based on their 
  own merits.
  Overlooked by X’ion
  During the Great War, X’ion’s forces bombarded the Vargarti home 
  world, Varsphere, with an array of genetically engineered viruses. 
  These viruses were designed to target the primary population of the 
  planet, overlooking the Vargarti, as they only occupied a miniscule 
  part of the planet.
  No Genetic Gifts
  Unlike the other races, the Corporation have no discernable genetic 
  gifts to set them apart. This has become a source of cultural pride 
  for the Corporates, who owe their affluence and success to their 
  personal ability and willpower, not to genetic gifts.
  If their hard cultural upbringing was to thank for the Corporates’ 
  admirable social abilities and management skills, then this creates 
  many concerns for the next generation of Corporates, who currently 
  enjoy some measure of affluence and comfort.
  Despite a lack of scientific evidence, many claim that the 
  Corporation’s social cohesion is the result of hardwired genetic traits, 
  potentially an unforeseen and overlooked result of the Archon’s 
  genetic engineering. The Corporation vehemently opposes this 
  position; though such a theory does not attribute their success to the 
  Archons, it does diminish their pride in their own ability and success.
  Synth Steel
  Living in underground cities for over one hundred years has given 
  the Kaltorans a surplus of ability and equipment for mining. Their 
  stubborn refusal to sign any trade agreements with the Corporation 
  has pushed the Corporation to develop Synthetic Steel, or Synth 
  Steel for short.
  Although a pain to repair, this strong carbon polymer is an abundant 
  resource, primarily used in buildings, small goods, and spacecraft.
  Merchant Ships
  Making use of Synth Steel and their vast production network, the 
  Corporation produce a wide range of transport spacecraft.
  Medium-sized merchant ships are by far the most efficient form 
  of transportation within the turbulent Haven system. Large spacecraft 
  are just too much of a liability, not flexible enough to avoid trouble 
  and too expensive to take risks with.
  “See that decoratively blackened patch? Synth Steel, 
  so you know it’s all quality.”
  – Corporate Ship Sales, with a straight face.
  “See that cook-n-skewer? It can also be used for 
  food prep, so it’s not just a weapon”
  – Kaltoran ‘back of the ship’ sales.
  
  206
  Short Story: Grayson Lampwick
  The Free Enterprise emerged from Ley Line jump space, its bulk 
  taking time to extricate from the luminescent space bubble. Far 
  below, the gas giant Alabaster burned with a constant golden hue. 
  Its reflection in the Free Enterprise’s chrome finish would’ve been 
  impressive, if anyone had been watching from outside.
  Grayson Lampwick watched from the captain’s chair as the landing 
  lights of the orbital city Alabaster 1 came into view. With a motion he 
  ordered their navigator to bring them down. One barely noticeable tilt 
  later and they were hurtling towards the docking bay.
  They’d been gone for seven weeks. After a quick stop on Eden, 
  they’d picked up cargo from Gehenna, then been stranded in space 
  for a week by a broken Jump Drive. Finally they were heading home.
  Grayson allowed himself a tiny sigh as the familiar towers of 
  Alabaster 1 drew closer. His apartment was buried within, impossible 
  to see from outside the station, but very much there and waiting.
  “Take us down,” he said, addressing their Legion helmsman whose 
  name he’d yet to learn. “I need to step off the bridge to make a call.”
  Grayson rose from his chair and left the bridge, tracing the all-
  too-familiar path to his quarters. The part about the call had been a 
  lie, but he felt no shame. In reality, he simply needed to check his 
  appearance. It was a peculiar part of Corporation culture that was 
  all but actual law: tend to one’s appearance always, always look like 
  you are successful. Grayson had allowed himself to slip during their 
  time away, but it was time to return.
  The floor-length mirror in his quarters was waiting. Grayson 
  studied his features, noting changes as he went. The stubble would 
  have to vanish. He’d grown accustomed to wearing his shirt loose. His 
  jet-black hair, neatly slicked to the left, was mostly fine. In fact, to a 
  casual non-Corp observer his appearance would be pristine. However, 
  Grayson had spent most of his thirty-one years on several Alabaster 
  stations, where outward perfection was simply a minimum standard.
  He picked up his razor, then paused and activated the wall 
  speaker. A Kaltoran tune he’d heard on Gehenna played over the 
  speakers, entitled “Kadash Memories”. He’d heard the song playing 
  over the speakers in the docking bay, and had secretly had the file 
  transferred to his quarters. The Kaltoran music industry was an odd 
  scene, but at least they had a music scene. The general opinion back 
  home on music and art was that it was great to have, but there was 
  no money in it.
  Half an hour later, perfectly groomed and garbed in his best 
  Octanto™ grey suit with matching overcoat and golden tie, he 
  emerged to find that they were finishing the docking process. A 
  glance out of the front view-screen confirmed that his personal 
  assistant was waiting for him on the docking platform.
  Grayson smiled and instinctively adjusted his tie as he prepared 
  to re-enter society.
  ***
  Having been born on Alabaster Six, Grayson was from birth at 
  a financial and social disadvantage. Six was mostly inhabited by 
  low-income workers, who were themselves outnumbered by the 
  Flesh: Nephilim-made biological drones, created to do most of 
  the manual labour. Though inferior to robotic drones, they were 
  far cheaper.
  No truly successful person came from Alabaster 6, and few ever 
  visited. It was an industrial station, where work equalled sweat, while 
  the executives on Alabaster 1 sipped their refined beverages as sleek 
  ships with every modern comfort available whizzed by them on 
  all sides.
  Nevertheless, Grayson was wearing a tie and waistcoat before he 
  could walk. His parents were part of the very first colonists, those 
  who built these space stations. His father laid the steelwork for over 
  three dozen landing platforms on station 6.
  Before he was even born, his parents had signed Grayson into 
  a “secure future” work programme, otherwise known as indentured 
  servitude. That title may have been a little dramatic, but it was a 
  beneficial arrangement. The Corporation had paid for all of Grayson’s 
  upbringing, and in exchange he’d completed a ten-year construction 
  apprenticeship to pay back his debt. He was only twelve when the 
  work began.
  To a member of another race, Grayson’s upbringing would’ve 
  seemed like a happy one, even luxurious. However, Grayson was born 
  with a fierce desire to better himself, to transcend his limits.
  By the age of twenty-two, Grayson Lampwick had been handpicked 
  as an apprentice at a robotics firm. He was the first child of his 
  family to set foot outside their home station. Two years later he had 
  reached the level of executive, in charge of his own division. By the 
  time he was twenty-six, he’d replaced a manager twenty years his 
  senior as head of external affairs.
  For Grayson, this was the ultimate goal. He’d not only managed 
  to claw his way up from the lower echelons of society, but now he 
  would be in command of his own ship, liaising with trade outposts 
  on far flung worlds. He’d risen so far that even Alabaster couldn’t 
  hold him.
  ***
  The first thing Grayson saw upon disembarking was the fixed smile 
  of Miriam Hedgely, his personal secretary and stand-in while he was 
  off-world on business. 
  She used to do his job, and while she was technically in charge 
  
  207
  while he was away, he still held complete control over the division. 
  Grayson wasn’t a vindictive man, but Miriam Hedgely was exactly 
  the type of person he resented: born to a wealthy family, privileged 
  in every way, convinced that she had some kind of birthright. The 
  only reason she’d taken the job in the first place was to bide her 
  time while she thought of the best way to stab her boss in the back.
  So far, Grayson had merely found her attempts to be amusing 
  distractions. She stood with her hands crossed in front of her, 
  wearing a sleek green jacket and skirt. Grayson noted with 
  some satisfaction that she’d gained a few pounds.
  “Welcome back, Mr Lampwick,” Miriam said, narrowing her eyes as 
  if the words brought her pain.
  “Thank you, Miriam,” he replied. He didn’t make eye contact; he 
  knew the lack of gesture would rub her the wrong way. “I trust you 
  ran things smoothly while I was away?”
  His secretary chose to interpret this as a statement, and didn’t 
  reply. Meanwhile, Grayson pulled out his terminal and checked the 
  schedule that had been automatically uploaded to his headset as 
  soon as he’d arrived.
  The terminals appeared to be merely sleek tubes of metal, as 
  this was all they needed to be. A touch of a button on the top 
  projected an hologram, which could be navigated using only one’s 
  eye movements. The previous model had been clunky squares, 
  controlled by unreliable finger movements, leading some to return 
  to screen technology. Grayson had pre-ordered his own terminal to 
  his personal specifications.
  When someone grows up poor and finds they’re fabulously wealthy 
  later in life, they tend to make impulse purchases.
  14:30 – Executive Debrief.
  15:30 – Final Cargo Check.
  16:15 – Investor Meeting.
  17:30 – Off-World Report Due.
  Ten seconds in, and his schedule was already full. Grayson noted 
  with displeasure that the report was due at the end of the day, 
  despite the entire day being filled with meetings. He’d almost grown 
  to enjoy the slower pace of space travel… and yet, Corporates were 
  by nature a hard-working people. If his day wasn’t full, Grayson 
  would have found a way to fill it. 
  His office was exactly as he’d left it: spotless marble floors, 
  Klargen-skin rug, holo-artwork that shimmered slightly as it 
  displayed a roaming view of Mishpacha’s island-spotted ocean. The 
  view from his office faced the docking bay, which in Alabaster was 
  practically a panorama. Grayson sank into his expensive chair with 
  as much obvious satisfaction as possible, enjoying Miriam’s reaction 
  in his peripheral vision. 
  
  208
  “Indeed.”
  Grayson studied the news from the last few weeks without a great 
  deal of interest. New Ley Line drive developments on Alabaster 3. 
  A feature article recommended to him by a colleague, detailing 
  the benefits of Legion bodyguards. News of the recovery of the 
  Draz industry.
  The world was too big to worry about anything other than his own 
  division. In his personal inbox, Grayson noticed a blinking message 
  from his family. He would reply to them later, after the meetings.
  “Alright,” he said, sighing as he leant back in his chair. “Send the 
  first client in.”
  Miriam nodded and turned to go.
  “Oh, and Miriam?”
  She turned.
  “I’d really love a cup of tea.”
  She bristled, then nodded again and left. With the last few free 
  seconds he had left in the day, Grayson leant back and smiled. Who 
  ever said the life of an executive was no fun?
  ***
  “The life of an executive is no fun,” Grayson thought as he 
  stumbled back into his apartment many hours later. It’d only been 
  a half day, but the meetings had been relentless. He’d then stayed 
  behind to catch up on his reports before grabbing the last shuttle of 
  the night back to his apartment.
  It was a less familiar setting than his office, and far less so 
  than the chrome-lined hallways of the Free Enterprise, but it was 
  still home. 
  “Welcome back, sir!”
  Atomos, Grayson’s personal cleaning bot, rose from its cradle in 
  the entrance hall and hovered to meet its master. Once again it was 
  the latest model, despite the fact that its owner’s apartment was so 
  scarcely used that it barely needed cleaning. 
  Grayson grunted a greeting and stepped around the exuberant 
  metal orb and into the lounge. The window overlooked the Electric 
  District; he would often spend entire evenings simply gazing down 
  at the plethora of activity, imagining himself to be one of those free 
  souls who nightly engaged in such revelry. Of course, he would be 
  responding to work-related messages the whole time.
  “The place should be squeaky clean,” Atomos chirped, swinging 
  from side to side. “Just this morning I gave the cooker a good 
  do-over. And you’ve never even used it, so you can bet it came up 
  “So, developments,” he said, laying his terminal on the desk. 
  “Most recently,” Miriam replied, standing in front of the desk, 
  “we’ve received word from Theodore Bolt.”
  Grayson laughed as she mentioned the name.
  “And how is our most unconventional of contractors?”
  “Apparently their mission was a success, despite minor setbacks. 
  Mechonids were involved.”
  “Of course they were,” Grayson said, studying Theodore’s message. 
  “That ragtag crew of his couldn’t go for a quiet drink in the Electric 
  District without bringing down the sky on their heads.”
  Silent, lightly armoured figures crept down the 
  richly appointed hall, following a small, hovering 
  sensor-studded drone, pointing their Disruptor rifles and 
  Ion pistols into each ornate nook as they passed.
  “Contact, thirty measures ahead. Sensor drone 
  detects security system and combat drones. Possible 
  target behind desk.”
  Dark-visored heads perked slightly as their focus and 
  reflexes sharpened. Hand signals bought four of the six 
  to the front, while a pair covered the hall they had just 
  moved down.
  “Holt and Smythe, Disruptor the left cabinet. Don’t 
  miss or the combat drones will be the least of our 
  worries. Thatchen, you’re with me; take the drones down.”
  The door was quickly kicked open as a Disruptor 
  burst melted its unshielded electronic lock.
  The large balding man behind the desk moved for his 
  alarm button, pressing it down a half second too late 
  to call his Legion security force, as Holt sprayed the 
  computer nexus behind the cabinet. The combat drones 
  fell to the quiet thrum of Thatchen’s Ion pistol, leaving 
  the four soldiers alone with a very scared man in a 
  incredibly nice OctantoTM suit.
  “Now then, Mr Executive,” the leader said, pulling off 
  his helmet, revealing a young, attractive Corp male. His 
  pleasant smile contrasted with his Ion pistol, making his 
  polite words a threat. “We should have a chat about… 
  compassion, specifically: what will happen to you if you 
  try to use familial threats against union members.”
  
  209
  looking great.”
  “Any messages?” Grayson asked, sinking onto his couch.
  “Fourteen, mostly from your mother. I assured her that you were 
  off-world, but she kept calling anyway.”
  “And the others?”
  “From your father, telling you to call your mother. Did I mention 
  how many times I’ve washed the external windows? I know you love 
  to look at them.”
  “Through them, Atomos. But thanks.”
  “No problem!”
  The drone returned to its cradle, and the man heaved a sigh 
  of relief.
  *bleep*
  It was a terminal message.
  Recommendation required on the Bio-Brace advertisement 
  campaign. Seed all stations?
  Grayson started to type a response, but while he was doing so three 
  new messages appeared. He leant back in his chair and turned his 
  gaze upwards, beyond the bright lights below and towards the hazy 
  corona of the gas giant shining throughout the darkened skyscrapers.
  One building stood out, mostly because it towered above the rest 
  and appeared to be made from pure silver, lined with golden streaks. 
  The Executive Headquarters. 
  From his seat, the building looked so small that Grayson could 
  have reached out with one hand and picked it up like a toy rocket. 
  Not that he’d ever played with rockets as a boy – unlike the rest 
  of the latest generation of Lampwicks, Grayson had spent his 
  childhood buried in third-hand robotics manuals – but it was an 
  amusing thought.
  The colossal structure stood as a shining example of Corporation 
  triumph, how they’d cast off their mantle of inferiority and taken to 
  the stars to craft a new future for the entire system. They hadn’t 
  needed any genetic gifts, only hard work and an appreciation of the 
  power of currency.
  More importantly, the Executive Headquarters was where the 
  almighty Board of Management made decisions that shaped the 
  future of the cosmos. Grayson smiled as he slipped into his usual 
  momentary fantasy, which simply involved him holding a business 
  card: Grayson V. Lampwick, BM.
  Not a holo-card either. It would be real paper, with real ink. Those 
  two letters would mean everything, especially to a former resident 
  of Alabaster 6.
  Grayson was jolted out of this reverie by a blinking message 
  on his terminal, highlighted in red. He opened it and scanned the 
  contents before deleting all traces of it from the system. With a final, 
  wistful glance at the carefree masses down below, Grayson donned 
  his overcoat and headed up to the roof.
  ***
  The man who greeted him on the deserted upper platform had 
  short black hair, an equally dark trench-coat, and chillingly blank 
  eyes the colour of charcoal. Nevertheless, the man bore the vaguest 
  hint of a smile.
  “Mr Lampwick,” said Terrence Lightworth, not bothering to remove 
  his hands from his pockets. He stood on the edge of the building, not 
  at all bothered by the sheer drop. 
  “Terrence,” Grayson replied. He made sure the door to the landing 
  platform was securely shut before advancing, stopping a few feet 
  away. “I didn’t request your services.”
  “That doesn’t mean you don’t need them,” the dark-haired man 
  replied. “Welcome back, by the way. Have you called your family?”
  Grayson remained silent, but bristled at the thought of this man 
  being anywhere near his private life. He knew Terrence well enough 
  by now to let the man get to his point.
  “Proteon Electrics,” Terrence went on, still wearing his miniscule 
  smile. “They’re dangerously close to developing Bio-Brace 
  technology. In fact, they copied your patents.”
  “I have lawyers who can deal with that.”
  Terrence’s smile vanished, though it made little difference to 
  his persona.
  “And they’ll bog you down in a legal quagmire from which no one 
  will escape unscathed,” he replied. “Or perhaps you’d like me to take 
  care of the problem. For a fee.”
  For what seemed like the longest time, Grayson stood motionless. 
  Every time, he promised himself that, from that moment on, he 
  would play it straight. And yet the world of Corporate business was 
  cutthroat, with Terrence’s ilk easy to come by for those endowed with 
  proper funds. The Bio-Brace was a revolution that could send Grayson 
  straight to the list of candidates for the Board of Management. The 
  fact that Terrence even knew about it spoke volumes of his expertise.
  He swallowed, hating himself for this one weakness.
  “Are you still hanging around with your explosive friend?” Grayson 
  
  210
  “Sir, it’s past midnight,” came the icy reply. Grayson ignored her, 
  too eager to voice his idea.
  “Miriam, I want you to call our Nephilim lab and have them shut 
  down the Bio-Brace operation.”
  “You mean our most viable project?”
  “That’s the one. However, leak a few of our designs onto the Data 
  Stream. Date them as early as possible.”
  “And what, exactly, will fill the gaping hole in our operations?”
  Grayson flipped to Theodore’s message, where pictures of their 
  mysterious prize were displayed alongside a rundown of everything 
  that had happened on their mission.
  “It won’t matter,” he replied, his face illuminated in a purple glow. 
  “I know robotics technology when I see it. And I do believe we may 
  asked. Terrence shrugged.
  “If you need that kind of job…”
  “No. Killing is too far.”
  “Suit yourself. I work better alone.”
  They stared each other down, Grayson unwilling to make the next 
  move and Terrence seemingly unbothered by the silence. 
  “I’ll be in touch,” the executive said, finally. A flicker of annoyance 
  crossed Terrence’s face, but he merely inclined his head.
  “Until then.”
  Hands shaking, Grayson turned on his heel and took the express 
  elevator back to his quarters. He dismissed Atomos with a wave, 
  slammed the door behind him, and ran a hand through his hair.
  He hadn’t said yes. This could still be solved through other means. 
  He was good enough at his job to speed production, after which… it 
  may already be too late. 
  “Atomos, Nerve.”
  The drone delivered a glass of the liquid into his hand, and Grayson 
  sank back into the sofa, gazing at his reflection in the liquid. A 
  handsome face stared back at him, a face that had aged quickly over 
  his tenure as an executive. He’d started out so early, fresh-faced and 
  with a burning passion in his eyes. Every boss he’d worked under had 
  noticed it, until there was practically no other option but promotion. 
  Even in the hazy reflection of the glass, Grayson could see 
  the change. The fire had died down to cinders, albeit still burning 
  warm enough for him to throw himself into his job and achieve 
  constant success.
  He’d regained some of that passion while travelling off-world. 
  It was almost unavoidable, traversing new worlds and facing new 
  challenges, that the old passions would be awakened. For those brief 
  few weeks, Grayson had felt like himself again. Not some Corporate 
  drone, but a young man with eyes full of determination.
  With a smile, the man drained the glass of Nerve and slammed it 
  down on the coffee table. 
  No more shortcuts. Grayson V. Lampwick, future Board Member, 
  didn’t take the easy road. He tore along the straight path and did 
  things his own way, possibly while tossing high-powered grenades at 
  the incompetent masses who chose the easy road.
  Grayson had never been good at metaphors. He was, however, a 
  businessman. Taking his terminal in hand, he opened a channel to 
  Miriam’s personal quarters. 
  “Alright Audrid, you need to get those clothes off 
  and go see Thomas in costumes.” Audrid groaned as 
  the well-groomed gargoyle of a set manager continued. 
  “You need to be back in fifteen, or you’ll run the shoot 
  late again.”
  This was delivered to her slim retreating figure, 
  as she hurried through the narrow Synth Steel 
  corridors backstage in search of Thomas, the studio’s 
  costume designer.
  “So what’s the change?” Audrid asked jogging into 
  the cramped room of floor-to-bulkhead clothing racks 
  and flung off her top, her toned and genetically altered 
  body barely getting a glance as Thomas snatched a 
  mock-camouflage outfit off the racks.
  “Get these on, quickly!” he said, scurrying past into 
  the props room. She sighed, pulling the new clothing 
  on, her frizzy red hair contrasting boldly against her 
  elegantly mottled shoulders and neck.
  “Didn’t we just settle into the Octanto contract?” she 
  called, pulling on a low-cut military-esque blazer.
  “Body Count outbid them about three hours ago, and 
  we haven’t even gotten a memo yet! Take this!” He 
  bustled out holding a realistically large weapon prop, 
  the type only a Legion could carry without looking out 
  of place.
  “OK, fine… but keep my old costume ready in case 
  Octanto makes a counter bid.”
  
  211
  have stumbled upon the find of the decade.”
  He ended the terminal message and opened a new one, keying in 
  the recipients as his parents. It was too late to call, but he had all 
  night to write and tell them everything he’d been up to. For once, 
  business could wait.
  ***
  Just a few hours later, Grayson stood in his almost-top-floor 
  office and watched the sun rise over Alabaster. It was such a tiny 
  pinprick of light at first, small enough to grasp in one fist and crush 
  with ease. Then it crested the luminescent planet’s sphere, and rays 
  of light scattered throughout the jumbled skyscrapers of Alabaster 
  1. Ships whizzed back and forth far below, advertisements screamed 
  for attention from every building, but Grayson could only focus on 
  the sun.
  He turned when the glow was too bright and returned to his desk, 
  where his explanation for shutting down the Bio-Brace project was 
  already prepared.
  Let his rivals have their fun with stolen ideas. Once the news 
  of obvious fraud was leaked, their stocks would drop like a stone. 
  Meanwhile, Grayson’s division would be the first to properly dissect 
  Mechonid technology. That was a prize no one could imitate. 
  The clock struck eight, and Grayson sighed as he anticipated his 
  first meeting of the day in half an hour. He cast a wistful glance out 
  the window at the departing spacecraft, and found himself longing for 
  open space. Nevertheless, there was work to be done here.
  Before settling down to finish his report, Grayson hesitated, then 
  opened his terminal. His song list was short, but only one caught 
  his attention. His finger hovered over the play button. Did top-class 
  executives on Alabaster 1 listen to music while they worked?
  Grayson thought for a moment, then shrugged and pressed the 
  button. He smiled as the soulful tunes of Kadash Memories wafted 
  from the speaker.
  Let the snobs on Alabaster 1 toil in silence. After all, Grayson 
  Lampwick was working-class scum from Alabaster 6; he would work 
  however he darn well pleased.
  The court speaks to our online Stream audience “We 
  now return to the thrilling pay-per-view court!” Above 
  the judge’s bench hangs a flashing neon sign, which 
  reads “ProtectronTM Pistol”. A billboard for Draz Soda 
  clings to the podium. The judge speaks. “Mr Collins, 
  you have pleaded guilty of costing CorpSafe millions 
  of Credits in life insurance and stock. Mr Collins, what 
  assurance have you for the court that these liabilities 
  will be paid?”
  Collins’s lawyer stands and while looking directly 
  at the camera says, “Mr Friendly of Criminal Liabilities 
  Firm (We protect your caper), for the defendant.” He 
  then turns to the judge. “Your honour, I refer you to 
  exhibit D-1, a contract signed by both my client and the 
  Body Count Conglomerate for the assassination of the 
  CorpSafe CEO. In clause 112, the Conglomerate clearly 
  indemnifies my client against any financial liabilities 
  directly resulting from the homicide.”
  The Judge responds “Is a representative of Body 
  Count here today?”
  “Yes, your honour. Peters of CorpLaw (Biggest, and 
  Best!), stand for The Body Count Conglomerate.” 
  As the newcomer takes the floor, the animated Draz 
  billboard flashes “Only 1.99cr”. The CorpLaw lawyer 
  speaks. “Your honour, had Collins fully upheld his end 
  of the contract, we wouldn’t be having this conversation. 
  Clause 233a of that same contract required that Mr 
  Collins not be caught. By his negligence, not only has 
  he left his contract unfulfilled by being captured, but he 
  has also cost the reputation of Body Count by having his 
  contract made public knowledge through this hearing. 
  Your honour, we submit that the indemnity clause no 
  longer applies and that the defendant is personally 
  liable for both CorpSafe’s life expenses and for real and 
  punitive damages to my client.”
  His lawyer cautions him, but Collins speaks in his 
  own defence. “Your honour, I have provided a copy 
  of my credentials to you. In addition to my record I 
  will take you and the court step by step through my 
  successful assassination. This will be corroborated by a 
  video recording taken from my own camera. You will see 
  from this footage and my statement that I have upheld 
  clause 233a, making every reasonable effort to remain 
  uncaught, therefore maintaining Body Count’s liability.”
  The judge declares, “Very well. The court will review 
  this new evidence to determine whether the liability 
  rests with the defendant or Body Count…” The judge 
  smiles at the camera “… after this short ad break.”
  
  212
  Kaltoran
  Creator: Archons
  Average Height: 1.65m
  Average Weight: 70kg
  Average Life Span: 120 years
  Home Planet: Kadash
  Former Home Planet: Eden
  Total Population: 8.2 million + 2.6 million Dark Tribe (estimated)
  Yearly Population Growth Rate: +19%
  Years Since Re-emergence into Space: 5 years
  Distinctive Physical Features
  Dreadlock hair.
  Four pointed ears.
  Kaltoran Trait, pg: 340
   » Reduce all Untrained Primary Skill Roll penalties by 1 (except Wealth).
   » +1 Awareness, Command, and Small Arms.
   » +1 Fate.
   » +2 Defence vs Stealth.
   » Reduce all Limited Vision and Low Light penalties by 1 Step.
   » Gain Language: Kaltoran.
   » -1 Wealth.
   » -2 Maximum Focus.
   » Unwanted Flashback: If you roll triples with any Fate re-roll, you 
  immediately gain a Minor Psychological Condition (which may 
  be removed with an appropriate Extended Care Healing Roll).
   » Complication: Prejudice from Corporation.
  Preferred Combat Equipment
  Self-propelled and irradiated weaponry.
  Smoke and dummy shells.
  Electro-Grav equipment.
  Combat suit or tactical armour.
  Kaltoran History
  The Kaltorans were favoured by their Archon creators and, for this, 
  were especially hated by the X’ion. The genocide of the Kaltorans 
  during the Great X’ion War was monstrous; it has been said that the 
  Kaltorans suffered most in the war. In the end, their home world, 
  Eden, was turned from a beautiful, fertile planet into a poisoned 
  wasteland. The few Kaltorans who survived fled to to Kadash, where 
  they descended to the bottom of the ocean and built undersea 
  settlements. Huddled in the deep and the dark, the survivors planned 
  to never return to the stars.
  Life on Kadash was short, dark, and brutal. Huddled in their 
  overcrowded cities and gripped by fear, the refugees savagely fought 
  over what few resources they had. Isolating themselves into small 
  groups, known as Dark Tribes, the Kaltorans spent generations out of 
  the light and gradually lost their eyesight. Often the desperation was 
  so palpable that cannibalism and slavery became commonplace. 
  These nightmarish times lasted for seventy long years before any 
  semblance of hope emerged; however, the deep psychological 
  scars from these times are sustained through the curse of their 
  genetic memories.
  The return to a better life began with a new generation of Kaltorans 
  who were tired of living in constant fear. Restarting an ancient 
  nuclear reactor, these Kaltorans seized its power for hydroponics 
  and lights, and they restored their eyesight and the eyesight of their 
  children through biological and electronic implants. This rebuilding 
  of society became known as the Founding, and those Kaltorans as 
  the Founders. However, not all Kaltorans were ready for a new world, 
  and many Dark Tribes remained in the tunnels below.
  The Founders were much bolder than their parents, but they still 
  feared that the Nephilim lay in wait above their planet. When they 
  began to hear the Corporate ship transmissions, it was clear the 
  Great War was long over. Millions of young, pioneering Kaltorans 
  were quick to return to space in a effort to make a better life for 
  themselves and to give their children better memories.
  
  213
  
  214
  Creating a Kaltoran Character
  Founder
  Of all the Kaltorans, the Founders are the most industrious: 
  they built the present Kaltoran civilisation from the ashes of the 
  past. While they are fond of tradition and find change hard, they 
  understand that it is necessary and inevitable. Many Founders leave 
  their homes in order to make a better life for their families, often 
  working as merchants or explorers.
  Recommended Skills
   » Leadership
   » Culture
   » Mechanics
  Recommended Traits
   » Culture: Jack of all Trades
   » Mechanics: Tweak
   » Exotic: Lucky Edge
  Pioneer
  These Kaltorans tend to be young, adventurous, and fun-loving. 
  They are often reckless thrill-seekers, keen to prove themselves to 
  their families and to make new memories for their future children. 
  Eager to make their mark on the Haven system, they take their sense 
  of personal justice with them and often get themselves into trouble 
  when the laws of the other races (especially the Corporation) do not 
  serve their idea of the common good.
  Recommended Skills
   » Physical
   » Awareness
   » Electronics
  Recommended Traits
   » Physical: Reaction Training
   » Electronics: Weapon Smith
   » Small Arms: Dirty Fighter
   Dark Tribes
  Dark and brooding, many among the Dark Tribes are as paranoid 
  as they are dangerous. Those who leave the familiar darkness of 
  their homes are often exiles or seeking to settle a score with the 
  Nephilim. These blind (and often cannibalistic) warriors are infamous 
  throughout Haven, despite their rarity.
  Recommended Skills
   » Physical
   » Resolve
   » Survival
  Recommended Traits
   » Perception: 6th Sense
   » Survival: Self-Reliant
   » Tactical: Swift Shadow
  Government and Law
  Government: Tribal Federation.
  Leadership: Elders.
  Elders
  The Kaltorans have no centralized government and are instead 
  organised around large family groupings. Each family is led by a 
  senior member, often referred to as the Elder. A group of Elders 
  from the most prominent families meet on a regular basis to discuss 
  political matters for the betterment of their city or settlement. These 
  meetings, simply called Gatherings, are more like informal dinners 
  with talking points than they are a government. Each family in a 
  Gathering is a free and independent entity but is accountable to the 
  whole through reputation rather than law.
  Each family has their own method for choosing their Elder. Most 
  families choose the oldest capable leader, whereas some Elders are 
  appointed by the previous one. Each Elder seeks the consensus of 
  the family, and the power of their leadership is a reflection of their 
  reputation as a good leader.
  Reputation
  Much of what gives an individual or a family higher status than 
  another is their reputation. Kaltorans who are trustworthy, just, strong, 
  bold, and kind are likely to enjoy greater status, as are those who 
  have a record of good and adventurous deeds. However, Kaltorans 
  seen as callous, greedy, or selfish are not well liked and often 
  disowned by their families. The genetic memories which Kaltorans 
  experience reinforce this status; children remember the deeds of 
  their parents, both good and bad.
  Enforcement and Provision
  The Kaltorans do not have a true legal system; instead, each 
  Kaltoran has a personal responsibility to care for those in need and 
  enforce justice as they see fit. This justice is not formally codified 
  or explained; it is up to the conscience of the individual. As a result, 
  most Kaltorans overlook minor misdemeanours and deal out very 
  harsh punishments to serious crimes.
  Other races who visit Kaltoran settlements sometimes find that 
  the lack of clear legal distinctions lead to a variety of difficulties. 
  However, there is some accountability when families disagree over 
  the fairness of a situation: the Elders of both families will meet and 
  come to an arrangement. In the interest of peace, this often leads to 
  Elders punishing their own family members for dealing out justice 
  too harshly.
  Minor Crime, Examples
   » Theft for survival - No punishment.
   » Theft for greed - Beating and/or the victim takes some of the 
  perpetrator’s possessions.
   
  Major Crime, Examples
   » Murder - Death.
   » Rape - Public beating and then death.
  
  215
  Founder
  Pioneer
   Dark Tribe
  215
  
  216
  
  217
  Kaltoran Culture
  Family
  Family is the most important part of Kaltoran society. Family got 
  them through their dark history, making it central to their lives. 
  Family comes before anything else: Kaltorans live and work for their 
  families and if necessary die and kill for their families. New family 
  ties are created through marriage and adoption, and both of which 
  are important and celebrated with large ceremonies. Each family is 
  a subculture in its own right; each family has its own traditions and 
  values, which new members are expected to follow. Though family 
  members are expected to follow their family’s traditions, families do 
  not generally try to force their own traditions on others, and thus 
  Kaltoran families can have extremely varied traditions.
  It is common for multiple generations of Kaltorans to live in the 
  same house. Since a single couple with six or more children is not 
  uncommon, houses are often large and packed. A typical Kaltoran 
  house might include two grandparents, six or more parents, and over 
  a dozen children.
  Gender
  Gender distinction is important in Kaltoran society. Women and 
  men are considered equal in their value to the family, but many 
  families have distinct gender roles, especially in more traditional 
  families. The Dark Tribes have strict gender roles: men provide 
  food, women keep the home and raise children, but both fight. The 
  Founders are less strict, only applying their expectations to married 
  couples. The Pioneers have similar distinctions, with most women 
  preferring to raise children, while the men often prefer to be the 
  providers, but this is not always true.
  Both men and women can be the family Elder. However, some 
  families prefer a particular style of leader, leading them to favour 
  one gender over the other.
  Ancestors
  The Kaltorans practice a religion of praying to ancestors for 
  guidance. This is more than an unfounded superstition for them, 
  as they have access to the genetic memory of their ancestors. A 
  Kaltoran might meditate on a problem or question and pray to their 
  ancestors for help, often finding the answer to their question deep 
  in their ancestral memories. Because these prayers for knowledge 
  are answered, the Kaltorans give reverence to the ancestors as 
  thanks. Families often have busts or sculptures of especially revered 
  ancestors on altars in their homes.
  Feuds
  Because families are distinct units and no central government 
  exists, feuds between families are common. Some families have 
  grudges that go back a hundred years, and their genetic memories 
  guarantee that any slight will not be forgotten. Since the Founding, 
  many families have turned murderous feuds into competitive 
  rivalries. One such rivalry exists between the prominent Swagger 
  and Jinx families, who regularly compete over influence and glory.
  Always Armed
  Nearly all Kaltorans carry a weapon at all times, partly because 
  there is a lack of any official law enforcement and partly because of 
  their violent past. Weapons are carried like a badge of honour, and 
  many weapons are family heirlooms. It is common for a Kaltoran to 
  get their first (low-powered) gun at age eight.
  Dark Tribes
  The Dark Tribes live in a culture of fear, afraid of the X’ion and 
  his Nephilim army who haunt their genetic memories. They even 
  fear other Kaltorans, Dark Tribe or not, holding to their hundred-year 
  memories of darkness and terror. Dark Tribe Kaltorans do not trust 
  anyone outside their own family, and conflicts between tribes are 
  common. Dark Tribespeople remain blind even though the technology 
  exists to fix their eyes, mostly because they would have to trust 
  others to get their eyesight fixed. The Dark Tribes are thought to be 
  dwindling, as they are reluctant to have children, and even when they 
  do they often send the children above to be adopted by Kaltorans 
  not imprisoned by fear.
  Founders
  The Founders were the first Kaltorans to leave the darkness and 
  try and create a better life for themselves. They are proud of this 
  legacy and are often skilled and industrious. Despite making great 
  cultural strides, they prefer to cooperate only with other Kaltorans, 
  avoiding the other races and keeping to their own cities. The Founders 
  are cautiously hopeful and slowly work towards a better future for 
  all Kaltorans.
  Pioneers
  The newest major subculture of Kaltorans, Pioneers are keen for 
  a new life away from their homes, a blank slate to write upon. The 
  Pioneers work hard to rediscover old Kaltoran facilities, to settle both 
  old worlds and new, and to explore the depths of space. Pioneers 
  are more likely to trust outsiders, as they hope to replace their dark 
  memories with new ones. Almost all Kaltorans who have returned to 
  space are Pioneers, and because of this the other races sometimes 
  see the Pioneers as representative of the whole of Kaltoran culture.
  “Well, we don’t have no reason for your kind to be 
  around here, y’see. We don’t take kindly to intrusions by 
  monsters, even polite ones.”
  - Derek Shiv, Dark Tribe Elder dispensing local
  “justice” by hanging a Nephilim merchant.
  
  218
  Economy
  Exports: Food (Corporation) and Raw Minerals.
  Imports: Fuel (Corporation) and Munitions (Legion).
  Barter Economy
  The Kaltoran economy is based on reciprocity rather than money. 
  Items are traded directly for other items or for promises and favours. 
  There is a general understanding that the exact value of the trade 
  is unimportant; all that matters is that both parties in the trade feel 
  that they have not been cheated.
  International trade is primarily done through barter, which makes 
  trading with the Corporation especially difficult as credits are not 
  seen to have much value.
  Bazaars
  Kaltorans tend to conduct their trade at open markets of stalls 
  with posted goods for barter and goods accepted in trade. In this way 
  buyers can go stall to stall to find a barter match. If no single vendor 
  has the desired item, a complex chain of trades will eventually result 
  in the needed trade. Food and munitions are generally accepted for 
  trade; however, the amount needed to barter for a highly valued item 
  would be considerable and inconvenient to transport.
  Favours and Promises
  Sometimes an item is traded not for another item but for a favour or 
  a promise that an item will eventually be produced. These promises 
  and favours are not formal or official, but Kaltoran merchants often 
  keep ledgers to track everyone who owes favours and promises.
  Mining
  The Kaltorans are talented and experienced miners, and they have 
  made mining a cornerstone of their economy. Their settlements 
  and cities tend to be vast excavations, which has allowed them to 
  develop this unique expertise. Because they founded their cities on 
  Kadash underground, there has always been significant amount of 
  mining equipment available to them.
  Conflict with the Corporation
  Kaltorans and the Corporation commonly find themselves at 
  odds in regards to mining within the Haven system. While the 
  Kaltorans have an abundance of skills and equipment, they 
  do not share the Corporation’s passion for profit and business. 
  The Corporation is keen to gain access to Kaltoran equipment 
  and skills, but most Kaltorans find the Corporation’s financial 
  ambitions misguided at best.
  Relationship with Other Races
  The pioneering Kaltorans want a clean slate in the galaxy, so they 
  desire to get along with the other races. However, their enthusiasm 
  for becoming friends has some challenging obstacles.
  Corporation Culture Clash
  The culture of the Kaltoran people is on the whole incompatible 
  with the Corporation. While the Kaltorans value personal favours, 
  good deeds, and mutual respect, the Corporation values credits and 
  is happy to break any agreement not solidified in a contract – 
  and Kaltorans don’t sign contracts. The Corporation often lay claim 
  to ancient facilities or areas of space, but the Kaltorans will then 
  move in, taking what they want. Corps consider this stealing, but the 
  Kaltorans do not if there are no Corporates living there.
  Nephilim Memories
  Although the Kaltorans have excellent intentions of forgiving the 
  Nephilim for their past actions, their genetic memories make this 
  difficult. Each Kaltoran has memories of the atrocities committed 
  against them by the Nephilim during the Great War, and it is difficult 
  to relate to a being who looks like those who destroyed your world 
  and your family. It is not uncommon for a Kaltoran to experience 
  flashbacks and post-traumatic stress when encountering Nephilim 
  for the first time, which makes any peaceful contact awkward at best 
  and sometimes simply impossible.
  Legion Kindred Spirits
  The Kaltorans get along well with the Legion. Outsiders may find 
  this surprising, considering that the Legion prefer order and the 
  Kaltorans may appear to thrive in anarchy. However, they both value 
  practicality, loyalty, respect, and family.
  Even when the Legion come to odds with the Kaltorans, usually 
  because of a Corp mercenary contract, the Kaltorans are inclined 
  to blame the Corporation rather than the mercenaries. The Legion 
  and Kaltorans also have an unspoken barter agreement, where the 
  Kaltorans trade salvaged Legion equipment from the Great War for 
  mercenary services or munitions.
  Another Broken Creation
  The Kaltorans are in many ways a broken race; their gift of genetic 
  memory has become a curse due to their violent past. As such, they 
  sympathise with other broken Archon races, one of which being the 
  Mechonids. Where other races kill Mechonids without thought the 
  Kaltorans wish to understand them. But this curiosity won’t stop 
  them from killing a Mechonid if it puts them or their family in danger.
  
  219
  Science and Technology
  The Kaltorans have a gift for using salvaged technologies, and 
  they don’t often make things from scratch. However, deep within the 
  memories of their ancestors lie the secrets to how these technologies 
  work. They cannot access this knowledge consciously, but they can 
  make use of it without realising it, jury-rigging it to make it work 
  without the ability to explain how. One such technology is nuclear 
  reactors, popular among Kaltorans because of the abundance of 
  underground uranium on Kadash.
  Cut ‘n’ Shut Ships
  A popular method of spacecraft “design” in Kaltoran culture 
  is called cut ‘n’ shut. In this method, two or sometimes more 
  junk spacecraft are cut apart and re-joined to create a working 
  nuclear-powered ship. Cut ‘n’ shut ships make up the vast majority 
  of Kaltoran spacecraft, and salvage is one of the most important 
  tools to Kaltorans.
  Electro-Gravity
  One powerful technology not lost to the Kaltorans is Electro-
  Gravity. It is used to create artificial gravity, but also for weaponry and 
  to hold back the sea in certain Kaltoran settlements and spacecraft.
  City Domes
  Every Kaltoran city on Kadash is covered by a protective dome. 
  These domes are often used to hold back the ocean, but some protect 
  from orbital bombardment and conceal the city with camouflage. 
  Some domes are simply reinforced steel, while others are made from 
  Electro-Gravity fields or stealth technologies.
  Genetics
  Favoured Children
  The Archons, who made the Kaltorans, considered them an 
  exceptional success, and found the genetic memories a unique 
  triumph in genetic engineering. They favoured the Kaltoran race and 
  showered them in affection, giving them the valuable Haven system 
  along with many other solar systems to rule.
  Genetic Memories
  The Kaltorans were given the mixed gift of genetic memories 
  by their Archon creators. At conception, Kaltoran child has a mind 
  seeded with memories from both parents, grandparents, great 
  grandparents, and perhaps even older ancestors. For each generation 
  back a memory is, the harder it is to retain. These often-foggy 
  memories are slowly gained as the Kaltoran goes through puberty.
  This trait is a mixed blessing. The Kaltorans benefit from the 
  skills and knowledge of their ancestors, but they are also cursed by 
  terrible and haunting memories of their troubled history.
  Note to GM
  Kaltoran genetic memories can be a great way to start,
  progress, or develop a story or character.
  Feel free to give your Kaltoran player characters a
  foggy or clear “flashback” to the memories of
  their ancestors at any time.
  If a player character wishes to explore their genetic memories,
  they make a Resolve or Psychology Skill Roll.
  Enhanced Senses
  The Kaltorans are gifted with an exceptional sense of hearing, 
  heightened further during their generations of time in the darkness. 
  Many older Kaltorans were born blind, but the bio-tech remedy is 
  relatively simple, and most Kaltorans have perfect vision as well as 
  exceptional hearing.
  Long Lifespan
  Due to exception genetic coding, Kaltorans have long natural 
  lifespans. Maturing quickly and ageing slowly, they are in their prime 
  for far longer. Their lifespan leads to large families and allows older 
  Kaltorans to still work and fight. Unfortunately, due to their brutal 
  history, many Dark Tribe Kaltorans never lived to their elder years.
  The machine clicked, whirled, belched steam, and 
  groaned as it awoke. Hydraulics pumped and gears 
  turned, gases whistled as they escaped, and a loud 
  clunk came from deep within its bowels.
  “What a mechanical marvel this is, what is it doing?” 
  “Nothing yet.” Amos replied, “It’s still booting up.”
  - Amos Jinx, turning on the lights.
  
  220
  Short Story: Levi Thrift
  He was the embodiment of the night.
  He was the silent protector, who struck from the shadows to 
  advance the cause of the oppressed. 
  He feared nothing, neither man nor challenge.
  He was completely lost. 
  Levi could’ve called for help over his commlink, but that didn’t 
  seem like something the embodiment of the night would resort to. 
  Besides, anyone could be listening on the other side. Sarai could be 
  listening. She’d already somehow managed to resist his charm and 
  daring escapades, despite their constant contact working in the same 
  docking bay.
  Levi breathed out a long, dramatic sigh that echoed throughout the 
  poorly lit tunnels beneath the pit city. The life of a dashing hero was 
  lonely and cold, especially considering he’d been sent down there 
  to fix the heating and hadn’t managed to actually locate the central 
  furnace grid. Levi pulled his oversized coat more tightly around his 
  shoulders and raised his wrist, glancing again at the hologram map. 
  Could hologram maps be displayed upside down? That would explain 
  a lot. 
  His four ears twitching for any signs that he was getting close, the 
  young Kaltoran tried to remember what his ancestors had learned 
  about the area.
  His ancestor Amos Thrift also became lost in the tunnels during 
  routine maintenance. He’d nearly starved on the way out. It was a 
  simpler time.
  Maybe Amos Thrift wasn’t the best source of knowledge. 
  His great, great uncle Joseph Thrift worked on board a waste 
  transportation ship as a lowly engineer. He’d accidentally spilled 
  his drink over the artificial gravity console, and the crew had been 
  forced into zero-G for the rest of the voyage.
  That memory hadn’t been helpful. And the pit city didn’t even exist 
  while Uncle Joseph was alive.
  His great grandmother Esther Renn, despite being a member of 
  the higher-society, would sneak down to the caves near her estate. 
  Or rather, she did so once and was nearly eaten by a Pit Worm. She 
  spent the rest of her life with a crippling fear of the outdoors.
  Fun though that memory had been to relive, Levi was now paranoid 
  about Pit Worms. Unhelpful.
  Genetic memories were a tricky business, as specific details were 
  sometimes as hard to grasp as early childhood memories. Surely 
  some of his ancestors had found their way around the pit city caves. 
  Levi glanced around and tried to find anything that seemed familiar.
  Not a memory, but his cousin Adam had accidentally activated a 
  dormant Mechonid and had nearly gotten his ears blasted clean off.
  His grandmother Ezma had been born with a fear of heights. Given 
  that Kaltorans now made their homes along the walls of a gigantic 
  subterranean pit, her life was a series of nervous breakdowns.
  His own father Jonathan had been a tunnel scout for his Dark 
  Tribe in his teen years. He’d been demoted after a week due to 
  getting stuck head-first in the gas vents no less than four times in 
  a single day.
  “Ah,” Levi said out loud. “That’s why Dad’s claustrophobic.”
  “Come again?”
  Levi wheeled around, his hand moving to the shock spanner he 
  kept at his belt. It wasn’t a necessary tool for heating maintenance, 
  but it could potentially be used as a weapon against Pit Worms 
  and general evildoers. The figure standing behind him in the tunnel 
  was neither. 
  “You gonna shock me, lamebrain?” said Sarai Jinx, fellow 
  maintenance engineer and the most beautiful creature on two legs 
  Levi had ever laid eyes upon. Only the tips of her ears were visible 
  through her long, curly white locks, which framed almond-shaped 
  eyes that were the deepest and most gorgeous shade of mud. Levi 
  didn’t usually find mud to be attractive, but all that had changed 
  when he’d met Sarai. She could even make mud look attractive. Even 
  the grubby overalls she wore looked stunning. The way she stuck a 
  spanner behind her ear made Levi’s heart beat faster.
  Not that he was in love, or anything. The embodiment of the night 
  was above such things. 
  “Sarai,” Levi squeaked, then he coughed and brought his voice 
  down two octaves. “Uh, Sarai. What are you doing down here?”
  “Seriously?” Sarai replied, striding past him whilst checking her 
  own holo-map. “You’ve been down here for two hours. This job is 
  basically just flipping a switch.”
  “Well, yeah,” Levi said, “But I… uh, found some more stuff to do. 
  Lots of broken things. Engineer work. Complex repairs. That kind 
  of thing.”
  He reached out with one arm and tried to casually lean on one 
  of the service pipes. The pipe turned out to be searing-hot, and he 
  yelped as he snatched his hand away. 
  Sarai was still studying her holo-map, and apparently hadn’t 
  noticed. Still cool. Levi made a mental note, reminding himself that 
  
  221
  if Sarai found herself dangling over a chasm and he had to heroically 
  reach out and pull her to safety, he’d have to use his left hand. That 
  burn mark wasn’t going away any time soon.
  He was in the middle of deciding whether to pass the burn off as 
  the result of something daring and manly when Sarai punched him 
  on the shoulder.
  “Lamebrain,” she said, narrowing her eyes in that adorable 
  combination of exasperation and pity. “It’s this way.”
  ***
  Twenty minutes later, they emerged from the tunnels. Sarai had 
  flipped the switch, completing the job, and it was now quitting time.
  Levi bid Sarai farewell at the express elevator before squeezing 
  himself into one of the crowded corners. It was a massive contraption, 
  designed to deposit masses of tunnel workers at their living floors, 
  and spiralled around the pit as it went. Levi spent the better part 
  of an hour compressed into his corner before his floor finally came 
  around, and he stepped out into freedom.
  The daily lift ride was just one of many reasons Levi had applied 
  for ship leave. Freelance ships would sometimes hire young 
  Kaltorans for apprenticeship programmes that lasted a year. 
  If Levi could get in, he could prove himself… and then he 
  could finally do something with his life. Get out of the pit.
  It may have been his twelfth application, and he may 
  not have had a recommendation from his boss… but he 
  had a good feeling about this one. His time would 
  come. The embodiment of the night would bring 
  justice to the stars.
  Cut as they were into the side of the 
  chasm, Kaltoran homes were almost 
  cave-like in their design, supported 
  by innumerable metal columns 
  embedded in the earth. Bright 
  lights 
  illuminated 
  the 
  wide, 
  crowded walkways, along which 
  stall-keepers hawked their wares and 
  children released from their home-schools played 
  amongst the support columns. Levi finally 
  reached his own home, a nondescript 
  metal door in a row of hundreds, and 
  was greeting upon stepping inside by a 
  pillow thrown at his head.
  With practiced reflexes, Levi snatched it out 
  of the air and hurled it right back. His brother Judah yelped and 
  scurried into the lounge, and Levi grinned. He may not have been a 
  stellar engineer, but years of family pillow wars had sharpened his 
  
  222
  throwing skills to a fine edge. 
  He stepped into the kitchen, which also served as the entrance 
  room, and greeted his mother and two aunts before moving into 
  the lounge.
  “Die, Nephilim scum!”
  Judah had been lying in wait behind the door, and swung his 
  pillow with all the force his thirteen years could muster. Being twice 
  his size and five years his senior, Levi blocked with one arm and 
  scooped his little brother up with another, tossing him onto the sofa. 
  He then leapt in after him and they tousled for a few moments before 
  collapsing back onto the couch, panting for breath.
  “Fun day of war-mongering?” Levi asked his little brother. Judah 
  shook his head.
  “Nah. More ancient human history. Did you know they used to have 
  this festival where they put spiky things on their trees and planted 
  bombs underneath the chimney to protect their stuff from bandits?”
  “That first part sounds familiar,” Levi said. “Not sure about 
  the bombs.”
  “It’s true!” Judah insisted, emphasising the point with another 
  failed pillow assassination.
  “Anything that didn’t involve explosions?”
  “Well…” Judah said, thinking hard. “They did a lot of colonisation. 
  Then there was that… uh… terror thing. Terror farming.”
  “Terraforming?”
  “Ah, yeah. Pretty much every planet they could find, so they had 
  more room to… um, do human things.”
  “Must’ve been nice,” Levi said, placing his hands behind his head, 
  “To just see a planet and think ‘Hmm, nice place. We can set up a 
  summer home on top of that lava waterfall. The kids will love it.’”
   
  Judah thought for a moment, then a sly smile crept over 
  his features.
  “So, how’s Sarai?”
  “Sarai…” Levi repeated, pretending to mull it over. “Let me think.”
  He grabbed a pillow, still appearing deep in thought, and began to 
  shove it over Judah’s face.
  “That…” he said, as his little brother made dramatic mock attempts 
  to avoid being smothered, “is none of your business, nosy little 
  brother. Speaking of which, where are all…”
  Levi stopped mid-sentence as he heard his name being called 
  from the doorway. He had a split-second to sit up before seven of 
  his younger siblings and cousins, fresh from class and chores, piled 
  on top of him like he was a skinny trampoline.
  “Dying,” Levi choked as he attempted to extricate himself from the 
  mass of limbs. “Losing oxygen. Must breathe. Judah, help.”
  He caught a glimpse of Judah on top of the pile, egging the others 
  on. No hope there, then.
  “Jezz!” called his mother from the kitchen, “Yoel, Michal, Hanna, 
  Joseph, Ruth, Peter… give Levi a break.”
  Levi was left in the middle of the floor as his siblings and cousins 
  flocked to the kitchen. Despite this being something of a ritual, he 
  still felt like all his bones had been broken. A few minutes later 
  his three uncles, third aunt, and six other cousins all entered the 
  house together. Their large family sat down for dinner around the 
  huge kitchen table, with overspill into almost every room. It was, as 
  the phrase went in Kaltoran society, rehearsed chaos. Levi looked 
  around at his younger siblings, cousins, aunts, uncles, and his harried 
  mother, and felt a swell of pride at being part of such a family. As 
  one of the oldest children, there was great expectation laid upon him.
  “No Dad and Gran today?” he asked, and his mother shook 
  her head.
  “Dad’s working late and Gran isn’t back from the firing range,” she 
  replied, to a chorus of aww’s from the assembled kids. In expectation 
  of food, the room went silent as Levi’s second aunt gave a small 
  prayer to their ancestors, and soon the food was flying alongside the 
  conversation. Just another meal in the Thrift household.
  ***
  Zera took one last look at her family before turning 
  to board the colony ship ‘New Hope’. All twenty-seven 
  of them were gathered on the platform waving goodbye, 
  she could see her mother was crying on her father’s 
  shoulder. She swallowed the lump in her throat and 
  waved goodbye for the last time.
  As Zera boarded the ship she was comforted that, 
  her family and ancestors would be travelling with 
  her in her memories. Although she would miss her 
  family there was no doubt as to the importance of her 
  purpose. Zera wanted a fresh start for her and her future 
  children, Kadash was sea of bad memories, she knew 
  she wanted better.
  
  223
  As soon as he stepped off the lift for work the next morning, 
  Levi could tell that something was wrong. Instead of being at their 
  stations, the docking bay crew were all huddled around the foreman’s 
  office. No ships were leaving or arriving, and the only sound was 
  whispered conversation.
  “What’s up?” Levi said, to a nearby worker.
  “Grav-pads are down,” was the reply. Now the problem was clear: 
  grav-pads were the lifeblood of the docking bay. Spacecraft coming 
  in for landing and taking off were aided by giant platforms that 
  created custom gravity fields. Without them, the ships’ navigators 
  were nowhere near precise enough to avoid the walls of the pit and 
  land safely.
  Using his lack of bulk to his advantage, Levi snaked his way to the 
  front and found Sarai standing next to her father around a portable 
  diagnostics terminal.
  “There,” her father growled, pointing a finger that was just as beefy as 
  the rest of him at the screen. “Tunnel 47. Grav-generator malfunction.”
  “Forty-seven,” Sarai repeated. “One of our deepest. No one’s done 
  any maintenance there in years.”
  “Well, they’re about to.”
  Her father turned to the assembled crowd and cleared his throat.
  “Alright, everyone,” he called, “we can see the problem. One of 
  our old generators has packed in, and we need someone to give it 
  a kick-start.”
  “Whereabouts?” said a voice in the crowd. Sarai and her father 
  shared a glance before replying.
  “It’s in 47,” he said, and a ripple went through the workers. Levi was 
  still new, but he had his father’s memories. Tunnel 47 was in one of 
  the deepest tunnels, so far down that most of the access tunnels 
  had been claimed by nature or flooded. The only way to access 
  those tunnels was to go the long way round, through cannibalistic 
  Dark Tribe territory.
  “We have a choice,” the foreman continued. “Wait for a Dark Tribe 
  ambassador to negotiate safe passage, or someone can climb through 
  the collapsed tunnels to check it out. A two-hour job at most.”
  The crowd shuffled with nervous energy. This was no one’s idea 
  of a good plan.
  “A negotiator will take forever,” Sarai announced, striding forward. 
  “Every second we’re down, this business goes under. I’m small, I’ll go.”
  “You can’t go alone,” her father retorted with a frown. “I won’t let…”
  “I’ll go with her,” Levi said, feeling a heavy dread settle on his 
  shoulders as the words left his mouth. “I mean… I can help. Two 
  should be fine, right?”
  Sarai’s father looked him over as if he were a particularly 
  disappointing toothpick. 
  “Chill, Dad,” Sarai said, already looping up her tool belt. “We’ll be 
  in and out in a flash. Besides, Levi will look after me.”
  Levi was around 85% sure that the last part had been a joke, but 
  her father relented.
  “Take a tracking beacon,” he said. “Be as quick as you can. No 
  unnecessary fiddling.”
  Sarai took the small beacon and nodded, motioning for Levi to 
  follow her to the elevator. Her father caught her by the shoulder and 
  whispered something. Even if he didn’t have four ears and unusually 
  good hearing, Levi couldn’t have missed it.
  “For heaven’s sake… do not let him touch anything.”
  ***
  The journey into the depths was made in silence. Sarai spent the 
  entire time either checking her holo-map or pretending to check 
  it. Levi surreptitiously tried to check his hair in the reflection of 
  the doors.
  Yep, still a tangled black mess.
  Finally, the doors slid open and they emerged into the gloom 
  of Tunnel 47. It was exactly as the stories had described: a dank, 
  partially collapsed, foreboding cavern, lined with rusted metal and 
  snaking vines along the walls. What few lights remained flickered, 
  threatening to expire at any second, and the walkways were barely 
  visible through the damp earth. Instead of the oily, metallic smell of 
  the docking bay, this tunnel had an overpowering odour of soil and 
  plant-life. It was far more nature than man-made.
  “Stay sharp,” Sarai said in a low voice. “I don’t know how many 
  of the stories about this place are true, but I’d rather not find out.”
  Levi didn’t reply, but pulled his shock spanner out of his belt 
  and nervously glanced left and right. Cloying darkness in both 
  directions. Marvellous. 
  They ignited their shoulder-mounted torches and set off down the 
  left tunnel at a steady pace. Every drop of water echoed throughout 
  the space, and Levi expected some hideous beast to burst out from 
  the darkness at any second craving Kaltoran kebabs. They came to 
  a fork in the tunnel, and Sarai was in the process of consulting her 
  map when she grabbed Levi’s shoulder and spun him round.
  “Pit Worm,” she said, and Levi froze as a shape reared out of the 
  darkness. It had a slimy, off-green body that ended in a head split 
  
  224
  into a double-jaw, all two sections lined with small sharp teeth. Six 
  beady eyes stood out, and it swayed as it looked from one to the 
  other with a low hiss.
  It was also about half a meter long.
  “That’s a Pit Worm?” Levi breathed, as he took in the sheer lack 
  of size. “It’s a bit…”
  “Disgusting?” Sarai offered. She strode forward, shock spanner in 
  hand, and dispatched the worm with one electrified swing. In death, 
  the worm looked even smaller.
  “But my Gran was almost eate-” Levi began, before stopping 
  himself. His companion threw a questioning glance his way. 
  “I mean, uh…” he continued, “she almost ate one. She ate lots 
  of them, actually. ‘Worm-Eater’, they used to call her. She’s a 
  great woman.”
  “She ate Pit Worms?”
  “By the barrel.”
  “They’re incredibly poisonous.”
  “Ah hah!” Levi laughed, awkwardly shoving the spanner into his 
  belt, “Yeah, that’s my Granny Esther. ‘Iron-Stomach’, they call her. 
  She is a… um…”
  “Great woman,” Sarai finished. “She has a lot of names.”
  “Yep.”
  Sarai raised an eyebrow, but decided not to pursue the matter. 
  As she moved to take the left fork, Levi stole a final glance at 
  the diminutive worm and wondered if his gran hadn’t perhaps 
  exaggerated its size.
  Further into the cavern they went, with the only threats being 
  the occasional Pit Worm. Levi was beginning to finally relax, and 
  was preparing a snappy conversation starter when Sarai abruptly 
  stopped, holding up a fist. 
  “Here,” she said, shining her light on a rusted metal door that 
  stood two meters high. “This is the generator.”
  The panel on the wall had long since died, but a quick zap from her 
  spanner brought the controls to life for a brief minute. With a baleful 
  grinding, the decrepit door shuddered and began to rise, sounding 
  like the gears were performing one final task before stopping for 
  good. The door made it high enough for them to duck underneath, 
  and they entered the grav-generator room.
  It wasn’t much to speak of: just a circular room with a railed 
  walkway around the edge. Far, far below in the central pit lay the 
  gravity generators, almost entirely shrouded in darkness. Just 
  looking over the chasm made Levi queasy, and he occupied himself 
  by finding the control console. 
  “By the looks of things,” Sarai said, circling the railing, “it’s been 
  put out by a power spike. Maybe we’ll need some maintenance later, 
  but for now all it needs is a jolt to the main switchboard. Should 
  bring the whole thing to life for a day or so.”
  “Great,” Levi said, clapping his hands together to convey his false 
  enthusiasm. “Just a jolt. So where’s the switchboard?”
  Sarai scanned the walls for a few moments, then inhaled sharply. 
  She whirled around and stared down into the pit. Levi followed her 
  gaze and saw the problem.
  “Oh,” he breathed, “That is ridiculous.”
  The switchboard lay behind a wire grid, embedded in the wall 
  about thirty feet down. A rickety elevator platform stood at the edge 
  of the railing, but it was opposite from the grid and the gap was at 
  least twenty feet across.
  “So…” Levi began, joining Sarai at the rail, “How do they expect 
  people to do maintenance? With telekinesis, perhaps?”
  “There,” Sarai said, pointing to the metallic box underneath the 
  switchboard. “Gravity generators. I’m guessing that when this place 
  is operational, it creates an invisible grav-bridge from the elevator 
  to the grid.”
  “What, they couldn’t just make the elevator go down to the 
  switchboard? Whose idea was that?!”
  “Who knows?” Sarai replied, already fiddling with the lift controls. 
  “Why do homes sometimes have power-points on the ceiling? 
  Innovation is weird. Maybe they needed the bridge for testing the 
  gravity levels. Maybe they were too lazy to build an actual bridge, so 
  they installed a cheap gravity platform.”
  “So you need a gravity bridge to fix the gravity generators, which… 
  supply the gravity bridge.”
  She smacked the console, and the lift spluttered to life.
  “Yeah, it’s a real weekend job,” she said. “Either way, I have to get 
  down there. Maybe I can activate the bridge remotely.”
  She opened the gate and stepped onto the flat square of metal. It 
  groaned, but held.
  “Whoa, wait,” Levi said, his mouth overruling his fear. “Shouldn’t 
  we both go?”
  “Lamebrain,” Sarai replied, pointing down. “This lift is half-dead as 
  it is. Unless you’re hiding a jetpack in that bird’s nest on your head, 
  
  225
  it’s best if I go. I’m lighter. Probably.”
  Levi reluctantly stepped back, placing himself in front of the controls.
  “Send me down,” she said, folding her arms. “And be ready to 
  chuck me your spanner. I might end up just having to lob it across.”
  Levi swallowed and nodded, pressing the DOWN button on the lift. 
  It creaked, began to lower, and there was a snapping noise. There 
  was no time to register that one of the supports had buckled. Levi 
  only saw the lift tilt to the left, throwing Sarai off into the open 
  air. He moved on pure instinct, diving after her and grabbing her 
  outstretched arm with his left, unburned hand.
  Ha, success!
  Unfortunately, his feet had left the platform during his dive. At the 
  same moment he grabbed Sarai’s hand with his left, his burned right 
  hand had to clasp the railing, supporting their whole weight.
  Oh, bad idea. Ouch. Ouch, ouch, OUCH!
  This plan hadn’t been well thought-out. Wait… what plan?
  “Don’t let go!” Sarai screeched from down below, dangling by a 
  single appendage.
  “Thanks,” Levi replied through gritted teeth. The pain was already 
  intense, and it had only been a few seconds. He spent the next few 
  lamenting his unfortunate life decisions before a cry from Sarai 
  brought him back to reality.
  “Levi, you have to pull us up!”
  “Pardon?”
  “Pull us up!”
  Levi tried. He pulled with all his might, but even lifting the girl by 
  a few inches was pure torture. 
  “I can’t,” he replied, miserably letting his head dangle. “I’m too… 
  I’m too weak.”
  “You have to!” was Sarai’s reply. “If we fall, we’re dead. Or hadn’t 
  you noticed?”
  Levi had, in fact, noticed. The drop was gigantic, and they couldn’t 
  even see the bottom. The moment he let go they’d plunge straight 
  into a mass of machinery far below. 
  “Levi!”
  “I CAN’T!” he yelled back, practically sobbing the words. “Don’t you 
  get it? I’m a skinny, weak loser and I can’t pull us up!”
  “You have…”
  “No!” he interrupted, gritting his teeth again as his failures came 
  crashing down on him one last time. “You don’t understand. My family 
  are losers, my head is full of all these memories of us being losers, 
  and yours is probably full of all the dashing, good-looking heroes, 
  and all I have in my family tree are failures and weaklings and 
  people who didn’t make anything of themselves, and I see that every 
  time I close my eyes, and that’s why I can’t pull us up, because 
  that’s what I am.”
  The pain was immense now, as if his right hand was being branded. 
  His shoulder felt like it was being slowly dragged out of its socket. 
  Still, all Levi could do was hang there, unable to save himself or 
  Sarai, hating himself at the end.
  “Levi,” she said, her tone different. “They’re not you.”
  “But they…”
  “Wise up, lamebrain,” she growled, sounding exactly like her father. 
  Even in the midst of the pain, Levi couldn’t help but pay attention. 
  “They were them, you are you. Just because you can remember them 
  doesn’t make them the same. You are here, right now; they are not, 
  and you have to use what you have to pull us up.”
  Levi blinked and felt a memory rush to his head. It was his 
  memory. Only his.
  “Actually,” he breathed, knowing he had only seconds, “there is 
  something I have that they didn’t.”
  “What?”
  “I’m really good at throwing.”
  “But how does that…”
  Sarai didn’t get to finish her sentence, as at that moment Levi let 
  go of the railing and they plunged into the abyss. Her screaming, 
  instead of being distracting, gave him focus. As they fell close to the 
  switchboard, he drew his shock spanner from his belt and zeroed in 
  on the grid. Summoning his pillow-hurling skills, Levi powered the 
  spanner and threw it at the grid. Direct hit.
  The grid sparked to life, as did the gravity bridge. They landed 
  heavily, though the bridge’s incorporeal nature dispersed the 
  momentum. For minutes they lay there, catching their breath. Levi 
  had landed face-down, and he saw through the invisible surface that 
  they would’ve splattered onto an electrical coupling.
  Slowly, he rose to his feet, adrenaline still racing. He strode over to 
  Sarai heroically. With every ounce of cool he possessed, he offered 
  her his hand. She accepted, and her touch was chilling. Then she 
  drew back her fist and smacked his shoulder.
  
  226
  “Lamebrain,” she snarled, before softening. “Thanks, I guess.”
  Levi accepted her gratitude with a nonchalant shrug. 
  He then proceeded to grin like an idiot for the rest of the day. 
  ***
  A week later, Levi stood in the docking bay, bag over one shoulder. 
  He wasn’t here to work; in fact, he may never work here again. 
  Ship leave, he thought, proudly noting that the memory of receiving 
  his approval would be passed on to his descendants. The Realmwalker 
  would be the freelance vessel where he’d serve his apprenticeship, 
  and he watched as it gently alighted on the grav-platform.
  His family stood by his side, and it was time to say goodbye. He 
  hugged his mother, and was warned by his father not to get his head 
  stuck in anything. After that, Levi’s neck was constricted two dozen 
  times in a row by siblings and extended family, until finally he came 
  to Judah. The brothers embraced, and Levi pulled away to see tears 
  in Judah’s eyes.
  “It’s up to you,” Levi said with a smile. “You’re the big one now. 
  Look after them.”
  “You gotta write to us,” Judah replied, sniffling. “Like, every day.”
  “Maybe not that much,” Levi laughed. “How about just the 
  good stuff?”
  Judah nodded, and Levi swung the bag over his shoulder. It was time.
  He waved to his family until the cargo ramp slammed shut. He felt 
  a wave of sadness and apprehension. This is what he wanted, but 
  that didn’t mean it wasn’t bittersweet.
  A stern-faced Legion female showed him to his quarters, then led 
  him to his workplace. He stepped in the door and found himself in 
  a generator room: specifically, gravity generators. He laughed once 
  he was alone.
  “Gravity,” he said out loud. “Of course.”
  “I know, right?”
  His head snapped upwards, and he saw Sarai sitting on one of 
  the conduits.
  “Sarai?!”
  She laughed at his expression.
  “Yup,” she replied with an impish grin. “Looks like we got the 
  same posting.”
  “I didn’t know you were… uh, I wasn’t…”
  “I’ve been requesting ship leave for AGES,” she said, leaping down 
  and landing gracefully on the metal surface. “My sister Rachel is 
  out there, seeing the stars, but Dad wouldn’t let me go. I finally 
  convinced him. Plus, how d’you think you managed to get on board?”
  “Your dad recommended me?” Levi said in confusion. “But he 
  hates me.”
  “Certain circumstances lately might have changed his mind.”
  She stood there in front of him, beautiful mud eyes and all, 
  and Levi tried to comprehend how his life would be from now on. 
  Fortunately, Sarai put it into words.
  “So, same ship, same engine room for our apprenticeship,” she 
  said cheerily, slapping him on the shoulder on her way out. “Looks 
  like we’ll be spending a lot of time together, Levi.”
  The door slammed shut, and Levi swallowed, still rooted to the spot. 
  A whole conversation, and she hadn’t once called him “ lamebrain”.. 
  However, to say that he was astoundingly, earth-shatteringly 
  overjoyed was completely untrue.
  The embodiment of the night was above such things.
  Absolute darkness. The roughened metal floor was 
  cold against his bare knees. He knelt silently with tears 
  streaming down his face from the hollows of his eyes 
  as the sucking babe slept in his arms. Around him were 
  his Dark Tribes kin, chanting mystical prayers as a new 
  lightwalker left the Shroud of the Deep.
  Ceremonial Stinkbough smouldered in the dark, its 
  heavy scent a tribute to the loss of the Tribe, and the 
  gain of its people.
  He wept for the daughter he’d be taking up and giving 
  to the lightwalkers. She would only know her true family 
  through the dark memories she would inherit. But the 
  father hoped against all odds that the child would 
  create better memories for her children. Memories of 
  joy and light.
  ........................
  The entire Swagger family gathered in celebration as 
  their newest daughter Rachel cried as she received her 
  new eyes and saw light for the first time.
  
  227
  
  228
  Legion
  Creator: Archons
  Average Height: 2.4m
  Average Weight: 180kg
  Average Life Span: 70 years
  Home Planet: Cerberus Prime
  Total Population: 2.8 million + 1.8 million Exsilia
  Yearly Population Growth Rate: +2%
  Years Since Re-emergence into Space: N/A (never lost ability)
  Common Characteristics
  Efficient, focused, honourable, loyal, organised, protective, proud, 
  and stubborn.
  Distinctive Physical Features
  Scaled, lizard-like skin.
  Often large and muscular.
  Legion Trait, pg: 340
   » +1 Resolve, Gunnery, and Heavy Arms.
   » +1 Armour.
   » +2 Defence vs Impair.
   » Never requires ‘Environmental Outfit or Equipment: Arctic’.
   » Gain Language: Legion.
   » Requires ‘Environmental Outfit or Equipment: Temperate’ outside 
  Arctic Environments or be Suppressed each Turn.
   » -1 Armour when at 0 Endurance.
   » -2 Maximum Movement.
  Preferred Combat Equipment
  Gauss and rail weaponry.
  Kinetic and shrapnel shells.
  Tactical armour or assault plates.
  Legion History
  The Legion has the shortest and most violent history of all the 
  races. They were created just a hundred years ago to fight for the 
  Archons during the Great War. After the last Archon was killed, the 
  Legion continued to fight the Nephilim for thirty more years.
  As supplies ran low, it became apparent that if they were to survive 
  as a species they would need to procreate and create a stable 
  society for themselves. They found an arctic planet suitable for their 
  physiology, naming it Cerberus: the watchdog of hell. This was fitting, 
  as their new purpose would be to protect the survivors from the hell 
  created in the wake of the Great War. As the fleet had used most 
  of its fuel to reach this planet, it would be a permanent settlement.
  The Legion struggled to raise families and become arctic farmers 
  as there was nothing more contrary to their nature. The Interior Branch 
  of the military was created to manage these non-military activities.
  For sixty long years the Legion assumed that they and Feral 
  Nephilim were all that remained, then unexpectedly the Corporation 
  made contact with the surviving Legion. This first contact created 
  chaos, and the Legion commanders (Casila Curia) struggled to 
  relate to these new outsiders. Mere days after their first meeting, 
  Corporate executives began offering mercenary jobs to the Legion. 
  Over the course of that first year, almost two million Legion deserted 
  Cerberus to join the Corporation. Scrambling to control the situation, 
  the Casila Curia issued an edict that all deserters could never return 
  to Cerberus and labeled them Exsilia, meaning exiled soldiers.
  This was an unpopular move, as many families had been lifted 
  from poverty due to the resources sent back home by the Exsilia, 
  despite being labelled Exsilia. In response, the government formed a 
  Foreign Branch along with a new army of official Legion mercenaries, 
  the Auxilia. Large numbers of Legion soldiers transferred from the 
  Interior Branch to the Auxilia to become mercenaries. Additionally, 
  it was decided that Exsilia would be absolved of their crimes if they 
  enlisted in the Auxilia. As a base for the new Auxilia army and to 
  encourage the Exsilia to re-join the Legion fold, a new colony was 
  formed in the Haven system on the arctic planet Lilith.
  
  229
  
  230
  Legion Culture
  The Legion are the only Archon race to not fall during the Great 
  War, thanks to their physical and mental resilience, as well as their 
  highly structured militaristic society.
  Because they were created as a warrior race, they place a heavy 
  emphasis on duty, honour, and glory, which come from military 
  service and involvement in combat. When the Great War ended, 
  the Legion had to reinvent its society to accommodate peacetime 
  professions and family. Taking on a civilian role is seen as a noble 
  sacrifice, raising a family being the most noble sacrifice of all.
  The Legion were once unified by the singular purpose of fighting 
  X’ion’s Nephilim army. During the settlement of Cerberus Prime many 
  left to live in nomadic lives, and upon meeting the Corporation many 
  Legion left and became Exsilia. The Legion are no longer unified by 
  purpose. Nomads roam freely while the Exsilia now owe their loyalty 
  to the Corporation and themselves.
  Generally Exsilia soldiers consider themselves loyal Legion 
  soldiers who became mercenaries to avoid poverty and the shame 
  of a menial existence. They work for the Corporation and others, 
  often sending wealth and supplies back to their families.
  Enlisted Legion soldiers, known as the Auxilia, are rented out by 
  the Casila Curia. The Auxilia often consider Exsilia to be deserters but 
  still respect them. Auxilia contracts are paid directly to the Casila 
  Curia, who in turn pay wages to the Auxilia and their families.
  The Nomads are those Legion who deserted long ago to fend 
  for themselves in the wilds, making a completely new society for 
  themselves, free from many old traditions and the control of the 
  Casila Curia.
  It is not uncommon for Legion mercenaries to be hired by 
  competing interests and end up on opposing sides of a battle. In 
  this case, all that changes is a higher chance of taking prisoners 
  and honourable conduct. But Legion mercenaries will happily fight 
  against each other, often killing one another, safe in the knowledge 
  that they each are performing their duty and gaining glory.
  The Legion conducts themselves with duty and honour. Their 
  duty is to whomever they serve, to their commanding officer and 
  to their employer for the mercenaries. If forced to choose their 
  loyalty, though, they will always pick their commander over their 
  employer. The honour with which they conduct themselves is not 
  classic faerie-tale honour, though; they will use ambushes and 
  sneak attacks to gain victory. However, the Legion do everything they 
  can to avoid collateral damage, refusing to attack innocent civilians 
  even if ordered to, and never flee from battle unless ordered.
  Creating a Legion Character
  Nomad
  During their early years of settlement, many Legion left their 
  overcrowded cities to become nomadic arctic hunters and gatherers, 
  determined to take charge of their own destinies and to live by their 
  wits and skill. Many of these Nomads have now moved to the Haven 
  system to again find a better life.
  Recommended Skills
   » Physical
   » Survival
   » Planetoids
   » Exotic
  Recommended Traits
   » Physical: Capacity Training
   » Survival: Wilderness
   » Tactical: Second Wind
  Specialist
  The Legion army has many specialists in addition to their regular 
  solders. Specialists are trained in overcoming problems and obstacles 
  by using technological expertise to find and exploit weaknesses in 
  their enemies. They take their time in combat, analysing the situation 
  and applying their considerable skills as needed.
  Recommended Skills
   » Any Professional Skill.
   » Heavy Arms
  Recommended Traits
   » Awareness: Alert
   » Electronics: Shield Breaker
   » Heavy Arms: Coordinated Strike
  Mercenary
  The Corporation employ large numbers of Auxilia and Exsilia Legion 
  mercenaries to do their dirty work. They are strong and fearless 
  expert warriors. Their reputation is such that they can often scare 
  enemies into submission. In combat they commonly make use of 
  Auto Fire weaponry to suppress and destroy their enemies.
  Recommended Skills
   » Leadership
   » Resolve
   » Medicine
   » Small Arms
  Recommended Traits
   » Strength: Muscular Implants
   » Resolve: Fearless
   » Small Arms: Covering Fire
  
  231
  Nomad
  Specialist
  Mercenary
  231
  
  232
  
  233
  Government and Law
  Government: Military Dictatorship.
  Leadership: Casila Curia.
  Casila Curia
  The Legion are best characterised as a military dictatorship, 
  in which all society is governed by a strict military hierarchy of 
  ranks. The Casila Curia consists of five Consuls, the highest-ranked 
  officers, one from each branch of the military. The Consul of the 
  Fleet, Tiberius Valeria, has a fearsome reputation when it comes to 
  discipline. The Consul of the Army, Capito Lulia, is considered to 
  be the foremost Legion expert on guerrilla warfare. The Consul of 
  Operations, Brutus Calpurnia, was barely chosen to be Consul due to 
  his questionable approach to research and intelligence. The Consul 
  of Foreign Affairs, Athene Kosta, has been fondly nicknamed “Lady 
  Vengeance” in honour of her past service. Finally, the Consul of 
  the Interior, Volusus Servilla, is renowned for his rigid manner and 
  attention to detail.
  Lady Vengeance
  Consul of Foreign Affairs Athene Kosta is the only representative 
  of the Casila Curia who lives in the Haven system. She is stationed 
  there as is it facilitates her role with the other races and Legion 
  mercenaries. She is the ranking officer in Haven and thus the 
  commander of the Legion forces there.
  Athene regards the Exsilia as misguided; she understand the 
  reasons for their departure, but she does not accept disloyalty. She 
  has offered a pardon to any Exsilia who wishes to enlist in the 
  Auxilia; however, Exsilia who have outright refused this generous offer 
  or have attacked the Legion are branded traitors and deserters.
  Athene is the youngest member of the Casila Curia, gaining rapid 
  promotion through the ranks during a major Legion operation to clear 
  Feral Nephilim from the Liberty Belt. Her reputation for breaking 
  protocol and leading her soldiers from the front has made her very 
  popular among the rank-and-file Legion troops and has earned her 
  the affectionate nickname “Lady Vengeance”.
  Anyone in the Haven system who wishes to speak with Legion 
  leadership will find themselves negotiating with her.
  Tribunal Law
  The Legion deals with all internal legal matters by military tribunal. 
  Any officer or soldier who has committed a crime is brought before 
  three high-ranking officers, who determine guilt and punishment. At 
  times they order an investigation and make their decision based on 
  its findings.
  Punishments can be quite harsh: death for treachery, and public 
  whipping for negligence. When many Legion deserted to become 
  mercenaries, they were exiled as punishment. If an Exsilia is caught 
  on Cerberus Prime, the punishment is death. Exsilia in Haven are 
  often under the authority of Corporate regulatory law as they are no 
  longer considered part of the Legion army.
  Foreigners are exempt from the tribunal because it only applies to 
  members of the Legion. Instead, visitors to Legion settlements are 
  subject to the summery punishment of the police without trial.
  Exsilia
  Although no longer technically part of the Legion military, the 
  Exsilia represent the majority of the Legion within the Haven system, 
  primarily working for the Corporation or as freelance mercenaries.
  Five Branches of the Military
  All those still under the authority of the Casila Curia are considered 
  to be in the military, even the farmers and homemakers. The military 
  is divided into five branches, each of which led by a Consul who sits 
  on the Casila Curia.
  The Army and Navy protect Cerberus Prime from outsiders and 
  fight against enemies of the Legion, such as Feral Nephilim.
  The Operations Branch is responsible for secret operations, 
  intelligence-gathering, and research.
  The Interior Branch is responsible for all domestic non-military 
  activity such as farming, homemaking, and food services.
  The Foreign Branch encompasses Legion who interact with 
  outsiders, including diplomats, traders, and the Auxilia.
  Rank
  Within the Legion command structure, rank directly reflects the 
  number of soldiers under one’s command. Each tier of ranking has 
  a primary officer and two deputy officers, called the first, second, 
  and third of that rank. The first of each rank commands the full 
  allotment of soldiers, but delegates command to their second and 
  third officers.
  The Tiers of Rank
   » Consul commands a Branch of the Military
   » Imperator commands an army of 100,000
   » Legate commands a Legion of 10,000
   » Tribune commands a cohort of 1,000
   » Centurion commands a centuria of 100
   » Decanus commands a contingent of 10
  One’s rank is usually preceded by a word that indicates what 
  type of work that individual does. Some examples from officers 
  serving in mercenary armies would be 2nd Mercenary Legate or 1st 
  Mercenary Centurion.
   
  These military ranks apply to all members of the Legion, including 
  all non-military duties such as farming or food service. The foreman 
  of a factory is likely to be called the 1st Factory Centurion, and his 
  regional manager might be the 2nd Factory Tribune.
  Legion who do not have an officer rank are simply referred to by 
  their job. Some example salutations include Soldier, Medic, Specialist, 
  Pilot, Farmer, Worker, and Cook.
  
  234
  Economy
  Exports: Enforcement Services (Corporation) and Munitions.
  Imports: Spacecraft Salvage, Food (Kaltoran), Fuel (Corporation), 
  Construction and Transportation Services (Corporation).
  Interior Branch
  All of Legion society is organised in a military fashion, including 
  the economy and domestic leadership. The Interior Branch is by 
  far the largest branch of the military, and aside from the police it 
  has no combat function. Instead, the Interior Branch is responsible 
  for managing the non-military operations of the Legion, including 
  production, health, education, services, agriculture, mining, welfare, 
  and police.
  Planned Economy
  The officers of the Legion manage their economy with military 
  precision and mindset, and this has several important implications: 
  First, all basic supplies are distributed according to need. 
  Quartermasters of the Legion create a list of requirements for their 
  living needs and operation; in turn this list is given to the Interior 
  Branch, which ensures that all needs are met.
  In recent times, large numbers of Legion have departed to the 
  Haven system, and the Corporation has provided the Legion with 
  significant resources. All this has led to surpluses for the first time in 
  a century. The families of Auxilia are first to receive these surpluses 
  as a reward for their valuable service to the Legion economy.
  Economics of Mercenaries
  Auxilia do not work for themselves; in fact, they are still soldiers in 
  the Legion Army. Foreign Branch traders are responsible for selling 
  Auxilia contracts to the Corporation and others; they in turn pay 
  the traders for the mercenaries. The traders will then send some 
  money to the Casila Curia, but spend most on buying equipment and 
  supplies for all branches of the military.
  Exsilia on the other hand work for themselves, directly receiving 
  an income from their employer. Contracts are given to Exsilia 
  individually or in a group. Most Exsilia send some of their pay back 
  home to their families on Cerberus Prime.
  Corporation Transportation Ships
  The Legion have needed a great many non-military ships, mostly 
  for transportation. Legion warships are too valuable and small to use 
  for this purpose; instead, they hire ships from the Corporation.
  Relationship with Other Races
  The Foreign Branch is responsible for most official interactions 
  with the other races, including diplomacy, trade, and especially 
  mercenary work. The Diplomacy Army includes all Legion dignitaries 
  as well a force of soldiers that volunteers emergency support and 
  peacekeepers for the purpose of building friendly relations. The Trade 
  Army sells Legion-manufactured goods and mercenary contracts 
  while purchasing anything the Legion needs from outsiders. Generally, 
  Legion settlements have almost no visitors with the exception of 
  high-ranking dignitaries; outsiders are restricted from entering Legion 
  settlements, especially Cerberus Prime.
  Corporate Muscle
  The Auxilia make up well over half of all the workers in the Foreign 
  Branch. They fulfil contracts sold by the Trade Army. Companies 
  within the Corporation hire individual contingents, centuria, or even 
  whole legions of Auxilia, depending on their demands. Most Legion 
  mercenaries are Exsilia as they tend to be cheaper to hire and far 
  more numerous than the Auxilia forces. It is common for Corporates 
  to mistake Exsilia and Auxilia as being the same thing. However, the 
  difference is important to the Auxilia: the Auxilia officially serves the 
  interests of the Casila Curia, whereas Exsilia serve their own interests.
  Salvage Agreements
  Kaltorans and Legion have a healthy relationship of mutual 
  respect and trust. The Legion protects the Kaltorans as children 
  of the Archons and tends to respect their bravado and loyalty to 
  family, whereas the Kaltorans are impressed by the Legion’s sense 
  of selfless duty and skill in combat. Both races also rely heavily 
  on salvage operations for their ships and technology, so they have 
  come to an unspoken agreement: Kaltorans will bring any old Legion 
  warships they find to trade back to the Legion rather than junk 
  them. In exchange, the Legion are happy to part with any non-Legion 
  salvage they find. Additionally, the Kaltorans are suspicious of the 
  Nephilim, the Legion’s old enemy.
  The Old Enemy
  The Nephilim were once the enemy of the Legion in the Great 
  X’ion War. The Legion accept the current peace with the Eden Brood 
  as necessary for the continuation of life in the Haven system, but 
  they have never forgotten or forgiven the Nephilim for their many 
  atrocities in the Great X’ion War. For this reason Legion and Nephilim 
  rarely work together on anything.
  Since the Nephilim are strange and the Legion do not care to know 
  them better, the Legion frequently confuse the different factions 
  of Nephilim. It is not uncommon for Legion to accidentally kill 
  Devwi-Ich Nephilim, mistaking them for being Feral. The Nephilim 
  often overlook these incidents, as they do not value life highly.
  “I have to say, watching two Legion pretend to kill 
  each other for their respective employers, and then go 
  have a drink together afterwards is quite amusing.”
  
  235
  Science and Technology
  Lost Knowledge
  Just as the Legion were created by the Archons, they were also 
  armed by them. Much of the technology that the Legion use was 
  designed by the Archons, while the Legion were only taught to 
  maintain it. For this reason, the Legion do not know how to make 
  new things from their old technologies; that information died with 
  the Archons. Over the years the Legion have reverse engineered 
  a few weapons and most munition types, allowing for some self-
  production. However many technologies, especially those used in 
  Legion spacecraft, are lost to them. They can refurbish and maintain 
  these technologies, but cannot recreate them from scratch.
  Research
  When the Legion peruse science and technology, it does so 
  with regimented precision. The Operations Branch of the military 
  includes the Research, Exploration, and Praetorian Armies. These 
  armies are functionally responsible for technological progress. The 
  Research Army does this directly through scientific research, while 
  the Exploration Army studies new planets and old technologies. 
  The Praetorians occasionally conduct intelligence and espionage 
  operations that yield new technologies.
  Old Warships
  The Legion have no technology of their own, as the Archons 
  mass-produced military equipment and ships for them to use during 
  the Great War. Their vast fleet was mostly destroyed during the Great 
  X’ion War, and the ruins of this once-great fleet remain scattered 
  across numerous star systems.
  With no capacity to build new warships, the Legion tend to maintain 
  century-old vessels or repair reclaimed ships.
  Legion warships tend to use hydrogen fusion reactors, a technology 
  which lost with the Archons. They must be repaired by finding wrecks 
  for replacement parts; no known person can make a fusion reactor 
  from scratch.
  Genetics
  Created by the Archons
  The Archon Empire was crumbling when they created the Legion. 
  They were losing the war against X’ion and its Nephilim creations. 
  The Archons made the Legion hastily, leaving out much of the 
  coding required for a well-rounded species. This has had farreaching 
  consequences as the Legion now struggle with the everyday, such as 
  raising families and working productive jobs; they are hardwired both 
  mentally and physically for war.
   
  Bred for War
  The Legion were made with a singular purpose: to be a weapon 
  with thick natural armour, hardened to ward against stress and 
  empathy. Even their minds were genetically designed to predispose 
  them towards being a soldier as they are innately protective 
  and disciplined.
  Genetically Flawed
  The Legion were hastily engineered to fight in Great X’ion War, not 
  to survive the ages.
  Their predisposition towards combat makes peace difficult and 
  frustrating. They are mammalian creatures but with thick reptilian 
  hides, and this insulation often causes their organs to overheat. 
  Because of this, they need a cold environment to survive. They have 
  a short lifespan from cell degradation due to age and from death in 
  combat. Finally, they have a poor birth rate due to low fertility.
  The humid and faintly spicy scent of the Mishpacha 
  jungle went unnoticed by most Legion, but Medea felt 
  alive for the first time in a week.
  The sharp cracka-crack of gauss and faint hiss-crack 
  of rail weaponry filled the air of the firing range. Nephilim 
  and Mechonid outlines, already long pitted and dented, 
  were painted on the old hull piece at the other end of 
  the clearing. Medea raised her rifle to her shoulder and 
  breathed out. Another dent in the already chipped and 
  distorted face of the Nephilim told of the last of her 
  ammunition for this practice session.
  With a heavy sigh she left the firing range and 
  headed back to her “duty”. As she passed the “Make 
  Babies; FOR VICTORY!” poster she regretfully slipped off 
  her old Centurion badge and filed into another stark 
  bunker-like building.
  “Medea!” cried the young Legion children, seeing their 
  favourite caretaker.
  Floating amidst the former engineering bay of the 
  Paragon, Abelia nudged herself around a spine-shredded 
  piece of hull until she reached a large undamaged 
  sphere and locked her magboots.
  “Sir, I’m fairly sure we have confirmation. Requesting 
  tech team to the wreckage.”
  - Recovery of a hydrogen fusion reactor.
  
  236
  Short Story: Eterion
  Eterion never thought of himself as violent. Even growing up as 
  a member of the Legion race, he was less interested in violence 
  than his peers. When his classmates had been wrestling in the snow 
  banks, he’d been content to simply read of their race’s history. When 
  his schoolmates had been embroiled in their imaginary war games 
  in amongst the metal bunkers of the city, Eterion had been content 
  simply to help out on his parents’ farm.
  Eterion knew he was a little odd for a Legion.
  All this changed when he handled his first high-calibre assault 
  rifle. His father had let him handle small arms, but never anything 
  like this. His head instructor at the academy had led the class to 
  one of the many armouries, where they’d been allowed to pick a 
  practice weapon. Uncertain, Eterion chose the one nearest to the 
  door: an Artemis 300 Assault Rifle, with laser sights, auto-reload, 
  and retractable electro-machete. It was heavy. It practically hummed 
  with energy. Eterion held it in his arms, and suddenly realised the 
  meaning of glory in combat.
  It also just felt really, really cool. He pumped the reload trigger, 
  which was unnecessary but felt like the right thing to do, and hefted 
  it into the same position he’d seen in the old war films. It felt good; 
  for the first time, Eterion felt like a Legionnaire. That was when his 
  instructor plucked the weapon out of his hands.
  “Nothing higher than a 200-gauge, cadet,” their teacher grunted. 
  “Don’t you listen? Pick something else.”
  Embarrassed, Eterion glanced up to where the guns were clearly 
  labelled by calibre. He needed to stop daydreaming. They filed 
  out of the armoury, armed to the teeth and buzzing with nervous 
  energy. Though many of the students had been allowed to handle 
  their parents’ guns, this was the first time any of them had been 
  authorised to shoot anything. Discipline held, though its influence 
  was taut.
  With a sudden turn of the heel, their grizzled instructor moved 
  away from where they knew the firing range lay and headed 
  back towards the classroom. Twenty confused cadets followed, 
  and soon they were filing back to their desks and sitting down, 
  feeling somewhat ridiculous holding high-powered weapons while 
  surrounded by textbooks. 
  “Lay your weapons upon your desks,” their instructor ordered. They 
  did so, Eterion feeling a twinge of longing in the first few seconds 
  as his finger left the weapon. The instructor paused for a moment, 
  allowing his eyes to sweep around the room. He was old; older than 
  old. His scars spoke of war, combat and victory. He retained all of 
  his muscular limbs, concealed as they were by a tattered grey cloak, 
  and wore ancient Legion armour underneath. 
  “First things first,” he announced. “You’ve probably heard about 
  the Corporation. We’ve had a few visitors in the city. They are a race 
  looking to form business relationships with the Legion. In particular, 
  they are interested in our line of business…”
  Everyone glanced down at their weapons.
  “And so, this is your first weapons lesson,” the instructor 
  continued. “Consider your days of farming over. From now on, you 
  are a generation of soldiers.”
  The class had been expecting the announcement, but a ripple of 
  excitement still ran through the room.
  “However… don’t entertain the notion that you’ll be firing a single 
  shot today.”
  The excitement died instantly, replaced by unease. A cadet near 
  the front raised a fist, requesting permission to speak.
  “With respect, sir,” he said, eyes down, “we were told that we would 
  be receiving firearms instruction.”
  “And you will,” the instructor replied. “However, before I allow a 
  single finger onto a trigger, you all need to learn an important lesson.”
  He reached a hand into the back of his cloak and pulled out his 
  Kopis pistol, an archaic model. The weapon was decrepit, old, and 
  had a poor rate of fire. And yet, the flat metal side bore countless 
  black marks. The class went even more silent than usual as they 
  realised how many kills this symbolised.
  “The gun is not your ally,” the instructor said. His voice was almost 
  a whisper, but no one had any trouble hearing. “Your gun is a tool. 
  Your comrades… they are your allies.”
  He tucked the pistol back into its holster.
  “Until I’m satisfied that you have all learned that lesson, your 
  lessons will be theoretical. You will file into the armoury every 
  morning, select your weapon, return here, and place the weapon on 
  your desk. It shall remain unmoved until the end of the day, when it 
  shall be returned. Do I make myself clear?”
  Eterion raised his fist along with the rest and yelled his consent, 
  trying to avert his eyes from the shiny 200-gauge Xiphos rifle with 
  laser-tracking and localised shield generator that took up most of 
  the space on his desk.
  It was going to be a very long year.
  ***
  The Legion gunship touched down in a clearing, the bright red 
  chrome clearly visible against the green of the undergrowth.
  
  237
  The ramp lowered, and twelve fully armed Legionnaires descended, 
  the sound of their heavy boots joining the throng of wildlife sounds 
  pouring forth from the jungle. Eterion donned his helmet as his 
  boots met the grassy surface. Deirdre stood at the bottom, her silver 
  Corporate hair perfectly straight, and her suit-and-skirt combo 
  unruffled. She peered at her mercenary team over her glasses, like a 
  parent on the verge of delivering a lecture to her children for staying 
  out too late. Her holographic form flickered, but it did nothing to 
  detract from her aura of authority.
  “I’ve updated your intel,” she explained, her voice fuzzy. “From 
  what we can tell, it should be sleeping. Unfortunately, you’ll have to 
  wake it up if you want to kill it.”
  Gallus, the mercenary team’s commander, quickly scanned the 
  brief projected on his headset.
  “It’s a class seven,” Gallus growled, meeting her gaze. “Defensive 
  type. Your intel was wrong.”
  Deirdre didn’t flinch. In fact, she seemed entirely unconcerned. 
  “Occupational hazard,” Deirdre replied. “Or are you accusing me of 
  feeding you misinformation? For my own amusement?”
  “We could’ve been better prepared. If this costs me any of 
  my men…”
  “Your services are mine, Exsilia. I pay you to complete a job. If you 
  can’t work without whining, I’ll find someone better.”
  The hologram flickered once more and faded. At the same time, 
  the updated mission brief was uploaded to each of their headsets. 
  Eterion saw the problem immediately. However, Gallus merely 
  motioned forward, and they began the long march into the jungle 
  towards the target.
  ***
  They were two hours into the fight, and Eterion had run out of 
  curse words. By this point he was practically making up new ones.
  The humongous Feral Nephilim didn’t seem to be tiring; if anything, 
  it seemed to thrive off of being shot at. It stood at least fifty feet 
  tall and had a shell-like carapace that could comfortably conceal its 
  head. Add in the six jagged limbs, each twice as thick as a tree trunk, 
  and you had a beast that no weapon could truly damage. Foliage 
  grew all over its shell and limbs, speaking of the long hibernation 
  from which it had been awoken. This would explain the grumpiness.
  The first part of the mission had gone smoothly. After a quick trek 
  through the jungle, they’d come across the ancient crater left when 
  X’ion had bombarded Mishpasha with its creations. The Nephilim 
  had rained down like meteors, protected upon impact by a spongy 
  shell that they later ate through to join the fight. Not that there was 
  much resistance; from what little data remained of the attack, it 
  was apparent that the great city-states of Mishpasha had no way 
  of fighting against a horde of towering, genetically modified beasts. 
  Within days, the planet’s civilisations were in disarray, and the major 
  cities had been annihilated. The only reason the landscape hadn’t 
  been reduced to ash was the unexpected departure of X’ion.
  Most of the largest Nephilim had died from starvation, a few had 
  cannibalised their own kind, and some lay in hibernation across 
  the planet.
  The mercenary squad had approached the gigantic shell in 
  near-silence, intending to lay enough charges to crack the outer 
  surface and fire upon the fleshy underneath. Their explosive experts 
  had completed the job and the entire team had retreated to the 
  edge of the crater, sniper rifles and rocket launchers at the ready. 
  It wasn’t enough. The initial explosions had caused cracks, but that 
  was the limit of their effectiveness. Now the Nephilim was awake, 
  and enraged. 
  Eterion stood in a line with two of his comrades, raining down 
  an armour-piercing flurry with their Gladius Class-V Miniguns. The 
  Nephilim screeched in pain, momentarily held back by the barrage 
  and forced on the defensive. It scuttled backwards with surprising 
  dexterity, withdrawing its head into the shell. Their rounds were 
  depleting, however. The heavy-weapons users were forced to halt 
  fire as their clips emptied, and they took this opportunity to duck 
  behind one of the many sturdy trees.
  Eos sprinted out from behind cover to take their place, a massive 
  rocket launcher resting on her shoulder. She watched with unflinching 
  concentration as the Nephilim realised it was no longer being shot 
  at. Its head unfurled from the innards of the shell, and its tiny eyes 
  swivelled in their sockets as it searched for prey. Its gaze fell on Eos, 
  seemingly alone and an easy target. The beast charged, shaking the 
  forest floor with its footfalls.
  Eos sank into a steady crouch as it drew nearer. When it was only 
  twenty feet away, she let loose with a rocket. It flew in a spiral and 
  collided with the monster’s head, engulfing it in flames. It roared, 
  and its front legs crumpled. As soon as it was down, that was their 
  cue. The three heavy-weapons users sprinted out of cover while the 
  two snipers in the trees were given a solid target. Meanwhile, Eos had 
  dropped her rocket launcher and drawn her Artemis Assault Rifle. 
  She sprinted up to the Nephilim’s head and vaulted on top, planting 
  her feet in the charred flesh. She then pointed her rifle at one of its 
  eyes and opened fire, point blank.
  Eterion could only admire her nerve as he sprinted in, holding 
  his minigun in both hands. He aimed the laser sights at one of the 
  cracks in the shell and opened fire as his comrades did the same. 
  The Nephilim’s limbs flailed as it attempted to rise, but it only 
  managed to buck Eos off its head. She landed in a roll, sprang to her 
  
  238
  feet, and continued firing. The snipers fired round after round, aiming 
  for the eyes, and for a few moment the hailstorm of gunfire looked 
  like it would be enough to finish the fight.
  ***
  The snow drifted downwards with a sluggishness that suggested 
  that even the sky was holding its breath. Eterion sat on the very top 
  of his family’s bio-dome, gazing down at the settlement without any 
  particular focus. From his vantage point, he could just about see the 
  barracks in the distance, and shots could be heard from the practice 
  range. Shots could always be heard from the practice range.
   
  Not even a round of shooting could distract him from the coming 
  announcement. He glanced around and noticed for the first time 
  in years how ramshackle the city was. Their bunker-like buildings 
  were a mish-mash of metal sheets welded together, anything that 
  would keep out the wind. Their guns were outdated, and the food was 
  enough to keep them alive, no more. Even the family dome suffered, 
  with numerous patch jobs to keep the cold from ruining the crops.
  The Legion race was in crisis. That was what came of being made 
  for war and little else. Eterion felt a tap on his shoulder, and turned 
  to see that Darius had appeared next to him. As a tactical expert, 
  his friend knew how to move around without making noise. It was a 
  rare gift for a Legion.
  “Thinking again?” Darius asked. “It does you no good, y’know.”
  “Says the tactical expert,” Eterion replied, punching Darius on the 
  leg. His friend took the hit and sat down next to him.
  “It’s mad, what they’re doing,” he said eventually. “I mean, declaring 
  every mercenary a traitor?”
  “Hmm,” Eterion replied. 
  “The Corporation are giving us a chance,” Darius continued. “It’s 
  not like we’ll ever get half the action here as we would off-world.”
  Eterion said nothing. In just a few minutes, their government would 
  come to decision: to continue to tolerate freelance mercenary work, 
  or more likely to declare all non-sanctioned mercenaries as traitors, 
  never to return to Cerberus. Exsilia.
  If the law was passed, their choices were reduced to either 
  enrolling with the security forces or taking a non-combat job. Just 
  the thought made Eterion’s trigger finger itchy. 
  And yet… even to be branded as an Exsilia meant freedom. 
  Freedom to choose jobs, to not be bound by meagre Legion pay 
  grades. Freedom from a life of snow and boredom.
  There was a beeping from Darius’s terminal. It was an archaic 
  model, but tacticians were the only ones allowed them, so it was their 
  best source of news. Darius opened the viewscreen and accessed the 
  directive folder, where they read the news.
  Eterion felt the urge to slam his fist against the dome ceiling. With 
  the poor state of things, it would probably collapse soon anyway.
  “Turning on their own people,” he snarled. “It makes no sense.”
  “Trying to keep control, I guess,” Darius replied in a low voice. 
  “There are so few of us left…”
  That was it. Legion society had been devastated by the mass 
  exodus to Corporate freelance work, and this was the government’s 
  way of gaining back some control.
  “Yeah, well they obviously don’t care much for the mercenaries 
  supporting their families,” Eterion shot back. “We’re not gonna survive 
  on stupid vegetables.”
  At this last word he stomped on the roof of the dome so hard it 
  left a dent in the metal. Seething, he got up and flung open the exit 
  hatch, clambering inside to escape the mundane, derelict sight of 
  the city below.
  ***
  The fight should’ve been over. The mercenary team poured on the 
  bullets, causing the beast to stumble. Eos attacked from the front, 
  firing away with an assault rifle. Then the Nephilim managed to right 
  itself, and it charged forward. Eos dove to one side as the snapping 
  neck bit the air where she’d been a moment previously. It tried again, 
  It is not an efficient method of child rearing for one or 
  two parents to tend to the same number of children. If we 
  truly wish to do more than just stabilise our population, 
  we must raise our children like we raise armies.
  I propose that mothers be encouraged to give birth to 
  a minimum of five children, and those children should 
  be raised at collective childcare (barracks) centres 
  where three or four adults can manage as many as 
  thirty children.
  Children should be trained from a young age to love 
  the state and the Casila Curia, from age five martial arts 
  training should begin, and from age ten weapons training. 
  At age fifteen the children shall be apprenticed to their 
  profession of choice, which shall become their lifelong 
  career. In this way, all Legion shall grow to see their 
  state as parent and provider, ensuring a stable existence 
  into the future and avoiding further mass desertions.
  - Volusus Servilla, Consul of the Interior.
  
  239
  but she’d already jumped over an embankment and was rolling 
  out of range. The Nephilim’s head was oozing black blood and 
  full of bullet holes, but even as they watched, the wounds began 
  to close. Eterion’s clip ran dry, and the Nephilim whipped its 
  head around in his direction. One of his comrades hurled 
  a smoke grenade and it exploded in the Nephilim’s face, 
  covering their retreat.
  “Captain, this is Eterion,” he reported into his radio. 
  The three of them jumped down the embankment, and he 
  paused as they slid to the bottom and took off running. “Heavy 
  weapons fire is ineffective, and the snipers can’t get a clean 
  shot. We’ll need a nuke to take this thing down!”
  “Coming up on your location!” Gallus barked in return. With the 
  absence of gunfire, Eterion noticed the sound of an approaching 
  engine. They kept running and were soon met by Gallus, returning 
  from the cliffs.
  The snipers used cables to descend from the trees as the 
  hovercraft came to a halt, and they all turned to see the Feral 
  Nephilim thrashing in the smokescreen. Its eyesight had been 
  damaged, leaving it disoriented. 
  “Plan B isn’t ready yet,” Gallus growled, briefly scanning the 
  creature’s damage now that the smoke from the grenade had 
  cleared. “We’ll have to see if we can finish it here.”
  He raised his ion cannon and motioned for them to attack 
  in a fan formation. The team spread out and advanced on 
  the wounded creature. That was when the massive beast 
  went silent.
  Then its shell began to smoke, a thick green 
  substance that reeked of a thousand chemicals mixed 
  together. The gas poured like fog over the entire area, creating its 
  own natural smoke screen. They lost all visibility, forcing them to 
  cease the assault.
  Eterion rapped the side of his helmet, but it was an older model, 
  and the smog seemed to be interfering with the heads-up display. 
  He cursed under his breath; they were essentially blind. 
  A yellow flare ignited somewhere in the mist, and they 
  began to regroup. The eerie quiet was broken only by the 
  hissing of the light. Eterion stumbled a few times, catching 
  glimpses of his comrades in the mist. Eventually, they had 
  gathered around Gallus, who was peering through the fog 
  with tactical goggles.
  “Just sitting there,” he muttered. “Pumping out this 
  stuff. Helmets stay on until it clears.”
  This would be sooner than they thought. A great vacuum 
  sound emanated from the Nephilim’s shell, and the smog 
  began to thin. Slowly, the surrounding forest cleared until 
  
  240
  They stood in what was previously the cargo hold, a box-shaped 
  room encrusted in snow. Eterion had served aboard the freighters 
  that carried goods across the planet, and knew from experience 
  that the room would be hardly changed if it were operational. Legion 
  ships were cold and sparely furnished. Decorations and frills were 
  impractical and almost unheard of.
  The cold was bitter, and the company even more so. No one 
  wanted to talk, given what they were about to do. They had no 
  authorisation to leave, which was why a covert Corporate shuttle had 
  arranged to meet them there.
  Eterion’s family knew, and that was all. Even his commanding 
  officer was unaware that he wouldn’t be showing up for duty tomorrow. 
  He’d said farewell to his parents, and his sister had seen him off at 
  the door. He’d told her to get back inside, to look after herself. Who 
  knew what the cold could do to an unborn baby? Stubborn as ever, 
  she’d stood and watched him disappear into the falling snow. 
  Eterion did this for his family, and for the future of the Legion 
  race his sister carried inside her. Every credit he earned from his 
  mercenary job, or at least, a large majority, would be wired back 
  to help them survive. His former peers might call him traitor, but 
  Eterion had resolved never to apply that title to himself. He would 
  always be loyal to the Legion, even if they branded deserters like 
  him as Exsilia.
  The faint lights of their shuttle appeared in the sky as it steadily 
  descended towards the snow. Eterion grasped his Kopis pistol, the 
  gun that had become his favourite during academy training, and 
  made a silent vow to never forget. No matter how far he travelled, or 
  whatever he was forced to do for the Corporation… this was his home. 
  He was Legion. And he would always remain loyal.
  The shuttle touched down, and the small group of soon-to-be 
  deserters boarded with the haste of those fleeing the law.
  ***
  The team made a tactical retreat on foot, using both the trees and 
  their small size to their advantage. The Feral Nephilim couldn’t move 
  freely in the overgrown areas, and was still partially blind. A few 
  times it became trapped, forcing it to regurgitate more acid to melt 
  a path. Eterion turned and swung his rifle upwards. It was all he had 
  left, but still… A gun in his hand made him feel strong. Comrades at 
  his side, even more so.
  The monster arched its legs and hurled itself forward, snapping 
  through a set of close-together tree trunks. Two mercenaries were 
  forced to roll to one side as the trunks came smashing down. They 
  then found themselves facing down the Nephilim up close. Eterion 
  raise his rifle, but Gallus was already barrelling in, yanking the pin 
  out of a fragmentation grenade with his teeth.
  “COVER!” the captain yelled, and the mercenaries had just enough 
  time to dive over the fallen tree trunks before the grenade exploded. 
  they stood before the massive shell, still immobile. Gallus raised 
  a fist and was about to give the order to recommence the attack 
  when the monster suddenly pushed off the ground with explosive 
  force. Faster than anything of that size should’ve been able to move, 
  the fifty-foot creature bounded towards them, its head emerging 
  with gullet wide and foaming. They began to fire, but the Nephilim 
  reared back its head and thrust it forward, unleashing a tidal wave 
  of green liquid.
  “SCATTER!” Gallus yelled, and the team split in two as the wave 
  poured forth. An acrid burning filled the air and even seeped into 
  Eterion’s helmet as they sprinted out of the way. He heard a roar of 
  pain, and saw that one of his comrades hadn’t been fast enough. His 
  comrade staggered and fell, his leg coated in the acid. The Nephilim 
  turned its head in his direction, pouring acid over him in a shower. 
  They were forced to watch as his body melted into liquid, indistin-
  guishable from the burning forest floor. The Nephilim snapped its jaw 
  shut and surveyed the acidic devastation.
  Eterion squinted as his eyes began to sting from the fumes. 
  Clenching his fists, Gallus stared at the spot where their companion 
  had died. Eterion knew the look. It was rage being stowed away for a 
  more appropriate time. Despite being the size of a small building, the 
  Nephilim scuttled back and forth as if taunting them into attacking.
  “Captain?” Eos asked. Gallus grit his teeth and swung his arm 
  about in a retreat signal.
  “We’re going with Plan B,” he declared into the radio. “Everyone 
  converge on the cliff!”
  ***
  For no good reason, he found himself looking at the poster he’d 
  seen a thousand times.
  HAVE A BABY… FOR VICTORY!
  It depicted a female Legion solider, proudly holding an infant as if 
  it were her first high-calibre rifle. In fact, Eterion remembered seeing 
  exactly the same look on his peers’ faces when they’d first been 
  allowed to fire at something. He still remembered the roar of the 
  barrel, how the target was shredded to pieces with just a short burst.
  It was the target of the person standing next to him, but his 
  accuracy had improved since then. 
  Eterion pulled his furs around his shoulders and glanced around 
  for the thousandth time. No one except security guards ever came 
  out at night, least of all to the ruins of the crashed freighter outside 
  of town. He’d fought through the blizzard to get there, only to find 
  that their transport was late. Five other ex-soldiers stood in the 
  sparse shelter, which consisted of the tail end of the ship that had 
  broken off during the crash. Darius wasn’t there, but Eterion held out 
  hope that his friend would eventually follow.
  
  241
  It was tiny next to the Nephilim’s bulk, but the little metal shards 
  embedded in its skin made it hesitate briefly, and they were off 
  running again. The light grew brighter, and Eterion could see that 
  they were near to the cliff. A steep embankment was all that lay 
  between them and the trap, and he was about to begin the descent 
  when he heard the ominous gurgling.
  Eos had stumbled over a root and sprawled on the ground as the 
  Nephilim clomped towards her. She rolled onto her back and raised 
  her pistol, but it would do no good. The beast’s neck shook as it 
  filled with liquid. The entire team unleashed a barrage of bullets with 
  whatever they had left, but their armour-piercing rounds were gone.
  Well… all but one. Eterion drew his Kopis pistol, whose barrel 
  contained a single Archon round. Too dangerous and expensive for 
  heavy weaponry, they performed well in small arms. He raised the 
  gun, the familiar grip giving him focus. The Nephilim’s head had 
  stopped shaking; it was about to unleash the torrent of acid. Eterion 
  sharply inhaled and fired.
  The Nephilim screeched as its one good eye was struck by a 
  red-hot bullet spinning fast enough to drill through steel. The acid in 
  its mouth spilled out, but in no clear direction. Eos rolled backwards 
  and took off while it was distracted, and once Eterion had confirmed 
  that she was out of danger, he leapt over the steep hill and skidded 
  all the way to the bottom.
  “Darius, status!” Gallus roared, right behind him.
  “Trap is set, Captain,” said Darius over the radio. “You just need to 
  get it here.”
  The team reached the bottom of the hill and fanned out along the 
  tree line while Gallus charged forward. He turned and raised his rifle 
  as the Nephilim appeared at the top of the ridge, spraying it with 
  useless yet irritating gunfire. It covered the incline in three steps and 
  smashed through the trees, coming face to face with Gallus. Their 
  captain stood on the cliff edge, and all that was visible down below 
  was swirling white cloud.
  Eterion felt his throat tighten. If this didn’t work… well, nothing 
  would. The Nephilim charged, seeming to relish the thrill of not 
  being boxed in by trees. Gallus stood his ground on the very edge 
  of the cliff. As soon as it was close enough, he raised his rifle and 
  fired a maglev cable at one of the fallen tree trunks that lay in the 
  creature’s wake, right underneath its gargantuan legs. It arched its 
  neck and tried to snap up the hulking Legion in one gulp, but it 
  ended up eating a mouthful of dirt instead. Gallus had activated the 
  cable, yanking him right through the Nephilim’s forelegs, underneath 
  the shell, and out the other side. He severed the cable before he 
  smashed into the trunk, hit the ground rolling, and leapt to his feet. 
  The beast was still confused, scanning the cliff edge to find where 
  its prey had gone. Gallus leapt over the fallen trunk and yelled his 
  order as he sheltered himself for impact.
  “FIRE IN THE HOLE!”
  Their compact shuttle ascended from the cloud bank and hovered 
  in front of the feral Nephilim. It regarded them, not stupid enough to 
  try to snatch them out of the air, but it didn’t matter. It was already 
  too late. The charges laid by the second team exploded in a glorious 
  conflagration of flames and scattered earth. At the same time, the 
  shuttle fired its missiles at the unstable cliff edge. Combined with 
  the Nephilim’s massive bulk, it proved too much. The beast shrieked 
  as its footing gave way, pitching it headfirst into the cloudy abyss. 
  The last thing they saw was its flailing legs before it fell out of sight.
  After a few painful seconds, a distant whump sounded from the 
  chasm, accompanied by one final tremor. The soldiers emerged from 
  their hiding places, carefully circling the still-unstable edge. They 
  fanned out and peered down into the clouds. For a while, nobody 
  spoke. Then Eterion spoke up.
  “So…” he ventured, “…does anybody want to climb down and make 
  sure it’s dead?”
  The four of them stood side by side, staring up 
  into the sky as the ship rose from the docking bay. It 
  hovered for a brief moment before engaging the engines 
  and flying straight through the clouds, out of sight.
  Maximus had been on board. No one had expected 
  him to go. Then again, no one ever knew what Max was 
  thinking. The pull towards an Exsilia life of exploration and 
  adventure was too much for many young Legionnaires, 
  even if they didn’t show it.
  “It doesn’t mean anything,” Mars grunted as he turned 
  from the landing platform. “We’re still comrades.”
  ........................
  Mars wandered through the streets of the city, off-duty 
  and still in mourning over the loss of a teammate. 
  They’d parted on good terms, but there would be no 
  replacing Max.
  ‘Your gun is not your ally. Your gun is a tool. Your 
  comrades, they are your allies... Auxilia and Exsilia.”
  
  242
  Nephilim
  Creator: X’ion
  Average Height: 1-2.5m
  Average Weight: 50-290kg
  Average Life Span: 20-(est) 300 years
  Home Planet: Eden
  Total Pureblood Population: 12.2 million
  Total Hybrid Population: 52.4 million
  Total Emissaries Population: 0.12 million
  (Estimated Total Feral Population: 85 Billion)
  Pureblood Yearly Population Growth Rate: -2.1%
  Hybrid Yearly Population Growth Rate: +26%
  Emissaries Yearly Population Growth Rate: +68%
  Years Since Re-emergence into Space: 26 years
  Distinctive Physical Features
  Wide range of appearances.
  Often have mammal and/or insect features.
  Nephilim Trait, pg: 340
   » +1 Physical, Engineering, and Exotic.
   » +1 to all Spare Time Rolls.
   » +1 Recover.
   » Gain Language: High X’ion or Primal X’ion.
   » -1 Conversation.
   » -2 Culture.
   » Racial Prejudice from Kaltorans and Legion.
  Preferred Combat Equipment
  Bio tech equipment.
  Nephilim History
  Twelve X’ion were created by the Archons, and they were declared 
  to be a perfect species. However, this title was soon rescinded, and 
  out of anger at their rejection, the X’ion tried to slay their creators. 
  They failed, and only one X’ion survived. Stealing an Archon ship, it 
  fled into the dark of space and wouldn’t return for two centuries. In 
  its exile the X’ion created a new species to act as an instrument of 
  its vengeance; this species was the Nephilim.
  The Nephilim were made to be exquisitely engineered organisms, 
  created for the sole purpose of destroying the Archons. They fulfilled 
  their purpose during the Great X’ion War, laying waste to the Archons 
  and their creations. This army was organised into broods, each with a 
  unique purpose. It was the purpose of the Devwi-Ich Brood to destroy 
  the favoured children of the Archons: the Kaltorans.
  The Devwi-Ich Brood did their task well. They took Eden, the 
  home world of the Kaltorans, and ruined it. They scoured the system 
  until all Kaltorans were gone; when there were no more Archons to 
  kill, the X’ion vanished into the void. As the years dragged on and 
  supplies ran low, the Devwi-Ich crashed many of their remaining 
  ships into Eden to form a hive, and then it slumbered.
  For almost a hundred years, the Devwi-Ich slept. While it 
  slumbered its Nephilim brood was without purpose and order, and 
  they devolved into wild animals or feral tribes. With the arrival of the 
  Corporation in the Haven system, the Devwi-Ich awoke. It reunited 
  the tribes of Feral Nephilim on Eden, and with renewed purpose and 
  leadership the Brood was reborn. The Devwi-Ich cast off all ties to 
  X’ion, who had abandoned them. They would make their own way 
  and set their purpose.
  In the Corporation the Devwi-Ich saw an opportunity for building a 
  new society for its brood. It forged an alliance with these newcomers, 
  knowing that the only way for its brood to survive the ages was to 
  create a new society with a purpose greater than destruction.
  
  243
  
  244
  Nephilim Culture
  Life is Cheap
  Created to be an un-empathetic warrior race with a short cultural 
  history, the Nephilim often find it hard to understand why the other 
  races are at times so averse to killing.
  While each Nephilim often holds their own life in high regard, they 
  rarely value the lives of others. This self-destructive and potentially 
  devastating cultural trait would not only ruin their own society, but 
  also their relationships with the other races of Haven, if not for 
  the foresight of their leaders who often enforce restraint on their 
  subordinates – often, ironically, through death.
  Pursuit of Perfection
  The Nephilim are driven towards the singular purpose of genetic 
  perfection, seeking to improve their own genes and the genes of 
  their offspring. Those who have excellent genes are given a greater 
  position in society, and those with poor genes are treated as inferior. 
  Unfortunately, perfection is subjective, and to improve yourself is 
  only the first step of many, as you will need to prove to others 
  that your genes are superior if you hope to gain recognition. Each 
  Nephilim will try to do this in their own way, but sooner or later the 
  stronger and more cunning Nephilim often find themselves in charge.
  This eugenicist attitude is reminiscent of Archon society. Most 
  hold to the belief that X’ion did not create the Nephilim in the hopes 
  of creating a perfect race, but simply to use them as a tool to crush 
  the Archons before they could create a new, better successor to the 
  X’ion. This drive for self-perfection, more so than any other cultural 
  trait, shows that the Eden Brood has rejected X’ion.
  Symbiotic Dependence
  The Devwi-Ich is as wise as it is immensely powerful. It has seen 
  what happens to the Nephilim masses when they are left to their 
  own devices. Despite their intelligence and strength, the Nephilim 
  are ill-equipped to form a stable, long-lasting society without the 
  assistance of outsiders. With the long-term survival and prosperity 
  of its brood in mind, the Devwi-Ich has sought to create a symbiotic 
  relationship with the other races. Without the cultural diversity and 
  resources of the other races to draw upon, the Devwi-Ich’s brood 
  would once again become a feral war machine.
  Will this pursuit towards a sustainable co-existence only last until 
  the Nephilim are able to survive on their own? Many, especially the 
  Legion, suspect the Nephilim of only playing the role of friend until 
  they no longer need the other races.
  Creating a Nephilim Character
  Pureblood
  Some Nephilim have survived since the Great X’ion War, while 
  others are clones and purebred offspring. The Purebloods are perfect 
  specimens of their original, X’ion-designed form. Each Pureblood 
  genus has been engineered for a specific wartime purpose. Most are 
  large, powerful, monstrous-looking creatures with admirable physical 
  and mental ability.
  Recommended Skills
   » Leadership
   » Physical
   » Exotic
  Recommended Traits
   » Strength: Massive
   » Reflexes: Solid Build
   » Exotic: Frenzy
  Hybrid
  Born from a mixed Pureblood or Hybrid pairing, Hybrids are in many 
  ways the opposite of their Pureblood parents or ancestors. Hybrids 
  are adaptive, cunning, and flexible creatures. They are extremely 
  varied; many have genetic abnormalities and adaptations, and they 
  are every bit as powerful as the Purebloods, arguably more so as 
  they have thrived in great numbers while the Purebloods decline.
  Recommended Skills
   » Survival
   » Bio Tech
   » Small Arms
  Recommended Traits
   » Reflexes: Agile Build
   » Survival: Makeshift
   » Exotic: Special Ammo
  Emissary
  First created only a few years ago, the Emissaries are the newest 
  genus in the Eden Brood. Primarily female and engineered for 
  interacting with other races, they appear more “normal” than other 
  Nephilim. Emissaries are grown to full maturity in vats in a single 
  year. Their minds are filled with fake memories and experiences to 
  give them a personality and skills.
  Recommended Skills
   » Conversation
   » Awareness
   » Bio Tech
  Recommended Traits
   » Strength: Eye Candy
   » Conversation: Pheromones
   » Intelligence: Introvert
  
  245
  Pureblood
  Hybrid
  Emissary
  245
  
  246
  
  247
  Government and Law
  Government: Genecratic Feudalism.
  Leadership: The Devwi-Ich.
  The Devwi-Ich
  The Devwi-Ich is rarely seen, and its exact nature is largely 
  unknown. But none can deny that it is a powerful and cunning 
  creature who commands the loyalty of the Eden Brood from the 
  megacity of Necronus. It rules with absolute authority by right of 
  its genetics.
  Loyalty of the Brood
  The Eden Brood is based on a pyramid of hierarchy: the Devwi-Ich 
  is at the top, beneath it are the Genocrats, and beneath the Genocrats 
  are the remainder of the brood. Loyalty is important in the structure 
  of the Eden Brood; a Nephilim who stands alone will not live long. 
  Each member of the brood is loyal to a Genocrat, and all the 
  Genocrats are loyal to the Devwi-Ich.
  The Genocrats
  There are no official titles among the Nephilim. Instead, there is 
  a generally recognised pecking order based on individual genetics, 
  prowess, and cunning. The Nephilim have a society of authority 
  through power, generally derived from exceptional genes. The 
  Genocrats are exceptional genetic specimens, smarter and stronger 
  than lesser beings, and as such thay are the rulers in the Eden 
  Brood; they are the Nephilim “nobility” and only answer to the 
  Devwi-Ich. Each Genocrat controls a territory, station, Necronus 
  spire, or spacecraft. Nephilim under the Genocrat’s command are 
  considered their subjects and must swear loyalty to them. Each 
  Genocrat usually has an inner circle of advisers and lieutenants who 
  enforce the Genocrat’s will.
  Law of the Strong
  The legal system of the Eden Brood is straightforward: if you 
  swear loyalty to someone, you come under their protection and 
  their authority.
  If you do something which displeases anyone with power over you, 
  they determine your guilt and administer punishment as they see fit. 
  The only way to challenge a charge against you is to defeat your 
  accuser in direct or indirect combat. Failing this combat will often 
  result in death.
  Minor Crimes, Examples (Public Beating)
   » Displaying incompetence in your duties.
   » Disappointing your master.
   » Having something that a more powerful Nephilim wants.
   » Killing a master’s servant.
  Major Crimes, Examples (Death)
   » Shaming your master.
   » Showing disobedience.
   » Attacking a more powerful Nephilim.
   » Having a prominent genetic flaw.
  Relationship with Other Races
  The Eden Brood is the clear military power in the Haven system 
  and could destroy the other races should they wish it. But knowing 
  that they are ill-equipped to survive on their own, the Devwi-Ich has 
  declared a status of non-aggression towards the other races.
  Though they do not wield their military strength, that strength 
  does act as unmentioned bargaining chip for interracial negotiations, 
  forcing the other races to take the Nephilim seriously.
  Alliance with the Corporation
  When the Corporation first arrived in the Haven system, they were 
  struggling to survive and colonise the gas giant Alabaster. In an 
  unrepeated sign of compassion, the newly awoken Devwi-Ich had the 
  Eden Brood assist the Corporation with supplies, labour, and help in 
  using their living spacecraft.
  This cooperation continues to this day through peaceful trade, 
  in exchanges of cheap Nephilm labour, in the form of biologically 
  engineered drones called Flesh, for Corporation-harvested fuel.
  Struggle to Find Allies
  The Eden Brood harbours no ill will towards those who used to be 
  their enemies in the Great X’ion War, but this feeling is not mutual. 
  Although the Nephilim are keen to make alliances with the Legion 
  and Kaltorans, both of these races have been reluctant to do so. The 
  Kaltorans have genetic memories of the atrocities that the Nephilim 
  committed against them, and the Legion were built to combat the 
  Nephilim. To overcome these problems, the Devwi-Ich has adopted a 
  strategy of interdependence: if the other races can be made to rely 
  on the Eden Brood to the extent that their help cannot be refused, 
  then alliances will come about naturally.
  Emissaries
  To ameliorate their common diplomatic troubles, the Nephilim 
  have created a new genus to curb public opinion of their monstrous 
  nature, This new genus is known as the Emissaries.
  Not only fashioned to look more like the other races, their brains have 
  been engineered for greater empathy and understanding. Emissaries 
  are born fully grown with memories and experiences implanted 
  directly into their minds, allowing them to be fully functional from 
  the moment of their creation. They are given the singular task of 
  simply mingling with the other races, acclimatising them to the 
  Nephilim and easing their concerns simply through proximity.
  Feral Nephilim
  When left to their own devices and without the guidance of a 
  strong leader (such as the Devwi-Ich), the Nephilim often devolve into 
  purely survival-driven animals or primitive savages; such Nephilim 
  are considered feral. The Devwi-Ich is constantly working towards 
  bringing powerful Feral Nephilim into its brood, whereas the other 
  races would rather simply destroy them. However, the Devwi-Ich and 
  its brood harbour no ill will to the other races should they decide to 
  kill a Feral Nephilim.
  
  248
  Economy
  Exports: Unskilled Labour (Corporation) and Scientific Knowledge.
  Imports: Fuel (Corporation), Food, and Feral Nephilim.
  Storehouse
  As supplies ran low during the Great War, the Devwi-Ich commanded 
  its fleet to crash onto Eden, a barren wasteland, creating a massive 
  graveyard of spacecraft. Buried deep within this graveyard, the 
  Devwi-Ich stored what remained of their supplies. The Devwi-Ich kept 
  these valuable supplies locked up until it awoke, over one hundred 
  years later, when the Corporation arrived in the Haven system.
  In a sudden explosion of prosperity, the Devwi-Ich opened these 
  storehouses of resources and equipment, building a singular massive 
  city and propelling the Eden Brood back into space. But Eden is a 
  wasteland, and the Nephilim are ill-equipped to create a sustainable 
  society. It is only a matter of time before these supplies run out - a 
  fact that the Devwi-Ich is keenly aware of.
  Borrowed Economy
  With no set economic system, the Eden Brood has naturally 
  absorbed the methods of the strongest economic system in Haven; 
  the Corporation’s Credits. However, there are a few key differences: 
  The Eden Brood rarely deals in pure finances and stocks, and Eden 
  has no major banks or established brokerage firms, as the planet 
  lacks the infrastructure for high finance.
  The Eden Brood is far more flexible than the Corporation, however, 
  as they don’t have a well-established financial system, they are very 
  willing to barter with goods and services as needed.
  Wealth and Power
  Nephilim culture is turbulent, so keeping wealth is not 
  straightforward, and the emphasis on the strong ruling the weak 
  greatly affects the economy of the Eden Brood. A Nephilim can only 
  keep as much wealth as it has the power to protect, and it can only 
  extract as much wealth from others as it can force from them.
  Genocrats are often wealthy because they extort money from 
  others under threat of harm, and they can keep their collected 
  wealth because others cannot take it. However, weaker Nephilim 
  can become wealthy under the protection of Corporate regulations, 
  encouraging many entrepreneurial Nephilim to leave Nephilim society 
  for the collective protection of the Corporation system.
  Diplomatic Economy
  The Devwi-Ich has made trade with the other races a priority 
  because trade facilitates communication and overrides racial 
  prejudice. Despite their reasons for despising the Nephilim, both 
  Kaltorans and Legion still trade with the Eden Brood. In this way 
  the Eden Brood has made great leaps in overcoming the prejudice it 
  faces from the other races, opening a dialogue which may eventually 
  lead to greater peace and stability in the Haven system.
  Science and Technology
  Bio-Technology
  X’ion used genetic engineering wherever possible to win its vicious 
  war against the Archons. In its army, biological creatures filled roles 
  that the other races would have filled with engineered machines.
  For the Nephilim, large and complex technologies such as spacecraft 
  are not single creatures but rather ecosystems of symbiotic life 
  forms. For instance: in a spacecraft, Death Scarabs eat the waste of 
  other systems, and they create nests in weak and fractured parts 
  of the hull, stabilising the larger body. During boarding actions, they 
  would consider the boarders as waste and try to eat them.
  Blended Eden Brood Technology
  During the last century, and especially during the last decade, 
  the Eden Brood has been forced to adapt much of X’ion’s purely 
  organic technologies to their available resources. As many of 
  X’ion’s construction methods have been lost to the Nephilim, it is 
  common practice to replace failing organic systems with mechanical 
  or electronic systems. Mechanical and electronic components are 
  readily available to the Nephilim from trade with the Corporation. 
  These factors have led to hybridised technological systems, 
  replacing much of what remained from the Great X’ion War. The 
  Eden Brood prefer organic technologies where possible, though they 
  have worked to make their devices appear non-biological in order 
  to facilitate trade.
  Personal Research
  The Eden Brood has a great many scientists working towards 
  personal research objectives. This research is often driven by the 
  desire for self-advancement through genetic engineering. However, 
  it is also understood that knowledge is power, and to the Eden 
  Brood, power is everything. All manner of research is conducted 
  to establish one’s intellectual superiority, and this knowledge is a 
  valuable commodity to those who know how to use it.
  This non-collective, individual approach to research sets the 
  Nephilim apart from most races - especially the Corporation and 
  Legion, who often prefer well-organised teams of governmentally or 
  centrally funded researchers.
  The End Justifies the Means
  Nephilim scientists tend to believe that all things are permissible 
  in the pursuit of scientific knowledge and personal advancement. 
  Nephilim scientists often abduct unwilling test subjects and are 
  happy to explore any technology, regardless of its potential for 
  causing wider negative consequences. To the Nephilim, no research 
  is unethical or too dangerous.
  This amoral approach to acquiring knowledge and power is thought 
  to be a result of not only their genetic predisposition towards self-
  advancement, but also their primal and violent culture.
  
  249
  Genetics
  Created by X’ion
  Unlike all the other races, who were created by the Archons, the 
  Nephilim were created by the X’ion. They were made for the singular 
  purpose of destroying the Archons and their creations. Naturally, 
  Nephilim are violent killers without empathy or the ability to process 
  complex emotions and social cues. This has caused many problems 
  after the war, as most Nephilim devolved into animals or were only 
  able to create primitive, barbaric tribes.
  One Species
  All creatures created by X’ion are categorised as Nephilim; they 
  share a common genetic structure, and they are often biologically 
  compatible, most prominently the Pureblood and Hybrid genera, 
  but also much of their biological technology: weapons, armour, 
  spacecraft, and just about any biologically engineered creature made 
  by X’ion or the Nephilim. Purebloods and Hybrids share the same 
  number of chromosomes and can both produce Hybrids, although 
  not all Hybrids are genetically viable (for instance the offspring of a 
  Pureblood Nephilim and a spine rifle).
  Breeding and Gender
  Other than the Emissaries, Nephilim are not gendered in the same 
  way as the other races; they do not often adhere to strict male and 
  female reproductive distinctions. Bred for combat, most Purebloods of 
  the same genus are identical and display no obvious signs of gender.
  Those Nephilim who can reproduce often do so by laying eggs 
  and having another Nephilim (even one that can lay eggs) fertilise 
  the eggs by excreting their DNA in a mucus. Most Hybrids are born 
  in this way.
  Those genus unable to naturally reproduce often immerse 
  themselves in pools of mutagenic fluid to extract their DNA, enabling 
  them to fertilise eggs. Otherwise, they make use of laboratory cloning 
  vats or artificial insemination. Many Nephilim prefer their offspring 
  to be grown in a laboratory because natural breeding methods are 
  often erratic.
  Gene Splicing
  Gene splicing is one of the primary means by which the Eden 
  Brood alter their own genes. Traditional genetic engineering requires 
  a new generation to be created, but gene splicing allows the alteration 
  of genes in a living and fully grown specimen.
  In gene splicing, a biological engineered virus is injected (painfully) 
  into a host, altering their DNA. The virus replaces parts of the host’s 
  genes in order to achieve a specific result.
  Implants
  Adding biological or electrical devices to one’s body (with or 
  without altering DNA) is a common practice amongst the Nephilim. 
  Once installed, many implants act as parasites, feeding off the 
  organic energy produced by the host’s body.
  Viewed in a similar way to blended biological technology, implants 
  are not seen as true improvements to one’s self, as they do not alter 
  or improve the genome. However, they are seen as valuable tools, 
  useful for advancing one’s abilities.
  Purebloods
  X’ion created many Nephilim genera, each with a specific 
  war-focused function. All of these first creations are referred to as 
  Purebloods for the simple reason that their genus remains unchanged. 
  Many Purebloods are not those created by X’ion, however; rather, they 
  are the children of pairings of Purebloods of the same genus. Some 
  Purebloods are clones, while others have simply never died.
  Hybrids
  After a hundred years of post-War existence, those Pureblood 
  genera which could breed did. All Nephilim, regardless of genus, 
  are genetically compatible, and so a great many Hybrid species 
  have been created from various Pureblood pairings. Hybrids vary 
  greatly from one another; each pairing may result in different genetic 
  combinations, and even siblings can be very different.
  Hybrids are not genetically inferior to Purebloods, but they are 
  less specialised. Hybrids are generally more adaptable than their 
  Pureblood parents, as their genera were capable of surviving the 
  process of natural selection over the hundred years after the Great 
  War, the Years of Darkness.
  Emissaries
  Created only three years ago, the Emissaries are the newest genus 
  to the Eden Brood, engineered for interacting with the other races. 
  As such, their outward appearance is similar to the other races. But 
  make no mistake: they are Nephilim.
  Emissaries are primarily female, created in laboratories, and grown 
  to full maturity in vats in a single year. Their minds are filled with 
  fake memories and experiences to give them a personality and 
  skills. They are similar to Flesh in the way they are created and 
  skilled, but Emissaries have free will and are genetically Nephilim.
  
  250
  Short Story: Udryk & Yreig
  Udryk was hardly ever called upon to stab people any more. This 
  was disappointing, as the job had been a lot more exciting when 
  she’d started.
  Her interview had consisted of entering the Supplier’s shack and 
  immediately being attacked by his bodyguard, who’d been hiding 
  behind the door. The guard was a Nephilim Pureblood – strange, as 
  not many of them were seen in the slums – but a relatively small 
  one. Udryk had grabbed his knife-hand and squeezed, relishing the 
  snapping bones. She was given the job on the spot.
  The Supplier was setting up his business in the slums of Necronus, 
  right on the very lowest level, beyond even the thoughts of the 
  higher-ups of society. Here they lived in the shadows of the great 
  towers, growing ever more indifferent to the stench of the surrounding 
  swamps, caring very little for the affairs of the upper world. It was 
  the only way to live.
  Udryk was a Hybrid. Her body was wiry and deceptively thin, like 
  that of a stick insect. The claws of her feet and hands were long 
  and wickedly sharp, her greatest feature. Though she cared little for 
  clothes beyond her simple brown worker’s tunic, Udryk sharpened her 
  claws daily. She made sure she could see her face in their gleaming 
  silver surface; it would be the last thing an enemy would see, should 
  they cross her. Her claws could be retracted, but she rarely bothered.
  Udryk’s head was triangular, with ears set into either side and two 
  pure black eyes that often moved independently. Most importantly for 
  her job, she was tall, tall enough to match most Purebloods. Her body 
  may have been slim, but once Udryk corrected her deceptive slouch 
  and fully extended her claws, it no longer mattered. Hostile visitors 
  to the Supplier’s shack often took one look at Udryk, swallowed, 
  forced their eyes away from the steely talons, and adopted a more 
  submissive tone.
  Udryk loved the power, but sometimes wished she was less outwardly 
  intimidating. Her appearance deterred fights… and Udryk loved to fight. 
  Still, it had given her a stable job, which was more than could be said 
  for many living in the slums. The Supplier had set up his business 
  deep in the tangle of metal shacks and piles of refuse, strategically 
  placed beneath a jungle of organic steel girders to prevent the flying 
  patrol from ever spotting it. The entire slum population knew where to 
  find the shop, but none were stupid enough to spread the word to the 
  upper city. In any case, the two worlds rarely crossed paths.
  That day, Udryk was doing exactly the same thing she did every 
  day: nothing. Strictly speaking, she was guarding the entrance to 
  the shack that served as the Supplier’s place of business, but ever 
  since she’d gutted that one upstart who’d pulled a gun and tried 
  to force her boss to return his money… well, people seemed to be 
  taking the security a lot more seriously. Slum residents would file by 
  her, occasionally throwing a brief, nervous glance at her unsheathed 
  claws. Their business complete, they would shuffle out again. It was 
  a living, if not an exciting one.
  Udryk stood outside the flap that led into the Supplier’s shack, 
  crouched as always. She glanced up as she heard the distinctive hiss 
  of the crate as it whizzed overhead. The crate was the only elevator 
  that led straight into the slums, and could only be operated by the 
  upper class. Needless to say, it wasn’t used often. It glided on a 
  rail over the shanty town, weaving in amongst the dense Necronus 
  infrastructure, and finally came to a rest at the base of the central 
  column: a great, long-dead ship that jutted upwards into the highest 
  reaches of the city. Though it wasn’t visible from where Udryk stood, 
  she knew that the entire area was surrounded by an electrical barrier 
  to stop the slum-dwellers from getting any delusions of grandeur. In 
  the entire time Udryk had been alive, no one had ever attempted to 
  breach the barrier. If the lower class had anything, it was an inflated 
  sense of self-preservation.
  Udryk narrowed her eyes as the crate descended and was lost 
  from view.
  “Could be our lucky day,” said the Supplier, stepping through the 
  flap with a smirk. He was a Hybrid, like Udryk, though far shorter and 
  covered in fur. His legs were bowed, and his head was beetle-like 
  except for his two horns. His left hand was half sawn-off, and he 
  had a metal multitool where his right should’ve been. Krysh was his 
  name, but to maintain his mystique and selling power he went by 
  “The Supplier”. No one could source components like he did, whether 
  for weapons or household appliances. With resources at a premium in 
  the slums, many relied upon his services to get by.
  “Hmm,” Udryk grunted back. Krysh shrugged and continued to 
  polish his tool-hand with a rag.
  “Maybe they’re here to give us all a promotion to the upper city,” 
  he continued. “Gotta live in hope, right?”
  Udryk knitted her brow in annoyance. Krysh was from the upper 
  city, but had been cast down for crossing the wrong Genocrat, a 
  tower warlord of sorts. She still found his opinions grating.
  “They live up there,” Udryk replied. “And we down here. That’s 
  the balance.”
  “Uh-huh. Get that from a textbook, did ya?”
  This was probably a joke. If not, it was so ridiculous that Udryk 
  didn’t bother to respond. It was a well-known slum rule that every 
  child knew from the day they understood words: your genetics 
  defined you.
  “Well, whatever,” Krysh said, finally. “I can tell ya a million times 
  how things are up there… but if you wanna stand there looking tough 
  all ya life, be my guest. Can’t say I’d wanna lose ya anyway.”
  He lifted the flap and vanished back into his shop, and Udryk was 
  left alone with her thoughts. She glanced upwards, something she 
  
  251
  did sparsely. There wasn’t much to look at in the jungle of rotting 
  bio-hulls and abandoned carapaces that made up the foundations 
  of the great towers, and it prompted very little thought. She’d barely 
  ever even seen the sky, except on short hunting trips with her hive 
  mother when she’d been young. It suddenly struck her that, in the 
  upper city, they could see it any time they wanted.
  The thought was… unsettling. Then again, most of Krysh’s unwanted 
  banter had this effect. Udryk shook her head and settled back into 
  her boredom, forgetting the arrival of the crate entirely. 
  ***
  A few minutes passed that stretched themselves into miniature 
  hours. Business was slow. Udryk was contemplating a pace back and 
  forth, or perhaps adopting a crouch, when a slender figure appeared 
  over the edge of one of the scrap heaps. Sensing something that 
  definitely wasn’t a customer, Udryk immediately came to attention. 
  The figure was clad in black, and it descended the pile of metal with 
  uncommon grace. A somersault finally brought it to the ground, and 
  Udryk was able to identify it for the first time. 
  It was an Emissary. Possessing a far more “human” shape than 
  any Nephilim in the lower city, the new arrival had pale green skin 
  and glossy black hair, held to her head by luminescent tendrils. Her 
  black clothing was cloth, but tight-fitting, showing off her slender 
  frame. It was Udryk’s first time seeing one in person, and she 
  immediately thought that the Emissary looked weak, flimsy. One 
  little slice and her head would be on the floor. Still, it wasn’t like 
  they’d been bred for combat.
  She had landed in a crouch, and looked up to survey her 
  surroundings. Udryk heard the drone of a patrol, and the Emissary’s 
  head snapped towards the sound. The two locked eyes, and there was 
  a clash of curiosity and wariness in both gazes.
  Without knowing exactly why, Udryk slowly raised a claw and 
  motioned to the shack entrance. The Emissary hesitated, glanced 
  behind her, and sprinted for the flap. Keeping an eye on Udryk’s 
  humongous claws, the small Nephilim slipped inside half a second 
  before the mounted patrol appeared over the ridge. It was composed 
  of four hovercrafts, each of them seating a hulking Hybrid thug. They 
  could often be spotted around the streets, keeping a watchful eye 
  for the local Genocrat. Udryk had little time for warlords and their 
  delusions of power, but their patrols were often culled from the 
  worst of society. No one crossed them, unless they wanted to find 
  themselves without a head before the day was over.
  They scanned the street as they passed, casting a suspicious 
  glance at Udryk from above. She didn’t make eye contact with their 
  leader, but must’ve projected an air of boredom so great that they 
  were forced to conclude she knew nothing. The patrol kept flying 
  deeper into the slums, and soon their drone faded to nothing.
   
  The Emissary emerged from the shack and nodded to Udryk.
  “Thank you,” she said. These weren’t words heard often in the 
  lower city, and the Hybrid Nephilim had no idea how to respond.
  “You’re an Emissary,” she said instead. “Why are you here?”
  “Exploration.”
  “Of what?”
  The Emissary looked at her as if the question should’ve been 
  evident. Udryk let her eyes wander, and she saw that the smaller 
  Nephilim had a spine gun strapped to her waist. It was at this 
  moment that Krysh came stumbling out of the tent, confident that 
  the patrol wasn’t after him.
  “A pretty little Emissary, in my shop,” he said hungrily, eyeing the 
  new arrival with interest. “And on the run, too. Could be a few benefits 
  to bringing her in.”
  “You can try, Hybrid.”
  She spoke with confidence that dwarfed her stature, and her hands 
  strayed to the gun at her side as she spoke. Udryk was impressed.
  “We owe nothing to the security patrol,” she said, standing between 
  the Emissary and Krysh. “Anything that irritates them is fine by me.”
  Krysh made a noise of impatience and shot the Emissary a 
  suspicious glance before heading back into his shop.
  “I am Yreig,” said the Emissary, as soon as he had gone. “I was 
  born several hours ago.”
  Udryk simply looked at her. 
  “It seems that knowledge of the slums was considered 
  useless information.”
  Udryk still stared, wondering when the Emissary would get to 
  the point.
   
  “I eluded my escort specifically so I could see every inch of the 
  city,” Yreig continued. “I have learned much in my time here.”
  “Like how to build a house out of spare parts?” Udryk snorted. She 
  couldn’t believe this conversation was taking place. This Emissary 
  was likely defective, not to mention distracting. Yreig gave an 
  exasperated sigh before walking straight past Udryk, on the path that 
  led into the centre. Abruptly she spun around and folded her arms.
  “I require a guide,” she stated. “Someone to accompany me in the 
  upper so that I do not draw attention. You will help me.”
  
  252
  Yes, this one was definitely defective. To think that any random 
  slum-dweller would consent to running around with an Emissary, 
  simply because they asked… this one was clearly socially deficient. 
  And yet, Udryk paused to consider the offer. She was bored, 
  critically so. Any change of surroundings would be welcome. If she 
  was accompanying a brain-dead Emissary, things had suddenly 
  gotten a whole lot more interesting.
  “You can get us to the upper city?”
  Yreig held up her arm, and beneath the surface of her palm was 
  a faint glow.
  “My bio-pass. It will take us to most places.”
  Most places. Now, Udryk was interested. If a security team found 
  them, she could simply say she was taking the little upstart back 
  to the lab.
  “Fine,” she replied with a toothy smile. “Stay in the shop until my 
  shift is over. And I’ll be your tour guide.”
  Yreig nodded as if there was never any other conclusion to asking 
  a complete stranger to be your companion. She lifted the flap and 
  was soon lost from sight. Udryk turned back to the road with a 
  tiny smile, knowing that her boredom was about to be relieved for 
  the day.
  ***
  “Why would someone choose to live in the slums?”
  “Is equality so difficult to achieve?”
  “Why is it that those down here have so few thoughts of their own?”
  Udryk was relieved when Yreig used her pass to access the crate, 
  and they stepped inside.
  The doors slid shut behind them, and Udryk watched through 
  the small window as the machine ascended. She frowned as she 
  realised that she’d never before seen the slums from above. It 
  looked… disappointing. Just an expanse of organic steel and rotting 
  ship carcasses. It lay permanently in the shadow of the society 
  above. The crate began to wind through the jungle of girders, and 
  soon her home was obscured.
  Yreig had taken one of the simple metal seats, and was looking up 
  at her companion with curiosity.
  “Was it embarrassing, to be seen with me?”
  Once again, Udryk couldn’t comprehend the question. She had never 
  been embarrassed in her life, and couldn’t imagine what it felt like. 
  “No,” she replied, which was the truth. “Were you embarrassed?”
  “…somewhat.”
  Udryk glanced away from the window and saw Yreig staring 
  defiantly at the floor, her face a mass of emotion. Definitely defective.
  “You have a good future ahead of you,” the Hybrid offered. “You 
  were made to travel. See what is out there.”
  “To not have a home?”
  Udryk noted the sorrow in her voice, and she was overcome by 
  an odd urge to drop Yreig at the nearest laboratory and tell them 
  to melt her down into genetic paste. Nephilim did not feel sorrow at 
  petty things.
  However, the Emissary was still a curious creature. Udryk’s curiosity 
  had awoken, and it drank in the new experiences that never would’ve 
  occurred without their meeting. The crate continued to ascend, and 
  the Hybrid Nephilim took a seat opposite her companion. They were 
  built for large Purebloods, and neither of them was comfortable.
  “You thoughts are ridiculous,” she said plainly. “You were made for 
  a life of travelling. Accept it.”
  That was all she could think of. Fortunately, Yreig had many 
  more thoughts.
  “Or my home is not Eden,” the smaller Nephilim continued. “Yes, I 
  had considered this. Perhaps I was created to search.”
  You were created to be a pretty piece of eye-candy to lull the 
  other races into a false sense of security, Udryk wanted to say. She 
  restrained herself.
  “Just be glad you are what you are,” she replied. “You have genetic 
  privilege that those in the lower city do not.”
  “Do you have a family?”
  And they were back to the ridiculous questions.
  “Yes.”
  “You live with them?”
  “Not anymore.”
  “And you… love them?”
  If this kept up, the Emissary really would be heading for a life of 
  being genetic paste.
  “We’re bound by genetics. That is all.”
  
  253
  “And you were born naturally?”
  “In an egg, yes.”
  “How intriguing.”
  “Not really,” Udryk replied. “I can’t imagine a pod birth is any 
  more exciting.”
  “But it is!” Yreig said, leaning forward in her seat. “I mean… I 
  remember it was warm. The laboratory was so cold when the pod 
  dissolved. And I felt alone, even though I had so much knowledge 
  of other places being placed into my head. And the way I 
  was suspended…”
  “Enough,” Udryk snapped. Her patience was running thin, and this 
  never-ending stream of details had whittled it shorter than usual. 
  Yreig swallowed and lowered her eyes. For a moment, Udryk enjoyed 
  the blissful silence. Then she felt the slightest twinge of guilt.
  “You’re learning, I get it,” Udryk hissed, waving her hand impatiently. 
  “Your curiosity is exhausting. But… understandable.”
  It was a lie, but Yreig nodded and seemed satisfied. The crate 
  moved higher. Necronus had many layers and branches, and once 
  the crate had cleared the forest of girders it took a sharp right. 
  The track ran alongside a massive spire that jutted out into open 
  space horizontally. There were residences built all over the top, but 
  the crate began to move towards one of the lower levels. The track 
  entered an opening, and Udryk saw that they were passing rows upon 
  rows of doors. Finally, the crate whirred to a halt, and the doors 
  opened straight into an elevator. They stepped inside and travelled 
  up, and after a short journey the doors opened to Udryk’s first view 
  of the upper city.
  Now it was her turn to be amazed. The dusty floor of the lower 
  city had been replaced by crystalline walkways spread out like 
  membrane between the city’s great pillars. It glowed a faint green, 
  giving all the light the denizens of the city could need. Nephilim of 
  all breeds moved back and forth with real purpose, not dragging their 
  feet like those below, and Udryk spotted several shops and drinking 
  establishments, some with flashing neon lights that advertised their 
  wares from a mile off. The darkening sky was visible even through 
  the pillars, and she found her gaze caught upwards.
  As she stood staring up, there was the whine of an engine, and a 
  massive craft approached from the west. 
  “What is…” Yreig began, “…oh, a bio-ship!”
  It began to descend, and they could see the dark, fleshy hull lit up 
  by the lights of the upper city. The ship came to rest at the docking 
  bay and left their view.
  “That’s where I’ll be going,” Yreig said, looking up at the great 
  plates that formed the landing area, the city’s highest point. “All 
  of us were supposed to gather there after we were cleared. I… 
  slipped away.”
  “So keep slipping,” Udryk replied. “Now it’s your turn to show me 
  the place.”
  Yreig turned out to be a terrible tour guide, as her hastily installed 
  memories didn’t include much experience of the Necronus streets. 
  Nevertheless, Udryk found every corner fascinating, marvelling at 
  the simplest of differences.
  Udryk felt no jealousy or anger at seeing how they lived. It was 
  more like her curiosity had been fulfilled; this world that lay only a 
  mile or so above had been unveiled. If anything, she was disappointed. 
  She’d expected music, more of a bustling metropolis. Instead, even 
  the upper city looked morose. They were not a happy race. Even the 
  electricity, the bio-organic nature of which should’ve made the city 
  seem alive, seemed sluggish and morbid.
  This level was a basic circuit that ringed a central tower, and after 
  hours of simply wandering, they found themselves back at their 
  starting point.
  “I should get back,” Yreig said, casting a guilty glance upwards. 
  “They’ll be waiting…”
  Udryk said nothing as they stepped into the elevator and directed it 
  to take them up. Their final stop would be the landing platform, after 
  which they would return to their lives, jaunt over. The elevator ride 
  was painfully short, and soon the doors slid open to reveal the great 
  flat plates that formed the landing platforms. Control towers dotted 
  the space, and ships of all types were arranged in straight lines.
  The air was clear, and their altitude offered a brilliant view of the 
  setting sun over the wasteland. 
  “I’ll tell them I got lost,” Yreig said as they emerged into the crowd. 
  “And you brought me back. No more questions needed.”
  “Fine,” Udryk replied. 
  Yreig smiled, another gesture she’d need everywhere that 
  wasn’t Eden.
  “I have learned much from our interactions. Thank you.”
  Udryk grunted, and they weaved their way through the mass of 
  Legion, Corporates, and Nephilim going to and from their ships. A few 
  Kaltorans could be spotted in the mix, and Udryk noted with interest 
  how they carried themselves: it was a carefree swagger that just 
  seemed… alien. Which they were, technically.
  Yreig seemed to know where they were going, so they took a direct 
  route through the sea of ships, stepping off the criss-cross pathways. 
  It grew quieter, and they found themselves in the shadow of a large 
  Corporate freighter. Its bulk cast a long shadow, and outside of the 
  
  254
  
  255
  landing platform sat a ring of Legion mercenaries. They laughed 
  at some bawdy joke as the two Nephilim passed, though one of 
  them stopped abruptly and stepped into their way. He wore dark red 
  combat armour, but half the buckles were undone, and he swayed 
  on the spot. Udryk didn’t need her keen sense of smell to tell he 
  was severely drunk.
  “W-who said you could w-walk here?” he slurred, swinging his 
  metal mug in a wide arc. “Thissss… this here’s the Nova Zero. N… not 
  a ship for filthy Nephilim h-hands to get all over, eh?”
  Yreig shrank back, but Udryk stood her ground.
  “We’re not touching anything,” she replied. “We’ll go.”
  She attempted to step forward, but another swing of the mug 
  whistled past her nose. The Legion recovered from his stumble and 
  attempted a clumsy swing at her head.
  “Enough, Legion!” she hissed as she grabbed his wrist. “We have 
  no quarrel with you!”
  She shoved him aside, where his shipmates tried to pull him back. 
  The Legion shook them off and drew a pistol from the back of 
  his belt. 
  “W-well WE have a q-quarrel with you,” he growled back, “Genetic 
  scum. Pathetic X’ion leftovers.”
  He raised the pistol and Yreig cried out a useless warning. One 
  swipe of Udryk’s claws took off his hand. Her other set plunged right 
  into his chest, where his armour hung loose. She roared and tossed 
  him off, where he crumpled and lay bleeding.
  For a moment, nobody moved an inch. Then Udryk grabbed Yreig 
  by the shoulder and left the stunned Legion mercenaries behind. 
  They half walked, half ran to the shadow of a nearby ship, where 
  Yreig backed away, her eyes wide. Udryk listened for a few moments 
  to make sure they weren’t being followed.
  “Do they all hate us?” Yreig asked, her voice half a whisper.
  Udryk flicked blood off her claws with disgust.
  “They mistrust us,” she replied, and despite her slum upbringing, 
  she knew this for sure. “And you can never trust them. As I said, we 
  truly have no quarrel with the other races. We need them. But that 
  cannot be mistaken for friendship.”
  Her own words surprised her. Yreig seemed taken aback, unsure 
  of what to make of them. Before anyone else could speak, they 
  heard one of the Legion call out to his comrades. Udryk snapped 
  her head around and saw one of them aiming with his handgun. She 
  shoved Yreig to one side and charged towards him in a crouch. The 
  mercenary opened fire, but Udryk ran along the side of the wall and 
  flipped over his head, dealing a deep gash to his neck.
  He crumpled, but the others were close, and the only reason 
  Udryk was still uninjured was how intoxicated the Legion all were. 
  She crouched next to the corner until she could hear their footsteps 
  up close, then leapt out, claws flashing. One was disarmed and 
  she slashed him across the face, but the other managed to duck 
  underneath and deal Udryk a powerful blow to the head. She was 
  knocked against the side of a ship, and her vision went blurry. 
  She was vaguely aware of a muzzle in her face, but when it fired, 
  it sounded wrong. There was an audible twang, like that of a 
  solid projectile.
  Udryk shook her head, and her vision cleared in time to see the 
  Legion mercenary crumple in pain, a large spine sticking out of 
  his eye. Yreig stood a few feet away, wide-eyed but with a steady 
  hand. Hybrid and Emissary locked eyes, and there was a moment 
  of understanding. 
  Udryk leapt to her feet, and they quickly moved away from 
  the scene before anyone saw what they’d done. They crouched 
  behind a fleshy-hulled Nephilim frigate, whose skin pulsed with 
  green-veined energy.
  “It was a good shot,” Udryk said, hoping it qualified as gratitude. 
  Yreig nodded and stowed her spine gun back in its holster.
  “I will go,” she said, her voice breaking. “I mean… I should go. 
  There’s much I have to see.”
  Udryk shrugged, secretly disappointed. One little flash of her claws 
  and the delicate thing was scared off. Yreig nodded again, and turned 
  awkwardly in the opposite direction. She took a few steps, then turned 
  back with a resolute expression.
  “Thank you for you cooperation,” she announced. “I had… anyway. 
  You’re here now.”
  “Yes, I am,” Udryk replied, wondering when she’d get to the point.
  “No, I mean…you’re here. In the upper city.”
  “…yes.”
  “And you have no obligation to return.”
  The realisation dawned, and Udryk furrowed her brow in amusement. 
  Yreig, seeing that she’d gotten her point across, gave a brief smile 
  before disappearing into the labyrinth of ships. Udryk heard her 
  footfalls fade, and looked around. She was in the upper city. No one 
  in the slums would miss her, save for Krysh. And who cared about 
  him, anyway? He’d find some other hulking muscle.
  Udryk bared her teeth in amusement, then turned and walked 
  away before anyone saw her with the Legion’s bodies.
  She wondered if any of the upper city businesses were in need of 
  security guards.
  
  256
  Places of Interest
  See pg: 8 for Sector and System Maps.
  The great sprawling Habrixis Sector began as a utopian dream 
  of the Archons - a place for their genetically cradled children to 
  flourish and populate a glimmering starscape. The nightmare of the 
  Great X’ion War consumed that dream, and now a hundred years 
  later, Habrixis is a divided span of uncharted systems.
  Haven System
  From a distant observatory, the Haven system seems the perfect 
  solar community: a grouping of diverse worlds, gently kissed by 
  the Halo Nebula, serenely orbiting their beacon star, Esh – a warm 
  light for many. Originally the Kaltoran home system, now Haven is 
  a highly contested territory, where every race’s dreams of a better 
  future hinge on and against one another. For now a tremulous peace 
  reigns, but disputes over planets, mineral-rich asteroids, and solar 
  shipping lanes create a tense web of conflict.
  Var System
  Once the home of the Corporation, the Var system refers to their 
  original namesake, the Vargarti, as they were once titled by the 
  Archons. The Var system was to be a distant pen, or cradle, far from 
  the Archon’s more capable and loved children. But the ambitions 
  and ingenuity of this genetically disadvantaged race gave rise to the 
  powerful Corporation, which left the Var behind to wield tremendous 
  influence across the Haven system. Whether or not any Vargarti were 
  left behind in their home system is unknown to all but the highest 
  CEOs of the Corporation.
  Cerberus System
  Dominated by the large planet Cerberus Prime, the Legion home 
  world, the Cerberus system is fiercely guarded and protected against 
  any intrusion. The Legion allow no uninvited entry, and constant patrols 
  of heavy warships and flights of fighters reduce any unauthorised 
  vessels to ash long before they come near the worlds of their home 
  system. Though the Corporation have been assimilating the Legion 
  in the Haven system as a dedicated mercenary force, the Legion 
  of Cerberus remain unquestionably autonomous. Those Legion who 
  defect, however, will never again see their home system, for return 
  means facing the harsh justice of a tribunal.
  Black Reach Nebula
  This distant nebula remains a dark mystery, with perhaps 
  thousands of worlds lost inside its black embrace. Those who travel 
  near it pick up eerie radio echoes reflecting off the masses of 
  stardust. Some frenetic terror-soaked broadcasts date from the X’ion 
  War, and others, reflecting off some distant resonator harken back 
  even earlier, perhaps even to the era of humanity.
  Uncharted Systems
  The young races of Haven have yet to rediscover most of the 
  systems from the Habrixis Sector – these uncharted fringe worlds 
  are mysteries, sure to contain other forgotten children of the Archons 
  and the X’ion.
  Alabaster
  Mean Diameter: 164 981 km
  Rotation Period: 12.29 hours
  Once a holy pilgrimage site and source of much of the Old 
  Kaltoran Theocracy’s fuel supply, this gas giant of swirling milky 
  white streams and golden conflux was once called Makor. After 
  leaving their home system of Var, the Corporation set its hungry 
  eyes on Makor, making it their new home.
  When the Corp assumed dominance of Makor, they renamed her 
  Alabaster for her ivory halo of vapours and the majestic icy rings 
  which encircled the picturesque world. Alabaster’s noxious vapours 
  contain numerous rare elements of impressive utility, including 
  tremendous amounts of helium-3 starship fuel, rare chemicals to 
  aid ore processing, and the compounds needed to create Synth Steel. 
  Still more treat rare ailments, serve as power-core coolants, and one 
  special gaseous element, elysium-4 (commonly called Gossamer), 
  serves as the key ingredient in the system’s most potent addictive 
  narcotic: Draz.
  Geography
  Alabaster is nothing more than wells and storms of elemental 
  gases enshrouding a dense nodule of hard metallic rock. The Corp’s 
  network of power stems from the clutch of six gargantuan space 
  stations navigating the circumference of the gas giant in slow, steady 
  orbit. The silence and serenity of these luminous constructs of metal 
  betray little evidence of the whirling buzz of activity and bedlam of 
  industry constantly raging within.
  The greatest of these six stations is Alabaster 1, the oldest station 
  and by far the most affluent. In contrast to her sisters, 1 is more 
  of an orbital city than a fully active processing station, replete with 
  stunning promenades sporting dozens of great monuments, a massive 
  and luxurious habitat ring, and zero-gravity recreational centres with 
  floating pools, gymnasia, spas, and baths. Only those steeped in 
  profit, wealth, and power can afford the prohibitive expenses of the 
  good life on Alabaster 1.
  Surface Gravity: 12.97 m/s
  Orbital Period: 58.21 years
  “Initiating algorithms… Quarterly financial diagnostics 
  complete… PRIORITY REPORT: Productivity is down 3.7% 
  on Alabaster 4. This is not an anomaly. Alabaster 4 
  reports six consecutive quarters of sustained and 
  deepening deficit. Suggested course of action: Terminate 
  chief executive team and chief engineer. Downsize all 
  Class-R workers showing less than 87.7% efficacy – 
  replace with latest iteration of Biological Flesh Drones 
  from Batch J-47, who test for Class-R manual labour at 
  87.8% efficacy. Re-evaluate in 3 months.”
  – Domina, Alabaster Station Network A.I.
  
  257
  Alabaster 2, nicknamed Glass, is likewise inhabited by 
  the upper crust of the Corporation, though residents of 1 look 
  down on Glassers, seeing them as “neuvo-riche” who could 
  never withstand the prodigious cost of a suite or estate on 1. 
  Glass began as the Corporation’s premier energy station, 
  though now Alabaster 4 shoulders that burden. The 
  flute-works of 2’s crystalline processing monoliths 
  are now more of a curiosity since the station now 
  produces high-quality robotics and leading-edge 
  cybernetic implants. Some even whisper of secret 
  laboratories, where Mechonids are dissected for 
  their secrets.
  Alabaster 3, an oblong station with 
  several spindly appendage-like segmented 
  modules, went dark six years ago, quarantined after 
  a catastrophic spill of elysium-4. Tens of thousands of 
  workers and residents remain trapped there. Few escaped crippling 
  respiratory illness or any number of degenerative ailments brought 
  on by exposure to massive doses of Gossamer. Rumour has it that 
  part of the dark station still produces tremendous amounts of Draz 
  despite the ruined eco-sphere, supplying some unknown arm of the 
  Corporation who spreads this outpouring of narcotics.
  Alabaster 4 is called the Stink, so named for the 
  noisome odours pervading every bulkhead and corridor. The source 
  of this rank pollution is the skunk-works, in the bowels of 4, where 
  powerful chemical stews centrifuging in turbines process helium-3 
  and other chemicals into starship fuel.
  Alabaster 5, called the Post, serves as the major trading hub 
  of the Corporation. Massive malls, trading floors, and shopping 
  districts offer up thousands of Corp-produced goods, fed by a strata 
  of factories below the commercial “crust” of this planetoid-shaped 
  station whose machines of industry never cease.
  Alabaster 6, at present, remains incomplete. Its skeletal 
  half-finished structure is constantly abuzz with multitudes of drones 
  laser-welding, turbo-sealing, and molecular-bonding new processing 
  units, mining pod-bays, and cargo holds every day. The site of 
  numerous strikes, riots, and uprisings, 6 was intended to be the 
  Corporation’s most impressive production and processing facility, but 
  commencing work on an in-progress station inflicted dreadful work 
  conditions on the labour force. 6 has become a giant thorn in the 
  Corporation’s side, but they have invested too much in to the facility 
  to shut it down.
  Population
  The majority of the population on Alabaster 1 to 6 are Corporates, 
  the most affluent among them inhabiting the earliest-constructed 
  stations. Hardier Nephilim workers supplement the labour force (on 6 
  especially), as do the grey-skinned androgynous organic constructs 
  known as Flesh. The Corporation also hires a large number of Legion 
  “peacekeeper” mercenaries who ensure the safety of their employers.
  
  258
  Asteroid Belts
  Monopoly Belt
  Whirling about Esh scattered in the vast region of space between 
  Lilith and Alabaster, the Monopoly Asteroid Belt was once home to the 
  Eight Hermitages, far-flung places of solitude where aesthetic orders 
  of Kaltorans erected underground monasteries far from society’s 
  sway. After X’ion began its Great War, Monopoly became a refuge 
  for displaced Kaltorans and the site of a dozen battles between 
  combined Legion and Kaltoran fleets against X’ion’s Nephilim. To this 
  day, a graveyard of derelict vessels and debris dances slowly among 
  these titanic rocks, hidden from all but the most dedicated salvagers.
  Today, the mineral deposits among the asteroids in Monopoly 
  attract much interest from both the Corporation and the Kaltorans, 
  not to mention hordes of unaffiliated prospectors, who compete over 
  mining operations in the region. Alabaster’s great processing and 
  production stations are fed a steady diet of convoys from Monopoly 
  Belt, bearing millions of tons of metal and elemental compounds.
  The Kaltorans, outstripping their competitors 
  handily in the arena of mining and 
  excavation technology, roam the belt 
  freely, selectively stripping a handful 
  of important elements from whole 
  swaths of asteroids, leaving the rest 
  of the belt intact. The Corporation’s 
  less effective methods force them 
  to set up large mining stations, 
  either orbital or anchored to larger 
  asteroids in the belt. These stations 
  pulverise asteroids to dust in order to 
  extract only a portion of the rich elements 
  within. Occasionally Kaltorans passing into range of these stations 
  spark conflict with Corporation agencies. The Kaltorans’ cavalier 
  attitude to Corporation claims and their legality of dominion chafes 
  the merchant kings of Alabaster, and the Corp’s wasteful method 
  of farming minerals is laughable and appalling to the Kaltorans. 
  Conflict steadily brews between these civilisations, 
  and many independent prospectors find 
  themselves caught up in hostilities or forced 
  off their claimed ‘roids by one side or the other.
  For the most part, when the Corporation insists 
  that Kaltorans move on, they do so, content to 
  seek minerals elsewhere among the millions 
  of asteroids in the belt. However, on a few 
  occasions, after laying claim to one 
  of the ancient hermitages floating 
  amongst Monopoly, the Corporation 
  was shocked by the alacrity and 
  violence of Kaltoran reprisal, 
  mostly from tribes whose family 
  members once sought solitude 
  within these sanctuaries.
  
  259
  The Legion is the third point in this strained triangle of conflict. 
  Steady increases in Kaltoran and Corporation presence in Monopoly 
  places Lady Vengeance and her Auxsilia in a conundrum: they often 
  seek gainful employ from the Corporation, but the Legion remains 
  steadfast allies with the Kaltorans.
  Some enemies of the Kaltorans claim their interest in the Monopoly 
  Belt stems from a more nefarious purpose: the belt’s proximity to 
  Mishpacha. While Mishpacha remains unclaimed as of yet, it draws 
  the interest of Nephilim, Legion, Corporation, and Kaltoran alike. The 
  wild planet experiences the occasional impact of asteroids, and 
  some claim this to be the Kaltorans’ doing. They say the Kaltorans 
  are using their mastery of excavation and gravity tech in concert, 
  launching larger asteroids out of Monopoly towards precise targets 
  on Mishpacha – a cheap and effective means of bombardment 
  should conflict over control of the planet escalate. So far, the Legion 
  writes this off as nonsense conspiracy theory, and the Corporation 
  considers it too strange a possibility to ponder with any severity.
  The belt’s immensity allows for these three races’ interests to remain 
  unchallenged for now. In truth, much of the belt remains unexplored 
  after the Years of Darkness. Historical records point to lost Archon 
  ships, hidden pre-War laboratories and science stations, secluded 
  starbases perhaps containing peoples cut off from the system at 
  large for hundreds of years, and other unfathomable mysteries.
  More than a few prospectors and travellers in Monopoly claim 
  to have run afoul of terrifying vessels of unspeakable size: ancient 
  Nephilim warships slumbering deep within the dark, uncharted heart 
  of Monopoly – or worse, prowling the densest reaches of the belt, 
  where debris fields and space dust hide these massive dreadnoughts 
  from sensors. The old Nephilim warships must feed to survive, and 
  more than a few wonder if these scattered reports might explain the 
  staggering number of ships gone missing in the Monopoly – either 
  destroyed by asteroid collision… or devoured by hidden behemoths 
  hunting among the rocks.
  Liberty Belt
  Most of the Liberty Belt is far sparser than Monopoly, and though 
  clusters of colliding rocks do exist, most of the belt’s stony denizens 
  are lonely asteroids, each several hundred or even thousand miles 
  away from its nearest neighbour.
  Once, Liberty was a thriving mining zone, busily harvested by the 
  Kaltorans. They called this belt of asteroids Eaven Geshem, which 
  was to be renamed to Liberty by the Corporation during their first 
  exploratory mission to the Haven system. It was heavily populated 
  in those halcyon days before the Great War, speckled with massive 
  space stations containing entire tribal families. When the Kaltorans 
  fell back to defend Kadash, the Nephilim ransacked their stations 
  and pillaged anything of value or use.
   
  When the Kaltorans again launched their culture into space, 
  they reclaimed several colonies and stations in Liberty. Now the 
  asteroid belt is heavily populated but strained for resources, and 
  the tribes tasked with reclaiming these stations require constant 
  subsidies of fuel, rations, and other supplies convoyed from Kadash. 
  While reclaiming these stations has cost Kadash a great deal, the 
  technologies rediscovered among these whirling husks aid the 
  Kaltorans in their quest to bring light back to the dozens of Dark Pit 
  Cities wallowing in chaos on the bottom of the Great Sea.
  The Kaltorans are not alone in their interest in Liberty. Given its vast 
  distances and general dismissal, the belt also attracts those seeking 
  to avoid discovery. Particularly nasty fugitives, flotillas of pirates, 
  and some of the most unsavoury Exsilia Legion merc companies 
  maintain hidden bases, hideouts, and safehouses here, concealed 
  amidst far-flung asteroids. These predators occasionally prey on 
  Kaltoran settlements and reclaimed stations out of convenience or 
  desperation. On occasion, rivalries between petty pirate lords explode 
  into full-blown space battles. Whole armadas of galactic scum have 
  obliterated one another here, the only witnesses to their witless self-
  annihilation being the slowly spinning asteroids of Liberty.
  “Liberty! Ha! Its free alright – free of life! There’s 
  nothing there but cold rock and long dead Kaltorans. 
  I know what you’ve heard: rumours about old tech 
  abandoned on long lost stations. Even if that’s true, 
  the whispers I hear of pirate armadas hiding amidst 
  the asteroids, mass-murderers in hiding and rumblings 
  about Mechonid nightmares left over from the war are 
  more palpable. You steer clear of Liberty – everyone 
  with sense does.”
    
  - Michael Wilder, Corporation Surveyor
  “It’s not an easy life out here in Monopoly, but if you 
  get lucky, there’s riches to be had. Asteroid prospecting 
  isn’t without its hazards – there’s the self-interested 
  Corp, laying claim to everything in the galaxy and 
  sicking their Legion lapdogs on every honest prospector 
  just trying to make a living. Then, Archons-forbid you 
  accidentally prospect a ’roid with an old Kaltoran 
  monastery buried inside – there’ll be hell to pay once 
  those blind chosen-ones find out! But if you hit a sweet 
  score, you can retire to a pleasure station for the rest 
  of your days. Almost makes it all worthwhile… almost.”
    
  - Yurg, Nephilim prospector
  
  260
  Eden
  Terraformed by: Humanity
  Mean Diameter: 73 421 km
  Rotation Period: 32.18 hours
  Visitors to present-day Eden find it hard to imagine this Nephilim-
  infested planet was once the Kaltoran home world. Now a barren, 
  crater-scarred planet of craggy broken peaks and radioactive 
  wasteland, Eden writhes like an undead thing, strewn with the 
  corpses of the once-unstoppable Nephilim fleet of living ships. Their 
  carapaces shattered, their biochemical blood-like fuel seeped into 
  the earth, and their former crew – a host of Feral Nephilim – prowl 
  the crags and ravines like parasites.
  After the Great War, as the Nephilim fleet depleted their resources 
  in their desperate attempt to annihilate what was left of their foes, 
  a large armada found itself locked in Eden’s death-grip orbit. Their 
  last act: crashing the entire fleet into Eden’s surface. The survivors 
  among these Nephilim poured forth from the ruptured bellies of the 
  beast-like ships and raged among the radioactive wilderness of the 
  planet. After many years of frenzied slaughter, only the most savage 
  and powerful Nephilim survived.
  As the years passed by, the Corporation entered the Haven 
  system and unwittingly awakened something slumbering deep in the 
  carcasses of the living fleet. Buried in a pile of gargantuan corpses, 
  slumbering, or gestating, a dread entity calling itself the Devwi-Ich 
  stirred. No one has seen it. No one knows its mind. Its inscrutable 
  and sinister intentions are beyond any other living being’s ken. Upon 
  awakening, the Devwi-Ich opened secret cargo holds, buried deep 
  among the rotting remains of the Nephilim fleet, releasing thousands 
  of Purebloods to reunite the roaming Nephilim tribes and hordes of 
  Eden. The Devwi-Ich’s labyrinthine intellect and hidden troves of 
  X’ion-era technology and resources launched the Nephilim of Eden 
  back into the stars in a mere handful of years.
  The Devwi-Ich now commands a large portion of the Nephilim 
  race from Eden. This once-Kaltoran home world, now unquestionably 
  the centre of the Nephilim society, is this powerful entity’s key 
  stronghold in the Haven system.
  Geography
  Most of Eden’s surface resembles more a lifeless moon than the 
  once-thriving world the Kaltorans called home: Vast expanses of 
  deserts and craggy windswept wastelands, where radioactive dust 
  storms a hundred miles across hold sway. Canyons and riven 
  networks of tunnels pierce many a shattered mountain range where 
  Nephilim bombardment obliterated august peaks.
  Eden’s pristine azure oceans have been reduced to boiling festering 
  wetlands by pollution, searing heat, and ecological ruin. What little 
  potable water remains on Eden rests far below the surface in 
  underground pools, difficult to reach and, once breached, impossible 
  to preserve from the radiation and polluted blood of countless dead 
  Nephilim ships.
  Primary Biodiversity Source: X’ion
  Surface Gravity: 9.82 m/s
  Orbital Period: 626.9 days
  “X’ion was the father… mother. Its strength became 
  ours. But it abandoned us, discarding its children. Left 
  before its work was done. It let the Archon’s Brood 
  survive. Left the war unfinished, failed. We do not need 
  it. The Devwi-Ich is our true master. An overlord worthy 
  of our race. The Devwi-Ich’s will is ours.”
  – Tyjem, Pureblood.
  The only feature of note on this decaying world is the massive 
  tower-studded city of Necronus, erected in a mere handful of weeks 
  by the Devwi-Ich’s Pureblood servants. Toiling at a terrifying pace, 
  and aided by the unspeakable powers of their mysterious master, 
  the Eden Brood managed to turn millions of tons of decaying 
  bio-technology, heaped amongst the tattered ruins of the ruined 
  Nephilim fleet, into the single largest city in the Haven system.
  This hive-like city – a metropolis of organic tech, entwined with 
  wires, metal, and throbbing synapses, anchored together with cables 
  and sinew, partitioned by great sphincters and jaw-like archways 
  which once adorned the great command centres of Nephilim cruisers 
  – is both terrifying and striking to behold. Her towers of metal and 
  carapace extend above the cloud line and grow taller each year, as 
  drones toil day and night to expand the already-titanic city.
  Population
  Necronus’s bioluminescent towers boast populations of Nephilim 
  extending into the millions, and an even greater number of X’ion’s 
  cast-off children huddle in the warrens and ghettos sitting in these 
  spires’ long shadows. Its populace continues to grow as more and 
  more of the feral nomadic tribes of Nephilim scattered across Eden’s 
  surface and the Haven system are pacified by the Devwi-Ich’s 
  minions every year, brought to heel and gathered into the fold of 
  the Eden Brood.
  A near-feudalistic hierarchy reigns in Necronus. Those most 
  ruthless, powerful, and useful to the Devwi-Ich inhabit the highest 
  spires of the great city, looking down on the dregs eking out a paltry 
  existence in the slums miles below. Maintaining status is no mean 
  feat, and the constant infighting and desperate attempts to satisfy 
  the will of the Devwi-Ich ensure constant upheaval among the Eden 
  Brood’s elite. The millions held in thrall are pacified through force 
  and intimidation, and are kept enslaved by a strange mead exuded 
  by Necronus’s great towers – a sludge-like rain of nutrients and 
  narcotics that dull the ambitions of these lesser Nephilim and keep 
  them fortified for a life of backbreaking labour necessary to achieve 
  the impossible ambitions of the Devwi-Ich.
  
  261
  
  262
  Gehenna
  Terraformed by: Humanity
  Mean Diameter: 4 692 km
  Rotation Period: 43.78 days
  Gehenna embraces Esh closer than do her sister worlds, bathing 
  in the mother star’s solar winds and fearsome superheated radiation. 
  Little more than a sphere of magma, her crust, though thin and 
  scorched black, is riddled with deposits of the rarest minerals in the 
  Haven system. A witch’s brew of intense solar energy, geothermal 
  chaos, and plasma storms give rise to alchemical feats beyond any 
  laboratory in the known universe. Though the planet’s pyroclastic 
  surface, bereft of water and clean air, scorns traditional life, the lure 
  of great mineral and elemental treasures have drawn the occupants 
  of Haven to establish perilous mining colonies on Gehenna since 
  time immemorial.
  Geography
  Gehenna’s solar-blasted surface is constantly in flux – a canvas 
  painted over again and again by volcanic eruptions, running rivers of 
  magma one hundred kilometers wide, and continent-rending seismic 
  explosions. Few geographical landmarks can withstand Gehenna’s 
  cataclysmic crucible of fire.
  Along the equator runs the Perdition, a deep rift burned into 
  Gehenna during one of Esh’s most powerful plasma storms. The 
  walls of Perdition’s deep canyons course with rich veins of minerals 
  and rare elements, along with the majority of Kaltoran mining 
  operations on Gehenna.
  The Bronze Sea, a massive ocean of liquid magma, occupies 
  most of the northwestern hemisphere of Gehenna. Ancient data 
  caches indicate that the Bronze Sea holds an extensive network 
  of mining operations created by the Archons before the Great X’ion 
  War. Supposedly a great city-sized installation capable of weathering 
  Gehenna’s volcanic fury, the network once stood at the centre of 
  this ocean of liquid fire. Some believe that the installation may still 
  lie at the bottom of the Bronze Sea, miles below the boiling magma 
  bubbling at the surface.
  Population
  Before the Years of Darkness, Kaltorans braved the hellish fires 
  of Gehenna at the behest of their Archon masters, only abandoning 
  operations on this volcanic treasure-trove when the Nephilim fleet 
  threatened holy Kadash. Now, newly risen from the waters of Kadash, 
  the Kaltorans plunge themselves into the fires of Gehenna once 
  more. This time their race against pyroclastic destruction for rare 
  elements is spurred by a desire to reclaim their underwater cities at 
  an accelerated pace. The energy demanded to bring the Dark Cities 
  back online far exceeds Kadashan reserves, and the sea-repelling 
  Electro-Gravity wells require the rarest elements to function at their 
  full potential.
   The best minds of the Kaltoran race constructed environmental 
  mining modules for deployment in Perdition, some as large as 
  “Welcome to Gehenna, friend! You must be Davin’s 
  replacement… or Kylar’s… or Elizabeth’s… who can keep 
  track, really.
  I don’t know what you’ve heard, but Gehenna’s not as 
  bad as most claim! Sure, the sulfur and ash will choke 
  you to death eventually, and the mining run-off in the 
  so-called “filtered” water will positively fill you with 
  tumors. And yes, it has worst work conditions in Haven, 
  with more fatal accidents per month than the Liberty 
  Belt mining stations. And yeah, your chances of being 
  reduced to molten flesh by a magma vent or getting 
  liquefied in a lava wave are higher than a Corp doxy’s 
  chance of contracting space flux.
  But hey – if you can survive the Legion taskmaster 
  for long enough, you might just make your fortune here.”
  Primary Biodiversity Source: X’ion
  Surface Gravity: 8.64 m/s
  Orbital Period: 124.2 days
  small starships and many capable of burrowing through the crust of 
  Gehenna. While impressive specimens of technology, these mining 
  modules are hellish on their inhabitants. The filtration units strive 
  in vain to manufacture breathable air from the sulfuric and ashy 
  vapours on Gehenna, and accidents and catastrophic losses of entire 
  modules are common.
  With great pressure comes great costs, and conditions throughout 
  the mining operations on Gehenna grow more dire every year. 
  Family tribes with less influence commonly seek out the wealth of 
  Gehenna in hopes of funding a better life for themselves, and it is not 
  uncommon for the operations to employ extreme measures to keep 
  the minerals flowing. First, Draz is regularly dispensed to workers 
  to keep them on their feet in the scorching heat and to throw off 
  pain, sleep, and exhaustion. However, as addiction and misery spread 
  through the mining operations, many modules are reduced to violent 
  and despair-drowned slums. To keep up order and productivity, 
  the Kaltorans brought in a contingent of Legion Exsilia, under the 
  leadership of a cold and pragmatic Legat named Gorgantis Lavinias, 
  whose draconian means of coercion are legend.
  Additionally, the Corp has its own designs on Gehenna. They have 
  already begun extracting minerals, though their operations are inferior 
  in every way to the Kaltoran efforts. For now, the Corp is careful 
  to avoid any regions regularly mined by Kaltoran modules, but a 
  conflict between the two grows more likely with each passing month.
  
  263
  
  264
  Halo Nebula
  When trillions of tons of stardust scattered to the Habrixis Sector, 
  several colossal clouds gathered a host of asteroids, elements, 
  planetoids, and energy into their swirling embrace. These nebulae 
  vied for galactic vassals in a slow and steady race for gravitational 
  dominance. The Halo Nebula lost its race against Esh. Now, the Halo’s 
  grip loosened, it skulks about the Habrixis, scattered and murky, its 
  tendrils sprawling across a half dozen systems, with one appendage 
  still grasping vainly at the edge of the Haven system – as if longing 
  for Esh’s domain.
   
  From the earliest habitation of the Habrixis by humankind, the 
  Halo has remained a mystery. The most ancient data streams 
  hint vaguely that humanity explored the nebula, and perhaps 
  even charted the other five star systems grasped by Halo and 
  the numerous rogue planets forever wandering the expanse of the 
  nebula’s seemingly endless innards. Analysis of what fragmentary 
  data caches remain from the Archons’ time suggests they mostly 
  avoided the nebula. Nearly every Archon file detailing the nebula’s 
  inner reaches has proven corrupted or deleted. Yet there she sits, on 
  the edge of Haven system, beckoning explorers, scientists, maniacs, 
  and scoundrels – seeking truth, or obfuscation, within the folds of 
  Halo’s stardust miasma.
  Geography
  The nebula is as limitless as it is eternal, a cloud of stardust 
  the size of a thousand worlds. Long-range probes show five other 
  uncharted star systems on the outskirts of the nebula, though certain 
  spectrum analysis also leads some top Kaltoran scientists to believe 
  the nebula may have enveloped as many as ten more systems in its 
  voluminous reaches.
   Beyond the possibility of swallowed stars and their sad suffocated 
  worlds, Kaltoran and Corporation probes have already encountered 
  over twenty rogue planets and hundreds of giant asteroids, dust-blind 
  and lost, meandering for millennia within the Halo.
  Some data patterns confirm an interesting anomaly: a giant 
  conglomerated mega-planetoid – perhaps formed by a gravitational 
  aberration which caused hundreds of asteroid fields and cast-off 
  moons to collide and then coalesce into one giant dead world 
  – easily 600,000 times larger than the largest planet in the 
  Habrixis, dwarfing Esh in mass. Old Archon records name this 
  mythic beast of a planetoid Shade, though many believe 
  these tales to be apocryphal; current data remains 
  inconclusive. The Corporation has offered a handsome 
  bonus to any surveyor who can locate this giant lost 
  rogue world, whose elemental riches could keep 
  every foundry and processing plant in the Haven 
  system churning for centuries. Kaltoran interest in 
  Shade’s existence is more profound: if a planetoid 
  of such gargantuan size were to wander anywhere 
  near Haven, its gravitational force could bring 
  about a system-wide apocalypse.
  
  265
  “Sure I’ve been there. Beyond the pale, some say 
  – a journey into the cloudy womb of a future star. 
  Just think, someday, eons from now, our beloved Esh 
  may have a sister, and their binary dance shall shed 
  unfathomable brilliance and warmth on this little 
  insignificant war-torn corner of the galaxy. But for the 
  next several million years, the Halo remains light years 
  of dust, hidden rogue planets, lost derelict survey ships, 
  and… well… I’ve said too much... no, no… I have to go. 
  Gotta ship out early in the morning, you understand. 
  Thanks for the drinks. I’d say good luck with your 
  expedition, but I like you, so, trust me – abort. Cancel 
  the survey mission. What’s out there, you asked... I’ve 
  been trying to forget for five years.”
  - Cayman Drift, Former Kaltoran Explorer,
  now freelance freighter captain for any vessel, so 
  long as its route steers far clear of the Halo Nebula.
  “… and we ask the blessing of Perfection, as we await 
  Perfection’s return, and our ascension to Glory!” cried 
  X’ion’s prophet on the ornate raised pulpit.
  The walls of the makeshift chapel were lined with 
  large vats of greenish liquid, casting a sickly glow 
  over the crowd below as the rapt believers crowed in 
  exultation. The massed ranks of carapace, armour, and 
  rags pressed forward as a lesser priest stepped up to 
  the less garish lectern.
  “My brothers in conviction,” he began as they quieted 
  quickly, “we have an urgent crisis of faith. A ship of 
  non-believers has arrived and are asking questions that 
  disrespect the Sanctity of Perfection!”
  Some surveys by probes and captains steely willed enough to 
  brave the nebula show that a portion of the nebula is composed 
  primarily of highly volatile gases, whose potential energy would be 
  easily ignited to catastrophic explosive force by burning thruster fuel 
  or weapon discharge. These wide-rolling waves of incendiary vapour 
  are known as the Phetonic Sea. Navigating this murky ocean of fiery 
  vortices and infernal hazards is treacherous in the extreme. Even so, 
  rumours of a lost fleet of Kaltoran refugee ships stranded somewhere 
  in the Phetonic during the end of the Great X’ion War have spurred 
  some to dare its fiery expanse – none have yet returned from this 
  voyage into oblivion.
  Beyond the Phetonic lie dozens of undiscovered worlds, nestled 
  in the Halo, whose secrets remain hidden, and whose strange 
  inhabitants or lost treasures entice many explorers to venture deep 
  into the murky nebula, never to return.
  Population
  The residents of Halo are mostly unknown, or long forgotten. 
  Rumours abound of lost Archons, of forgotten colonies of Kaltorans, 
  even of secret pockets of surviving human progenitors – all without 
  a shred of data to back them up.
  After the Great X’ion War, the Mechonids – one of the most 
  dangerous predatory races born of Archon desperation – mostly 
  vanished. Some believe the majority of these cyber-monstrosities 
  perished with their creators, but others harbour darker suspicions 
  as to their fate. Ancient sensor records recovered from remnants 
  of living ships and derelict battleships floating around the edge of 
  Haven space show massive migrations of Mechonid fleets near the 
  end of the X’ion War. Some seemed to be amassing among the 
  concealing fields of asteroids throughout the Liberty and Monopoly 
  Belt, but the lion’s share of this dread force charted a course deep 
  into the Halo Nebula in a mass exodus. The Mechonids’ current 
  whereabouts are unknown. More than one ship trying to breach the 
  nebula has been set upon by unknown ships. Broken echoes of their 
  final transmissions reveal their horrific fate - torn to pieces, their 
  hulls cannibalised, their crews’ biological material harvested to the 
  last cell – food for the last bastard race of monsters born from the 
  Archons’ war machine.
  Data analysis of the Mechonid migration into the Halo gives some 
  experts cause for more crippling terror. While the general belief is 
  that the Mechonids’ withdrawal to Halo was a retreat at the war’s 
  end, others think these cybernetic horrors were merely carrying out 
  orders – pursuing their masters’ terrible nemesis, X’ion itself. 
  Though X’ion’s destination upon departing Haven is wholly 
  unconfirmed, the Halo Nebula is a viable option. Some of X’ion’s old 
  followers believe Halo to be the renegade’s new home. At the war’s 
  end, cast off Nephilim – remnants of X’ion’s once-massive fleet – 
  gathered at the edge of the nebula, like lost children awaiting their 
  sire’s return. Over the following decades, more and more arrived, 
  and at present a sizeable host of Nephilim eke out an existence 
  in war-torn ships, stolen freighters, and salvaged derelicts on the 
  outskirts of the nebula. Bizarre, frenetic cults, preaching of X’ion’s 
  foretold return, have arisen among this horde of fringe Nephilim. 
  Agents of the Devwi-Ich attempt to make inroads with this lost 
  armada of X’ion loyalists, but their overtures of new allegiance to 
  Eden’s risen master only provoke wild violence from these zealots.
  Halo is also home to every manner of miscreant criminal, whether 
  Legion, Kaltoran, Corp, or Nephilim. The Halo’s mysteries and dangers 
  are enough to dissuade all but the most dedicated avengers. Those 
  with more enemies than friends in Haven often hide in the Halo.
  
  266
  Kadash
  Terraformed by: Humanity
  Mean Diameter: 10 876 km
  Rotation Period: 43.12 hours
  The Great X’ion War sowed misery on every planet within the Haven 
  system, but few suffered as much as Kadash. When the Nephilim laid 
  siege to the Kaltorans’ holy world, every tribe fell back to defend 
  Kadash in one pyrrhic final stand. In those most brutal years of the 
  war, cataclysmic weapons left Kadash’s ozone in tatters. Her glacial 
  poles dissolved in mere weeks, her climate raged, and her oceans, 
  bloated and roiling, devoured the land. Kadash’s five ancient oceans 
  collided and grappled. The turbulent, unforgiving All-Sea roared to 
  life in their wake.
  Millions of Kaltoran martyrs sacrificed themselves in those hellish 
  days, remaining on the surface, in a world gone mad, buckling under 
  storms and smothered by crashing tsunami. These brave defenders 
  repelled the Nephilim incursion forces long enough for their people’s 
  engineers to complete a sprawling network of domed cities in the 
  deepest reaches of the ocean, beneath the frenzied surface of the 
  weather-tortured All-Sea. Even now, nearly a hundred years later, 
  the surface remains a blasted nightmare of unwholesome elements 
  and ravaging radioactive storms, eradicating all vestiges of emergent 
  life. Beneath the waves, however, a vast civilisation nurses itself back 
  from the raggedy edge after seven decades of Darkness.
  Geography
  Kadash is a cerulean world of conquering oceans, veiled in whirling 
  hurricanes whose winds regularly exceed 200 kilometers per hour. 
  The planet’s few meagre continents, pale and lifeless as scoured 
  bone, lie half-drowned by the pitiless and ever-encroaching All-Sea.
  A host of broken holy cities, mostly reduced to dust or submerged 
  beneath the waves, are all that remains of pre-War Kadash. The 
  punishing storms ensure few relics survive to evoke the world that 
  was. The restless All-Sea surges and recedes, often thousands of 
  miles a day, her chaotic dance as unpredictable as the winds and 
  quakes that drive her mad. Only the highest peaks of the Alurian 
  Range, on the old drowned continent of Nestoria, remain above water 
  year-round. The island-continent has been renamed Skyrock, called 
  “the Rock” by most Kaltorans, home only to a handful of weather 
  researchers and climatologists working like the devil to analyse the 
  wild pattern-defying whimsy of Kadash’s unrelenting storms.
  Below the waves Kadash comes alive. Networks of domed cities 
  spider-web across the sea floor, fed by forests of kelp, schools of 
  fish, and beds of crustaceans, heated by volcanic vents and inhabited 
  by the majority of the Kaltoran race.
  The greatest engineers and technicians in the galaxy raced to 
  redefine their world during the final years of the X’ion War, building 
  incredible redoubts hidden from their enemies beneath miles of ocean. 
  Hubs of subterranean “pit cities” built under massive Electro-Gravity 
  shields to hold the oceans at bay and configured with large central 
  “Dream. Close your eyes and they will come. The 
  past. The strife. The horrors. Cities long dead. Multitudes 
  drowned. We must embrace the truth of our race - our 
  darkest moments of hunger, regression, feral madness. 
  Once reduced to little better than the Nephilim. But it is 
  our understanding of these bloody times that allow us 
  to forge ahead and never again lose ourselves. The tribe 
  is our salvation. Genetic memory bonding us together in 
  a way no other race could ever imagine. Dream, little 
  one. Nightmares pass. Ours are long over. They haunt us, 
  but to remind us. Draw strength from them to face the 
  challenges ahead of you.”
  – Asher Jazz, Dreamkeeper of Yasha
  Primary Biodiversity Source: Archon
  Surface Gravity: 9.64 m/s
  Orbital Period: 321.16 days
  pressurised chambers, buildings hugging the circumference and 
  connected by a skunk-works of tunnels made up the majority of the 
  engineers’ brave new underwater world. The result of their herculean 
  and inspired efforts sadly did not yield unmitigated success. After 
  resettlement, several of the hubs failed utterly, suffering total loss 
  of power, or worse, their Electro-Gravity domes surrendering to the 
  punishing pressure of the All-Sea.
  The first hub to go dark was New Eden, the largest municipal web 
  of six great crystalline cities, each named for their most populous 
  and gloried pre-War surface counterparts. When systems failed and 
  the domes went dark, chaos and madness prevailed. Confusion bore 
  riots in its wake, and as food rations dwindled, millions of people 
  resorted to cannibalism.
  For seventy years, New Eden wallowed in Darkness. The strong 
  fed on the weak. Civilisation ripped itself apart, and the most 
  cosmopolitan and illuminated Kaltorans of the old theocracy fell 
  to feral Dark Tribe savages. The desperate fled through tunnels 
  towards other Hubs, throwing themselves by the thousands against 
  emergency shields coldly lowered by their neighbours, who feared 
  that the madness might spread.
  But New Eden would not suffer alone. In the years that followed, 
  Ziz, the capitol of the Shamir Hub in the northeastern hemisphere, 
  suffered a massive power drain. Ziz’s sea-repelling gravity wells 
  winked out; her dome cracked and buckled. The All-Sea surged in, 
  coursing through the Hub’s vein-like tunnels and flooding seven 
  cities before emergency shields finally staved off the hungry tide. 
  These cities remain as drowned ghost towns to this day, their 
  once-august promenades, hotels, malls, and convention centres 
  prowled by terrors of the deep and patrolled by waterlogged robotic 
  slaves whose masters fed the fish on their bloated flesh long ago.
  Dozens of other smaller hubs surrendered to the vicissitudes of 
  
  267
  pressure, food shortage, and gravity-tech malfunctions over the 
  course of the Dark Years. The floor of the All-Sea is a strange 
  graveyard of still cities, scattered between deep rifts and latticed 
  fields of coral.
  The centre of modern Kaltoran culture and society is Yasha, a 
  hub in the southwestern quadrant of the All-Sea, which was spared 
  some of the more terrifying horrors of the Dark Years. Power failures 
  and wars with feral Dark Tribes from neighbouring hubs plagued the 
  residents of Yasha, and their society split into tribal families and 
  spawned bloody conflicts periodically, but these Kaltorans retained 
  their grasp of technology. Over seventy years they painstakingly 
  restored the Electro-Gravity drives of their cities, reinforced their 
  domes, and harnessed geothermal power to supplement their flagging 
  reserves. Great leaps forward in genetic memory tech and advances 
  in hybrid aquatic and star-faring craft allowed the residents of Yasha 
  to reclaim some of their pre-War culture, reconnect with other cities 
  on the sea floor, and ascend to the stars once more.
  Population
  Yasha today is a thriving, heavily populated hub, its many cities 
  teeming with family tribes ruled by patriarchs and matriarchs whose 
  genetic memories stretch back into the holy days of Old Kadash 
  – the days of Land and Sky. Most of the inhabitants of Yasha are 
  Kaltoran, but a few visitors of other races make their home here, 
  those fortunate enough to be granted an honourary place among a 
  powerful family tribe.
  As Yasha’s population grows, great pressure is placed on the 
  matriarchs and patriarchs to accelerate their reclamation of dark 
  cities and hubs, but this process proves painfully slow.
  Though the tribal elders of Yasha proclaimed an end to the 
  Dark Years seven years ago, the dread truth is that an unknowable 
  number of Kaltorans remain trapped in New Eden and other fallen 
  hub city-states, where cannibalism and savagery are often the only 
  means of survival. At present, only one of these cities has been fully 
  reclaimed – Mayim, the southwestern edge of New Eden’s web – but 
  the city’s sub-structure is still rife with nests of insane Dark Tribe 
  cannibals who plague the families resettling there.
  Though some of the Dark Tribes are little more than insane monsters, 
  others retain shreds of their souls. Some of these tribespeople live 
  below the revitalised and reclaimed cities of Kadash, and though they 
  are too far gone to re-enter Kaltoran society, they wish a brighter 
  future for their beloved children – a life free of cannibalism, terror, 
  and madness. On occasion, these Dark Kaltorans will brave the lights 
  above their underworld of tunnels and ruins, offering up a child in 
  hopes the city-dwellers will raise it as their own These foundlings, 
  tribe-less and born of darkness, find life difficult, but far more 
  forgiving than the brief and savage fate that awaited them below.
  
  268
  Lilith
  Terraformed by: Humanity
  Mean Diameter: 6 126 km
  Rotation Period: 148.02 hours
  The forlorn Lilith, her orbit cast farthest from the sun, struggles 
  against the icy void of deep space. Exiled to the shadows of her 
  sister-worlds, and grasping at mere glimmers of Esh, whose 
  erstwhile rays shed but meagre radiance and less warmth on this 
  dismal world, Lilith is Haven’s icy bauble, dangling on the system’s 
  raggedy edge, solitary and bereft of colour.
  Little more than a spinning ball of ice, whose geothermal energy 
  is barely capable of sustaining even the hardiest life forms, it is little 
  wonder then that the resilient and disciplined Legion find Lilith’s cold 
  embrace most welcoming. Lilith serves as the advance base for the 
  Legion Auxilia’s theatre of operations in Haven. An indeterminate, 
  but vast, number of Legion train for whatever hellish conflict should 
  consume Haven next on this distant white sphere, repelling outsiders 
  as swiftly as the legendarily bitter winds of this brutal world.
  Lilith is both orphan and gatekeeper. All space jumps into the 
  Haven system must pass through Lilith’s orbital path. Thus the Legion 
  Auxilia glumly monitors all travel in and out of Haven from their cold 
  fortress planet. They mostly allow traffic to pass unmolested, though 
  on occasion a ship or convoy will mysteriously vanish. The Legion 
  neither denies nor confirms their involvement in the disappearance of 
  these vessels. Overtures and queries are always met with icy silence.
  Geography
  At first glimpse, Lilith is uniform in geographical makeup, a pale 
  arctic expanse, mostly unmarred, and scoured flat by relentless 
  winds and driving blizzards. Beneath Lilith’s glacial crust, however, 
  lie vast frozen seas, buried mountains, and a riven system of valleys 
  whose rifts run so deep that rising magma wars with invading 
  ice in an ever-churning dance of elements. At the arctic surface, 
  however, liquid water never anoints this frozen world, not even in 
  summer months.
  Lilith’s smooth face of glacial flats is only broken in a handful 
  of places. The Crown, a circle of ridge-backed mountains, rings the 
  northern hemisphere, and the Maw, a deep rift, over three thousand 
  kilometers in diameter, yawns across the southwestern quadrant of 
  the planet.
  Finally, the Hive, an enigma of crystalline and mirror-like ice 
  formations at the southern pole, reaches high into the aurora-shim-
  mering sky, reflecting these dancing lights back at their source. The 
  Hive is obviously not a naturally occurring phenomenon, but rather 
  the result of this world’s mythical human terraformers, its purpose 
  as mysterious as the strange optical illusions it casts against the 
  eerily glowing sky.
  The gateway to Lilith, and the sentinel at its doorstep, is the 
  massive warship Olympus. While it can jump, the Olympus often 
  Primary Biodiversity Source: X’ion
  Surface Gravity: 10.401 m/s
  Orbital Period: 187.1 years
  
  269
  “Interloping vessel, you are in violation. Lilith and its 
  surrounding orbital zone is sovereign territory of the 
  Legion Auxilia. Alter your course immediately. You have 
  thirty seconds to comply…
  …Interloping vessel, you have failed to alter course. 
  Power down all systems and prepare to be boarded. 
  Failure to comply shall result in your immediate 
  destruction – your ionised dust and ship’s debris shall 
  serve as warning to others. You have ten seconds 
  to comply.”
  – Lilith Orbital Defence Station 3 transmission.
  maintains a standard orbit of Lilith proper. Olympus is a block-shaped 
  collection of vast cargo holds, gun ports, and hangar bays, home 
  to six full squadrons of fighters. The ship is commanded by Legat 
  Draxis Kul, one of Athene Kosta’s most trusted officers; Draxis 
  shares Athene’s vision of Lilith, and his diplomatic skills (rare for a 
  war-hardened Legion) make him the perfect “face” of the Auxsillia’s 
  outreach efforts.
  Olympus is a way station for goods and supplies, not to mention 
  large payments rendered to the Auxsillia from the Corporation - 
  recompense for the many security and military (not to mention 
  paramilitary) operations fulfilled by the Legion. This remuneration 
  is organised into well-guarded convoys on Olympus, eventually 
  disembarking from the station destined for Cerberus Prime.
  Many criminal rings and bands of pirates consider these convoys 
  the ultimate heist; marauders or Nephilim attempt to hijack each 
  shipment, but they are foiled every time. The Legion has never lost 
  one of their payment convoys – a point of pride for the Auxsilia, 
  important to retaining their reputation as the most effective 
  mercenaries in Haven.
  Population
  Lilith’s environs are only half as inhospitable as her inhabitants. 
  The Legion Auxilia has used this icy planet as their forward operating 
  base for eight cold years. Those suicidal enough to spy on the Legion 
  risk summary annihilation and usually garner little information as 
  to the Legion’s numbers, armament, and readiness. Auxilia forces on 
  Lilith serve under Athene Kosta, otherwise known as Lady Vengeance, 
  the current Consul of Foreign Affairs, and supreme commander of 
  the Haven Auxilia mercenary forces.
  Kosta’s officer training memorandums ubiquitously cite deception 
  as the key to military strategy, and Lilith was her first and only 
  choice for a forward operating base in Haven, against strong concerns 
  voiced by several fellow ruling members of the Casia Curia, who 
  proposed that a series of outposts in the Liberty Belt would risk 
  less exposure.
  Now eight years later, the other consuls plainly see the merits 
  of Kosta’s plan. Though only a handful of bunkers dot Lilith’s 
  surface, hints at vast subterranean bases – their entrances and heat 
  signatures painstakingly concealed – strike trepidation into even 
  the most fearless adversaries of the Auxilia. Reports are wild and 
  far-ranging, some claiming “the Auxilia’s presence on Lilith is fleeting 
  at best, a mere waypoint for operations in Haven.” Others boldly 
  state “underground barracks, hangars, and bases house hundreds 
  of thousands of battle-ready Legion, an advance force capable of 
  occupying Alabaster and Mishpacha, while effortlessly cleansing 
  both the Liberty and Monopoly belts of such nasty variables as 
  exiled Legion Exsilia mercenary companies, raiders, Feral Nephilim 
  ships, and lost Mechonid armadas.” Reports such as the latter breed 
  constant anxiety among the Corp inhabitants of Alabaster, who 
  prefer to think of the Legion as their trained attack dogs, rather than 
  aspiring conquerors.
  Even more unsettling, Lilith’s long orbit commonly takes her 
  through the edge of the Halo Nebula. Myriad rumours say that 
  special training exercises, secret operations, and testing of classified 
  projects are scheduled for this period of perfect obfuscation – in 
  doing this, the Auxilia avoids the scrutiny of their many enemies, 
  retains their tactical edge, and continues to terrify those threatened 
  by Legion expansion in Haven. Some intelligence agents even suggest 
  the Auxilia are stockpiling additional troops and ships on secret 
  star-bases inside the Halo, transferring personnel and supplies while 
  Lilith is shrouded in the nebula. These cloaked fleets stand poised 
  to smash any opposition at a moment’s notice, and even if their 
  existence is pure fiction, this threat keeps enemies of the Auxilia at 
  bay and brings a cold smile to Lady Vengeance’s face nightly.
  Year after year, many Corporation businesses petition vigorously 
  for a sanctioned presence on Lilith, official or otherwise, and year 
  after year they are flatly refused. All permanent residents of Lilith 
  are Legion, and only a few Kaltoran or Corporation ships are ever 
  allowed to land by formal invitation, submitting themselves to 
  extensive searches and protocols. To date, no Nephilim ship since 
  the Great War has ever touched down on Lilith.
  Trade is likewise scoffed at, and visits of any kind are thwarted, no 
  matter what pretence Corporation diplomats might concoct. Limping 
  Corporation freighters requesting mechanical assistance, medical 
  vessels requiring emergency aid, refugee ships, and the like are 
  stopped at Olympus, a massive warship on the edge of Lilith space, 
  and aid is dispensed there – under no condition are such vessels 
  allowed landfall on Lilith proper.
  
  270
  Mishpacha
  Terraformed by: Humanity
  Mean Diameter: 22 457 km
  Rotation Period: 28.23 hours
  From orbit, Mishpacha is a world of deep blues and vibrant greens. 
  Her three giant continents betray little sign of civilisation, covered 
  in verdant, undulating carpets of rain forest, broken only by jutting 
  volcanic mountain ranges rising like the bared teeth of Mishpacha’s 
  many deep and forlorn valleys.
  Once a Kaltoran world, her wild reaches are populated with idyllic 
  flora and fauna born of the gloried powers and imaginations of the 
  Archons. Mishpacha is the only unclaimed world in the Haven system 
  – a frontier, offering asylum to the wicked and persecuted alike.
  This beautiful hermit’s world, seductive in its striking colours, 
  and beckoning with promises of treasure and freedom, hides a 
  deadly bioweapon-ravaged landscape. The Nephilim mutagenic 
  bombardment at the height of the War sowed the seeds of horrifying 
  mutant flora, whose sweet scents and alluring colours conceal 
  mortal poisons and lethal tropisms. After X’ion abandoned them, the 
  Nephilim left entire armies behind on Mishpacha, surrendering them 
  to the mutagen-laced environs which twisted these lost troops into 
  the teeming feral herds that now plague Mishpacha’s dark jungles.
  Geography
  Mishpacha’s three emerald continents float serenely on azure 
  seas. The smallest, the Spur, spirals southward towards the pole; it 
  is a nesting ground of wild forests, strange fens, and swaths of fungal 
  growth several miles in diameter. Botanists flock to the Spur in 
  droves every year, hoping to catalogue the millions of strange plant 
  species pulsating and slithering among the wetlands. Many colonies 
  on the Spur harvest hydroponic flora in massive farms, yielding all 
  manner of edible mushrooms and fungal pods - some intoxicating 
  enough to rival Draz’s steely grip on the addicted masses - but none 
  of these operations last long before being overrun by the hazardous 
  and persistent moulds that eventually consume even space-worthy 
  materials with ease.
  Most colonies and research outposts on the Spur simply disappear, 
  their inhabitants vanishing without a trace and their homes and 
  gear sinking beneath meters of virulent fungal growth. Even in the 
  last five years of the Rebirth, Mishpacha counts dozens of lost 
  colonies, averaging at least four a year, and the lion’s share of these 
  communities are swallowed on the Spur.
  The largest continent on Mishpacha, called Star, spans most of 
  the world’s steamy equatorial belt on one hemisphere, its many 
  great peninsulas radiating from a volcanic centre. Most of Star is 
  a wild rain forest filled with virus-altered flora, most of which can 
  slay novice explorers in moments, such as the Slaughter-Vines and 
  Back-Breaker trees; then there are the other subtle and poisonous 
  hazards, such as the Purple Lotus and the delicate thousand-petaled 
  Blood Tears.
  At the centre of Star, perched amongst high peaks, lies the 
  Reclaimed Zone and the cleared ancient Kaltoran city of Beacon. 
  Accessible by shuttle from the only orbiting space port around 
  Mishpacha, Beacon is the only vestige of true civilisation planetside, 
  albeit more a lawless trading post than a true city; one of a few cities 
  in Haven where members of different races freely coexist.
  As one explores farther out from the Reclaimed Zone, civilisation 
  falls away with stunning alacrity; no roads, or even trailheads, long 
  survive the clenching grasp of the fast-growing jungle. This wildly 
  overgrown terrain befuddles most navigational instruments. Strange 
  interference from the continent’s bioweapon-altered geothermal 
  signature jams global positioning systems, and the constantly 
  shifting, life-like jungle makes even the best landscape-imaging 
  technology unreliable at best.
  The third continent of Mishpacha, called Orphan, rests on the 
  opposite side of the globe, abandoned to the lonely northern reaches 
  of the Obsidian Sea. Orphan’s long, dark winters leave her far more 
  barren than her two cousins to the south, but her glacial reaches 
  are still home to entire forests of lichens, which have spread their 
  thin spidery grasp over a century to conquer much of the continent.
  Storms are a regular occurrence on Mishpacha, and swirling 
  cloud-cover sometimes obscures most of the planet’s seas and 
  coastal regions, as punishing winds and chemical rains bombard 
  the beaches and littoral colonies. Besides its own climatic hazards, 
  Mishpacha’s proximity to the Monopoly Belt adds the colony-shat-
  tering threat of falling asteroids to the list of misfortunes likely to 
  befall those desperate or daring enough to call this wild world home.
  “Paradise, some say - a home for all the vagabond 
  castaways of the Haven system – but that’s not my 
  experience. It’s a wild place, and them that live there 
  eventually go wild too. The land itself is murderous. 
  It’s a cunning place, with vines to strangle men in their 
  sleep, and diseases to slowly drive you mad while you 
  sweat blood through your skin…”
  “What? Why am I going back…? Best big game in the 
  system! I’ve looked down ol’ Jezzie’s scope at some 
  of the most terrifying monsters in the universe on that 
  hateful world. You know you’re alive when your hunting 
  one of them virus-mutated freak Nephilim in the steamy 
  jungles of Star… and you know you’re dead when they 
  start hunting you.”
  - Interview with Darius Ventari,
  famed Legion big game hunter, missing.
  Primary Biodiversity Source: X’ion
  Surface Gravity: 9.658 m/s
  Orbital Period: 1187.2 days
  
  271
  Population
  Most of the colonies on Mishpacha are located on Star, where 
  hardy folk attempt to tame the landscape to their needs, or hide from 
  prying eyes. Some of these communities are born from whatever 
  faltering ship brought its people to the planet surface – with huts 
  and lean-tos erected from bulkheads and cargo containers. Other 
  colonies are lashed together from what bits of jungle flora won’t kill 
  those who approach it, and others still are hollowed out of the ruins 
  of the hundreds of ghost cities concealed deep in the jungles. 
   
  Mishpacha’s extraterritoriality attracts all manner of settlers – 
  from religious extremists and odd cults of strange folk whose beliefs 
  no sane person can fathom, to galactic criminals whose infamy 
  makes any other port of call a hot zone, to victims of happenstance 
  marooned on the planet’s surface, to simple folk who just want to 
  toil far from the interfering fist of any governing body. Mishpacha is 
  a true frontier, and the colonies nestled in its valleys and perched 
  on its mountainsides are peopled with hardy survivors who thrive in 
  spite of some of the deadliest predators in the Haven system.
  Racial divides cave to necessity on Mishpacha, and while some 
  colonies are mostly homogeneous, many are multi-cultural affairs, 
  where a person’s usefulness supersedes their genetic ancestry. 
  The further out towards the peninsulas of Star, the more wild and 
  unpredictable the settlements become. The farthest reaches of Star 
  are inhabited only by tribes of rabid former-colonists, driven mad 
  by Blood Tears or other horrid diseases, and rampaging packs of 
  Feral Nephilim.
  Spur only attracts those with a deep interest in the botanical 
  nightmares and oddities that have consumed that continent. Every 
  year, fresh crops of researchers and scientists vanish into its fungal 
  embrace – most are never heard from again.
  Far-flung Orphan is sparsely populated. Only true outcasts 
  and vile personages unfit for any kind of society find themselves 
  inhabitants of “the Lost Continent” where storms rage year round, 
  and colder temperatures, as well as the occasional sub-zero flash 
  freeze, slay all but the hardiest homesteaders. Orphan attracts more 
  and more Nephilim every year, either fleeing the oppressive reach of 
  the Devwi-Ich or the hatred of other races.
  Law and order on Mishpacha varies from colony to colony, but 
  on Star a group of wandering Legion, called the Tribunes, offer their 
  services as marshals, judges, and executioners for those colonies 
  without their own permanent law-enforcing bodies.
  Not everyone seeks Mishpacha as a new home – the jungle 
  planet’s lost cities, hidden caches of powerful technology, and Feral 
  Nephilim big game also attract a host of explorers, treasure-seekers, 
  adventurers, and hunters, ranging from the mercilessly professional 
  to the utterly foolhardy. Mishpacha’s many horrors devour both with 
  ease, and yet the promise of adventure and hidden wealth summons 
  a new flock of daredevils every moon-turn.
  
  272
  Psionics.
  Archons populate planets
  with flora & fauna.
  Archons scientific
  community fractures
  after the X’ions rebel.
  X’ion reverse Terraforms
  many planets.
  Devwi-ich awakens
  & takes command
  of Eden.
  Kaltorans emerge.
  Kaltorans have their
  first Psions.
  Great X’ion War
  6 Years
  Rebirth
  5 Years
  Genetic Erosion
  300+ Years
  Humanity, Golden Age
  10,000+ Years
  Archons, Age of Creation
  3,000+ Years
  Years of Darkness
  100 Years
  Terraforming
  Archons scientific
  community fractures
  after the X’ions rebel.
  Electronics
  Robotics
  Humanity stagnates.
  Humanity reaches
  Electronic Singularity.
  Corporation arrive
  in Haven system.
  Ley
  Lines
  Humanity searches
  desperately for a
  solution to their
  Genetic Erosion.
  Mechonids
  created.
  X’ion
  returns.
  X’ion
  created.
  Archons
  created.
  Genetics
  
  273
  Technology
  Technology has changed through the ages and with the rise and fall 
  of civilisations and peoples. Different cultures have placed different 
  emphases on technology, or have emphasised what technology 
  they deem the most useful and valuable. As time passes, some 
  technologies are learned while others are forgotten.
  Humanity, Golden Age
  The Golden Age of Humanity is all but myth and legend. The 
  wonders of humankind are incomprehensible to the people of the 
  present. Yet, the results of these marvels remain, and their effects 
  have left a permanent mark on the galaxy.
  The Electronic Singularity
  Humanity achieved a point of exponential growth in electronics-
  based technology.
  Reality Fracture - Ley Lines, pg: 278
  Through an event simply known as the Reality Fracture, humanity 
  broke the universe ever so slightly by creating impossibly long, 
  thin, and invisible cracks known as Ley Lines. An invisible and 
  mysterious substance known as Ley Energy leaks from these 
  cracks, spreading far out into space.
  By harnessing this energy, spacecraft can create portals that 
  allow them to travel faster than light. It is through this new 
  form of travel that humanity was able to explore and terraform 
  the galaxy.
  Humanity, Apathy, and Stagnation
  Spread far and wide on comfortable worlds without want or need, 
  humanity became complacent, stagnated, and started to lose touch 
  with each other and their achievements.
  Humanity’s Genetic Erosion
  Slowly humanity’s genome succumbed to genetic erosion, and 
  with no knowledge of how to reverse the problem or ability to 
  mobilise, humanity faced extinction.
  Creation of the Archons
  Unable to save themselves, humanity created the Archons to 
  become the new stewards of the galaxy and to inherit their 
  fallen empire. But the Archons did not wish to follow in 
  humanity’s footsteps of electronics and exploration, so they 
  looked to genetics.
  Archons and the Age of Creation
  Obsessed with genetic perfection, the Archons became eugenicists; 
  new Archons were designed rather than born. They created vast numbers 
  of new species to inhabit the abandoned ruins of the human empire.
  The Archons maintained many of the electronics and terraforming 
  technologies which the humans developed, but they made few new 
  developments in these areas. Instead, they were consumed by a 
  desire to create the perfect race, a desire which resulted in the X’ion.
  The Great War and X’ion
  The war provoked a boom in technological development as the 
  Archons desperately searched for ways to fight X’ion and its Nephilim 
  army. Long-lost technologies of humanity were reborn, and weapons 
  development flourished.
  Nephilim
  During the Great War, the Nephilim almost exclusively used 
  organics-based technologies. But due to declining resources 
  and knowledge, many Nephilim now use a blend of biological, 
  mechanical, and electronic technologies.
  Mechonids
  The Archons built these beings from a blend of ancient human 
  robotics and Archon weaponry.
  Years of Darkness
  The time which followed the Great War lasted a hundred years, 
  and in this time many technologies were lost or forgotten as people 
  scrambled to survive. Most technologies that did survive were 
  important for survival.
  Rebirth
  As each of the races re-emerged into space, they brought with 
  them their unique blend and style of technology.
  Corporation
  Commonly look backward to find lost human technologies and 
  favour clean, metallic, electronic technologies.
  Nephilim
  Have a blended approach of progressing though any means (even 
  amoral) and using available resources. They favour organic or 
  blended technologies.
  Kaltoran
  Survival above all else. They prefer to maintain what they 
  have access to, and rely on their genetic memories. Their 
  technology is often rough and dirty, blending advanced and 
  primitive technologies.
  Legion
  Preservers rather than innovators. More so than the other races, 
  they have retained a large portion of their war-time technologies 
  through dedicated maintenance and reclamation. Their tech is 
  often robust, heavy, and red.
  Uneven
  Technological development is not universal across the Haven 
  system as not all technologies were preserved everywhere. Some 
  settlements may use both beasts of burden and advanced plane-
  tary-defence cannons. Another settlement may have an advanced 
  computer network and a well-maintained drone security force.
  
  274
  Daily Life
  Domestic
  In households throughout the Haven system, small and commonly 
  overlooked technologies do their part. Many of these techs have a 
  simple and specific function related to basic survival needs, such as 
  preparing food, controlling the environment, and cleaning.
  Occasionally, these technologies can be surprisingly advanced, 
  as they were considered quite valuable during the Years of 
  Darkness after the Great War. The many advanced technologies 
  would be difficult to understand if the races did not hold onto their 
  knowledge by constructing and maintaining these commonplace yet 
  vital technologies.
  Food Production
  Many means of producing food exist in the Haven system, 
  including mechanised farming, hydroponics, hunting, and foraging. 
  Much of what decides the method used on any given world is the 
  environment of the planet or habitation.
  In arctic environments, food is commonly produced through a 
  combination of enclosed farms and hunting,
  Space stations and subterranean settlements often use mechanised 
  hydroponics; it does not rely on natural light and requires less room 
  than traditional farms.
  Mishpacha is a bio-diverse world with an abundance of plant and 
  animal life, but very little open land. As such, most settlements 
  use a wide variety of food-production techniques, including hunting, 
  gathering, farming, and hydroponics.
  In Nephilim settlements and spacecraft, photosynthesis is used 
  to grow a mead-like substance, which is then excreted for the 
  population to consume as food.
  Currency
  The most popular form of currency is Corporate Credits (pg: 
  204). However, valuable commodities such as precious minerals, 
  ammunition, food, and favours are also commonly traded. Digital 
  financial institutions such as banks and stock exchanges are rare 
  outside of the Corporation.
  Space Stations and Settlements
  Aside from their planets of origin, the races of Haven must 
  rely on space stations and settlements to expand their territory 
  and influence.
  The vast majority of space stations and a great many settlements 
  are reclaimed Kaltoran facilities, ruins left over from the Great X’ion 
  War. Most space stations use artificial gravity derived from Kaltoran 
  Electro-Gravity technology. Many of their other life-support systems 
  are a patchwork of technologies, commonly including electronic, 
  mechanical, or bio-tech components.
  Communication
  There are three common forms of long-distance communication 
  within the Haven system. From shortest to longest range they are 
  Data Streams, Radio, and Data Hauling.
  Each day of Jump travel time within the Haven system is
  equivalent to one hour of communication lag when using
  common radio communication technologies.
  Data needs to be physically transported between systems;
  radio would simply take too long to be of any use.
  Communication Satellites Are Rare
  The curve of a planet or other physical object will regularly 
  block a long range Radio transmission.
  Data Streams
  A common name given to localised public data networks. The 
  content transmitted and technology used in a Data Stream 
  varies widely by location and culture. For example, the Nephilim 
  and Corporation prefer wireless networks, whereas the Legion 
  and Kaltorans prefer physical cables.
  Data Streams are often extremely dense and complex, allowing 
  for enormous amounts of information to be transferred or 
  shared over a short physical distance. This is achieved either 
  by using photonic-crystal fibre-optic cables or short-range 
  wireless hubs. The range of a Data Stream tends to be a single 
  city or station, depending on the infrastructure.
  Radio
  This ancient form of communication is used for a wide range 
  of communications between individuals, planets, space stations, 
  and spacecraft.
  During their early years in the Haven system, the Corporation 
  widely used broad-spectrum transmissions, which not only 
  alerted the Kaltorans, Legion, and Eden Brood Nephilim to their 
  presence, but also awakened the Mechonids.
  As piracy and Mechonid attacks grow more frequent with each year, 
  a few precautions have become commonplace, including limiting 
  all transmissions to a narrow band and using data encryption.
  Data Hauling
  Because the distance between stars is so vast, hard drives 
  of data must be physically hauled by individual spacecraft. 
  Most data hauling is done alongside other trade cargo, but on 
  occasion mercenary teams will transport rare, expensive, or 
  sensitive data as their sole cargo, or hide it in their cache.
  
  275
  Electronics
  Electronics technology encompasses any devices which function 
  by transmitting electrical signals through circuits. The nature of both 
  the signals and circuits can vary wildly.
  The vast majority of electronics technologies are remnants of the 
  human civilisation. Many of them were preserved by the Archons, 
  whilst others were rediscovered during the Great War.
  Organic, Metallic, and Optical Components
  Electronic signals can be carried in many ways, most commonly 
  via metallic conductors, conductive plastics, ionic liquid channels, or 
  bio-engineered nervous systems and data spines.
  Computers
  The development of computers had largely ended with the human 
  empire, and since then it stagnated and even declined up until the 
  Great War. Many Archon computers are replicas of those invented 
  by humanity. Most new computers are developed by the Corporation 
  and pale in comparison to their Archon counterparts. Even so, 
  the Corporation is the only race seriously investing in computer 
  technology, stemming from their passion for lost human technologies.
  Many computers utilise biological components; these are known 
  as Synaptronic computers. See pg: 276 for details.
  Holograms
  Cost effective to produce and readily available, holographic 
  technologies are commonly used for digital displays. Moreover, they 
  can be used in virtual reality simulations, cloaking devices, and 
  short-range combat drones that can project a positively charged bolt 
  along a negatively charged light beam.
  Shields
  A variety of technologies can generate a wall of force or energy, 
  collectively referred to as shields. All types of shields require 
  enormous amounts of power to function; although most spacecraft 
  use shields, they are expensive when used for personal protection.
  Electro-Gravity shields use magnetism to create artificial gravity, 
  which is then used to push or deflect incoming objects.
  Plasma windows are one of the most common methods of 
  shielding. In this technique, air is trapped into a thin sheet by elec-
  tro-magnetic confinement. The air is then ionised to create a field 
  of plasma. If maintained at a high temperature, the plasma then 
  incinerates or reacts with any matter that enters the field. This is a 
  very effective method of converting large chunks of matter into a 
  mixture of constituent atoms and small molecules.
  Disruptors
  These devices make use of intense electromagnetic waves in the 
  visible and near-visible regions through to the microwave region 
  to disorient and disrupt electronic devices and sensors. They are 
  widely used by law-enforcement officers because they can disrupt 
  advanced weapons in a non-lethal manner. Additionally, they are 
  used for live capture by bounty hunters, slavers, and scientists. 
  Disruptors are especially devastating against robots because the 
  intense electro-magnetism interferes with and overloads their 
  circuits. Those who have implants should also be wary of Disruptors 
  as they can damage delicate components.
  Electro-Gravity
  This technology is believed to be a remnant of human terraforming 
  technologies used to change the gravity of entire worlds. The 
  Electro-Gravity technology that exists today is a shadow of its 
  former self; even so, it is still versatile and useful.
  Electro-Graviety tech was preserved by the Kaltorans because they 
  used it abundantly in constructing their subterranean, sub-aquatic 
  cities on Kadash. The Kaltorans have also weaponised the technology 
  to throw objects, propel munitions, and suspend enemies in mid-air.
  Electro-Gravity has been used for artificial gravity on spacecraft 
  for thousands of years. It is also used to cushion and guide landings 
  at star ports.
  Mechonids
  See pg: 316 for full Mechonid setting write-up.
  Without a doubt, the most advanced electronic technologies in the 
  Haven system are used by the terrifying Mechonids. Constructed from 
  superior and ancient human technology, Mechnoids are rumoured 
  to utilise ancient human marvels such as teleportation. They have 
  also integrated many advanced Archon weapon technologies, such 
  as their devastating Bio-Disintegration weaponry.
  “I was on a long-range scouting mission to Haven on 
  fuel dregs, noting Nephilim presence as I went.
  Soon as I got in system, I received a message. 
  Something about if I paid nineteen more credits I’d get 
  something or other for half price… Something in me died 
  at that moment.”
  - Third Decanis Eris Gracchus,
  first Legion to meet the Corporation.
  
  276
  Biology
  This field of science is one of the most important areas of current 
  research. It ecompasses the science underlying the creation of all 
  known biological life forms.
  The Archons inherited an advanced but narrow knowledge of 
  biological technology from their human creators. The Archons 
  advanced their knowledge in this area to modify themselves and to 
  create hundreds of intelligent races and millions of other species. 
  X’ion, one of the final creations of the Archons, also created a great 
  many creatures, known as the Nephilim.
  Genetic Engineering
  This is the direct manipulation of an organism’s genome using 
  bio-technology. A host’s genome may be modified to either insert 
  or remove particular DNA sequences. Based on molecular cloning 
  methods, the target genome is first isolated, and then modified 
  through the use of vectors, typically adenoviruses. In this way, new 
  forms of life may be created from scratch, or existing forms may 
  be substantially altered. However, this process must be carefully 
  executed, as poor modification or delivery can result in permanent 
  damage or even the death of the host.
  Medicine
  Access to medical facilities varies greatly among locations and 
  cultures. Some have access to advanced Nephilim gene therapy labs, 
  while others – such as many of the settlements on Mishpacha – 
  only have access to primitive herbalism.
  Despite the existence of many advanced medical procedures, 
  tried-and-tested tools always have their place. These include 
  bandages, pharmaceuticals, and knives.
  Age Reversal
  It is well known that Nephilim have an exceptional lifespan; 
  many have lived since the Great X’ion War. Certain wealthy 
  Corporate CEOs appear to have also defied ageing. Many assume 
  that age-reversing technologies exist, despite their lack of 
  availability to the general public.
  Cloning
  Despite wide spread use during the Great War to multiply Legion 
  and Nephilim forces (and speculated to have contributed to 
  the genetic erosion of humanity), cloning is not commonplace 
  due to the technology’s reputation for never getting things 
  “exactly” right.
  Limb and Organ Replacement
  It is within the capabilities of advanced medicine to regrow 
  and replace entire limbs and organs. The most common 
  method is to use Nephilim Flesh Rejuvenators. However, this 
  may not be sufficient if the body is significantly damaged or 
  if there is any genetic degradation. Genetically engineered or 
  robotic replacements are commonly used in combination with 
  Flesh Rejuvenators.
  Bio-Warfare in the Great War
  During the Great War, the Archons, Mechonids, and X’ion used a 
  myriad of incredibly powerful viruses, diseases, and mutagens. 
  These powerful weapons often leave the most accomplished 
  diagnostic teams at a complete loss and in terrible fear.
  Synaptronics
  This term refers to bio-technology used to perform computing 
  and electronic functions. The Nephilim commonly use synaptic 
  systems from genetically engineered brains in conjunction with 
  neural networks (organic or otherwise) acting as cables, often called 
  data spines.
  Synaptronic Computers
  These are in many ways superior to traditional electronics 
  in raw computing power. This difference is largely due to the 
  non-binary nature of synaptronics, letting them compute dozens 
  of answers at each decision point, compared to the two answers 
  (on or off) possible in traditional electronic computers. However, 
  synaptronic computers have no way to wirelessly transmit these 
  decisions outside of an electronic bottleneck.
  Synaptronic Sensory Organs
  Nearly identical in function to electronic sensors, synaptronic 
  sensory organs differ primarily in their individual calibration. 
  While electronic sensors can be programmed for a wide range 
  of uses, synaptronic sensors are commonly made for specific 
  functions such as tracking or heat detection.
  Neural Interfacing
  This is the name given to any device which creates a bridge 
  between any kind of synaptic activity, including electronic 
  devices, synaptronic minds, and traditional minds. This 
  technology allows for direct mental control, data transfer, 
  or both.
  Implants
  Adding a separate physical device (electronic, mechanical, or 
  organic) to a person is often referred to as an implant. To function, 
  all implants require neural interfacing, which allows the host to 
  consciously or subconsciously control the implanted device.
  Neural Fatigue
  As the host of a complex implant becomes exhausted, the 
  neural interface will often cause them neural fatigue, resulting 
  in additional strain on the internal organs and the focus of 
  the host.
  Gene Splicing
  This process permanently alters one’s DNA. It is commonly 
  achieved through implanting genetically engineered viruses, 
  programmed to seek out and replace defined sections of the host’s 
  DNA. The process can be painful and long, but is the only way to 
  alter the DNA of a living creature past its embryonic stage of growth.
  
  277
  Mechanics
  Mechanics is concerned with the behaviour of physical bodies 
  when subjected to a force, and the subsequent effects of the bodies 
  on their environment. It can also be defined as a branch of science 
  which deals with the motion of and forces on objects. The study of 
  mechanics can include hydraulics, pistons, gears, and other physical 
  parts with significant movement. Because mechanics is concerned 
  with physical materials in motion, most training in mechanics also 
  includes the study of materials.
  Materials
  As important as how the parts move is what the parts are 
  made from. Mechanics and engineers pride themselves in knowing 
  what materials are best used for what job, since there are many 
  alternatives and improvements to what can be mined.
  Synth Steel
  Not made from iron but carbon, Synth Steel is a Corporation 
  technology which uses blends of synthetic carbon-based 
  polymers to form a material with the strength of steel but at 
  a fraction of its weight. Nano-fibres and nanotubes can also be 
  incorporated into the polymer blends. Some kinds of Synth Steel 
  are solid forms that mimic the properties of steel nearly exactly, 
  particularly tensile strength and hardness. However, there are 
  other forms of Synth Steel, two of which are listed below.
  Synth Weave
  This thin fabric of Synth Steel is used to make many forms of 
  resistant clothing, such as the OctantoTM Impenetrable Business 
  Suits. Not only are they more resilient than traditional fabrics, 
  they are well known for being more waterproof and stain-resistant 
  than traditional armour. Synth Weave generally contains a much 
  high concentration of nano-fibres and nanotubes than Synth 
  Steel does.
  Transparent Steel
  This version of Synth Steel is transparent and favoured in 
  windows and luxury vehicles. It is more expensive to manufacture 
  as it requires large quantities of special transparent synthetic 
  carbon-based polymers, but it is just as resilient as regular 
  Synth Steel.
  Tungsten Carbide
  One of the hardest and most heat-resistant natural materials, 
  tungsten carbide is a strong alloy of tungsten and carbon. The 
  elemental ratio, impurities, and heat treatment used to anneal 
  and descale the alloy can alter its properties. The alloy’s strength 
  and heat resistance make it ideal for military-grade armour.
  Carapace and Bone
  Despite their exotic nature, organic carapace and bone can 
  make for excellent construction materials.
  Drones
  Mindless organic or electronic automations which are controlled 
  remotely or via programming are commonly called drones. Most 
  commonly used by the Corporation and Nephilim, they are primarily 
  used for dangerous conflicts or manual labour.
  Defence Systems
  Some drones are designed as defence systems or emplacements. 
  These tend to be stationary or at least restricted to an area which 
  they patrol. Defence systems are more commonly programmed than 
  directly controlled, and they act as deterrents for would-be intruders.
  Electronic
  With the exception of the Flesh, most Corporate drones are 
  mechanical. These drones use electronic circuits and receivers to 
  control metallic moving parts. They vary greatly in form and function.
  Biological
  These organic drones are engineered with limited or no personal 
  intelligence. Their synaptronic brains have a limited number of 
  behaviours, which function similar to programming. Many have 
  built-in weapons.
  Flesh
  One of the most influential Nephilim technologies in the 
  Haven system is the Flesh: biologically engineered drones in 
  the form of bipedal, androgynous, grey-skinned humanoids. 
  They will work tirelessly with just enough knowledge and 
  understanding to complete their work, but they have no free will 
  or independent thought.
  It is important to note that, genetically, Flesh are not Nephilim.
  Horrors
  Although the Flesh are biological drones, their combat utility 
  is very limited. The Nephilim prefer to make biological 
  monstrosities designed specifically for war. Named Horrors by 
  the other races, these drones are deadly and efficient creatures 
  who mindlessly perform their murderous task.
  Living Ammunition
  Some drones are expressly designed as ammunition for weapons, 
  especially in Nephilim ship-to-ship weapons, although smaller 
  drones are sometimes used in handheld guns. These drones are 
  pre-programmed with a specific behaviour such as burrowing, 
  eating, or exploding.
  
  278
  Ley Lines
  See pg: 288 for more on Spacecraft Jump Technology.
  Ley Lines are important to all the races; they are used daily by 
  spacecraft to travel vast distances in a timely manner. Despite the 
  significance of the Ley Lines, very little is known about them, as 
  their secrets died before their human creators did.
  Creation
  Ley Lines were created by humanity during an event referred to as 
  the Reality Fracture. No one knows what caused it; some speculate 
  that it was by design, others by accident.
  Nature
  The Ley Lines are tiny cracks or tears in the fabric of space-time; 
  their exact nature is unknown. Although the cracks are microns 
  thick and invisible to the naked eye, their lengths are measured in 
  light years.
  Theories
  Many speculate that the Ley Lines are cracks between our 
  dimension and another, which is bleeding its own natural laws 
  into our own.
  Others believe that the Ley Lines do not lead to another dimension 
  at all, but are instead chains of densely packed energy particles 
  which have been slowly dissipating for millennia.
  There are some people on the fringes who believe the Ley 
  Lines are gateways to a mystical afterlife or were created by a 
  non-human being of immense power.
  Ley Energy
  What we do know is that the cracks leak energy particles known 
  as Ley Energy, and this energy is used to generate a powerful 
  force which allows interstellar travel. It has been so long since 
  the Ley Lines were created that Ley Energy now exists thousands 
  of light years away from its point of origin, forming concentric 
  rings around stars and potentially granting access to locations 
  that not even humanity was able to travel to.
  Use
  Jump Drives draw in Ley Energy from surrounding space and use 
  it to create a wormhole through which spacecraft may travel. Jump 
  Drives can use radiant Ley Energy which exists all throughout space. 
  However, ships which travel close to the Ley Lines can travel faster 
  because there is more available Ley Energy; in this way, the Ley 
  Lines act like highways.
  Once inside a wormhole, a ship would be crushed if not for the 
  energy field that ships emit to protect themselves. The wormholes 
  are unstable, so ships may pass through, but radio signals and 
  the like cannot. Once in a wormhole, ships use whatever usual 
  forms of propulsion they rely on to traverse space, but at a much 
  greater speed.
  Psionics 
  A few rare individuals exhibit extraordinary abilities which break 
  our current understanding of science and how organic minds function. 
  These people can project consciousness from their minds and read 
  it in others. Unsubstantiated reports and rumours mention individuals 
  that can see the future or the past. Anyone with this ability is called 
  a Psion, and Psionics is the name given to their abilities.
  Post-War Phenomena
  Psionics are only a recent development; there were no Psions 
  during the time of the Archons or even the Great War. Psions 
  only began to emerge during the Years of Darkness, and they 
  did so simultaneously for all except the Kaltorans, who have 
  only reported Psions after their re-emergence into space.
  Connection to Ley Lines
  Although the exact nature of the relationship between Psionics 
  and Ley Lines is unknown, there certainly is one. Psions become 
  less powerful if they stray too far from the Ley Lines, and they 
  have been known to grow in power while near great Ley Energy.
  The Legion are a particularly interesting case. At first, there were 
  very few documented Legion Psions on Cerberus; this makes 
  sense, as their home planet is far from any Ley Lines. However, 
  when the Legion began to re-enter the Haven system, something 
  awakened their psionic power. Many, though, have attributed this 
  delay not to their distance from the Ley Lines, but rather their 
  proximity to an overbearing and suspicious Legion government,
  Genetic Connection
  Certain combinations of genes appear to manifest in naturally 
  occurring Psions. Thus far, however, only unsubstantiated 
  rumours exist of scientists being able to artificially grant 
  Psionic abilities.
  Mind and Time
  The vast majority of Psionic power is restricted to subtle mental 
  abilities such as secretly reading thoughts or influencing others’ 
  decisions. Psions are also telepaths and can communicate with 
  other Psions with thought alone. Powerful Psions might be able 
  to control the thoughts and actions of others, but if any Psion 
  can do such a thing, they have kept it a secret.
  The other power which few Psions possess is the ability to 
  manipulate time. It is thought that they can create ripples and 
  folds in the fabric of time, and in doing so they can distort the 
  passage of reality. But the few which have claimed such power 
  have been thought of as charlatans.
  
  279
  The Unknown
  For each known there are a thousand unknowns. The vastness of 
  space has its mysteries: some horrifying, some wondrous, some 
  awe-inspiring.
  Note from the Creators
  We have intentionally left holes in our setting; some of these
  questions will never be answered by us. Even if we explore
  these questions in our own private game, they are not canon.
  Make this setting your own.
  You tell us what is out there.
  Lost Technologies
  The remnant technologies and wonders of humanity, the Archons, 
  and the X’ion are spread across the galaxy. What technologies could 
  be uncovered? What truths discovered? What power could have been 
  wielded by them?
  Lost Races
  Several races have been detailed in this book, and others will be 
  described in future books. The Archons and X’ion created thousands 
  of species. Where and what are they?
  Aliens
  Does life exist that was not created by humanity, the Archons, or 
  the X’ion? And if it does, would we recognise it?
  Sentient AI
  As they were masters of electronic technologies and capable of 
  creating the Archons, is it not reasonable to presume that humanity 
  created other electronic children? But if they did, why did they not 
  tell their beloved Archons? Are the Mechonids sentient?
  Ley Lines
  What is the true nature of the Ley Lines? Are they the result 
  of a deliberate decision by humanity or an accident? Are there 
  dimensions beyond ours? What other uses for Ley Energy exist?
  Psionics
  What are the true origins of Psionics? Is it really limited to the 
  manipulation of minds and time? Or are there some capable of 
  greater feats?
  Strangeness of Deep Space
  The Haven system has been partially tamed by the Corporation, 
  the Kaltorans, the Legion, and the Eden Brood Nephilim. But what 
  lies outside of Haven? Are remnants of the X’ion army dormant in 
  other systems? What strange astral phenomena float in the black 
  of space?
  Will the X’ion Return?
  For all our sakes, let’s hope not.
  “Madness… pure madness…” The grey-haired scientist 
  waved his palms across the holographic wall in 
  frustration. Each swipe of his wrinkled, clawed Nephilim 
  hands pushed a complex equation to the side of the wall 
  or off the edge and into the digital bin.
  With a large empty space now occupying the centre 
  of the holographic wall, the hulking Nephilim scientist 
  scrawled a clean and deceptively simple equation.
  V = Sqrt(GM/R)
  “… or magic.”
  “Gratar, this is not what we are here to do.” The 
  frustrated Corporate botanist took a seat; she knew this 
  would take a while. “We need to continue our genetic 
  mapping of the flora and fauna across the system.”
  “Child’s play.”
  “Child’s play? Really?” Sam hated how her counterpart 
  could so easily reduce her life’s work to nothing. “We 
  haven’t even begun to scratch the surface on the genetic 
  structures of even half the Archon-created plants on 
  Mishpacha, let alone the mutated X’ion hybrids…”
  “No!” Gratar gritted his teeth in frustration. “It means 
  nothing to understand how the Archons and the X’ion 
  populated the worlds if we can’t grasp the basics of how 
  the worlds were altered to accommodate life.”
  “But we do know. humanity used powerful chemical 
  synthesisers to alter and balance the atmo…”
  “You are missing the point! Atmospheres, bio-diversity, 
  all of this we can begin to grasp. But this!” Gratar pointed 
  towards his wall. “Gravity, this eludes us all.”
  Sam sat patiently. This would take a while.
  “We often mistakenly think that electronics was 
  humanity’s crowning achievement. But it’s not…” Gratar 
  closed his large eyes in thought. “It’s as if humanity 
  looked at the planets like we would look at an overgrown 
  field and said, ‘No, this will not do; let me change things 
  so that I may build a home here’… to planets! They had 
  this attitude of damn planets! None of our orbits or 
  gravitation pulls are what they should be! None of them! 
  Humanity has changed every single one of them, and 
  we have no idea how!”
  
  280
  Weapons
  Most weapons were developed for the Great War when the Archons 
  and their creations desperately mobilised against the X’ion-created 
  Nephilim army.
  Burst Spores
  This weapon spawns a dense ball of spores at the back of its 
  oesophageal launcher. When spewed from the weapon, these dense 
  balls can travel a great distance and burst upon striking the target, 
  releasing a dangerous chemical coating. The exact nature of the 
  chemical varies greatly from one weapon to the next. Some corrode 
  the target with acids, while others set fire to the target with napalm 
  or phosphorous.
  Gauss Weaponry
  By applying an oscillating current through the conductive coils 
  wrapped around the barrel, these weapons generate an oscillating 
  electromagnetic field in its barrel. Then, by shifting the polarity 
  of these electromagnets, they project the bullet forward while 
  applying spin.
  Ion Weaponry
  These weapons use tridrogen as ammunition, the same material 
  used for high-grade Corporation spacecraft fuel. They operate 
  by supercharging (or ionizing) helium-3 inside the chamber and 
  ejecting it as a glowing jet. As this type of weapon uses a very 
  cheap source of ammunition, it is popular amongst those conscious 
  of ammunition consumption.
  Irradiated Ammunition
  These weapons use a mechanical firing mechanism not unlike those 
  used in ancient human weaponry. However, they fire an ammunition 
  crafted from depleted uranium, a waste product of nuclear reactors. 
  The bullets are highly radioactive and dangerous to handle but also 
  extremely dense, giving them excellent stopping power.
  Particle Weaponry
  Little more than a small particle accelerator on a trigger, these 
  weapons draw in surrounding gas particles to be charged and fired 
  at extreme speed in a focused beam. These weapons are limited in 
  their destructive capability and do not work in the void of space, 
  where there are too few particles in the environment. However, they 
  require no ammunition and are cheap to manufacture, making them 
  a popular sidearm.
  Rail Weaponry
  Two electromagnetic rails run down either side of this weapon’s 
  barrel. When charged, these rails project a bullet at supersonic 
  speed with little to no recoil.
  Self-Propelled Ammunition
  Each bullet has a small, single-use electro-gravity generator, 
  which creates a bubble around the bullet, propelling it forward. The 
  bubble also protects the ammunition, allowing it to pass through 
  liquids safely.
  Combat Technology
  Archons
  A largely peaceful race that gave minimal thought to war and 
  large-scale conflict. During the Great X’ion War, there was an 
  enormous cultural shift amongst the Archons towards survival 
  and conflict. This led to many new and innovative weapons and 
  combat technologies.
  Nephilim
  Created by the X’ion, the Nephilim are a race of creatures which are 
  part person, part biological equipment. Post-War, the Eden Brood has 
  proven to be the most resourceful and adaptable species, blending 
  their war-time biological equipment with more readily available 
  mechanical and electronic technologies.
  Legion
  The Archons created the Legion as a military power to fight X’ion 
  and its Nephilim army. To arm the Legion, the Archons created a 
  variety of magnetically propelled weaponry based on ancient human 
  designs. These advanced rail and gauss weapons are widely used 
  to this day.
  Kaltorans
  Left to defend themselves from the Nephilim, the Kaltorans 
  adapted peaceful electro-gravity technologies into weapons of war. 
  During the Years of Darkness they also resorted to using readily 
  available nuclear waste to create irradiated projectiles.
  Corporation
  The Corporation emerged after the Great War ended. On their 
  home world they used primitive weaponry. The great warlords who 
  united the tribes made widespread use of superior particle weaponry 
  that never needed reloading. Once in space, they recognised that 
  something capable of firing in the void of space was necessary, so 
  they began to use ionised spacecraft fuel as a weapon. Both ion and 
  particle weapons are still popular among the Corporation.
  Spacecraft
  During the Great X’ion War, very few land or sea-based vehicles 
  were developed as it is easier to give artillery support and launch 
  assault troops from orbit. Nearly all military spacecraft were 
  constructed during this time, and most spacecraft still in use are the 
  same ancient machines.
  
  281
  Spine Launcher
  This biological weapon grows tightly packed rows of sharp spines 
  inside cords that run the length of the weapon. The launcher spews 
  these cords sequentially at high speed, giving an exceptional rate of 
  fire. To replenish its spines, the weapon is fed dense biomass sacks 
  into its mouth. These spines can be regrown in mere seconds.
  Electro-Gravity
  This versatile weapon is a masterwork of artificial electro-gravity 
  technology. It can manipulate finite pockets of gravity in such a way 
  that enemies can be lifted, flung, tripped, or disarmed at range.
  Shell Weaponry
  A shell is any versatile, hollow ammunition that can be fashioned 
  into single-use grenades or ammunition for heavy weapons 
  and shotguns.
  Dispersion Shells
  These shells are packed full of dangerous chemicals. When the 
  shell impacts a target, it sprays a chemical over a wide area. 
  A variety of chemicals may be used in dispersion shells, from 
  napalm to neurotoxins.
  Dummy Shells
  Cheap to produce, these shells are used to confuse and panic 
  enemy ranks. Packed with magnesium, they explode with a loud 
  noise and a bright flash. 
  Kinetic Shells
  Primitive but extremely effective, these shells use the kinetic 
  force of the explosion they produce to tear their targets apart.
  Shrapnel Shells
  Similar to kinetic shells, shrapnel shells are packed full of 
  small, sharp objects. When such a shell detonates, it sends 
  shards out in all directions, making it particularly effective 
  against large groups of lightly armoured targets.
  Smoke Shell
  Not designed to cause harm but to create cover, these shells 
  billow thick smoke or mist over a large area, obscuring vision.
  Snare Shells
  Used primarily for crowd control, snare shells employ a variety 
  of substances to immobilise targets. These substances include 
  adhesive gels, weighted ropes, and nets.
  Chemical
  A variety of chemical agents have been weaponised for use 
  in chemical throwers, dispersion shells, and burst spores. Most 
  chemicals are produced using bio-chemistry, although some 
  are synthetics.
  Napalm
  A highly flammable chemical that is ignited as it leaves the 
  chamber of a weapon or shell. It burns at high temperatures and 
  is resistant to being extinguished.
  Antimonic Acid
  This highly concentrated acid can burn through nearly 
  any substance. The effects of this acid on flesh are horrific 
  to behold, and its ghastly effects are commonly used to 
  demoralise opponents.
  Cryo-Gel
  This Nephilim-made bacterium formulation is used in cryogenic 
  stasis chambers. It can be weaponised as a dangerous substance 
  that can numb muscles and freeze joints.
  Neurotoxin
  This highly toxic gas directly attacks the nervous system and 
  brain, causing neurological damage and in many cases death. 
  The particles of this gas are so fine that they ignore most filters, 
  armours, and other defences.
  Melee Weaponry
  A primary weapon for many Nephilim and some specialist forces 
  of the other races, melee weapons are deadly in the hands of a 
  skilled user. A great variety of melee weapons exist: knives, bayonets, 
  swords, and spears, to name a few.
  Arc Fire
  A composite blade drenched in ionised photons held on by 
  static charge. The photons give the blade a faint glow and allow 
  it to burn through flesh and metal.
  Composite Blades
  Refers to any blade made from a blend of different materials, 
  including Synth Steel, tungsten, and titanium alloys.
  Nano-Bone Blades
  Created by X’ion for its Nephilim troops, this thin bone-like 
  material is razor-sharp. There are many modern adaptations of 
  this organic technology, some of which appearing more like cut 
  metal than bone.
  
  282
  Defences
  There is always an arms race between new weapons 
  and new armour. New and varied materials are being 
  used and configured for battle, allowing a great 
  variety of armours to be fashioned, from thin 
  retractable suits up to bulky mech suits with 
  assisted movement.
  Tactical Armour
  General-use, all-purpose combat 
  armour, it is not so heavy as to 
  impede movement, and resistant 
  to many light weapons. It comes 
  in many forms and varieties, 
  depending on the technology 
  behind it. Tactical armour 
  also comes equipped with 
  bandoliers, 
  pockets, 
  and 
  storage compartments.
  Retractable Armour
  Favoured by Corporates 
  for its unobtrusive nature, 
  retractable 
  armour 
  is 
  compact and lightweight 
  and can be compressed 
  into a small wearable item 
  such as a vest or belt. When 
  activated it deploys to cover 
  its user in thin, lightweight 
  protective plates or an 
  energy shield.
  As it is discreet, retractable 
  armour allows the user to be 
  more diplomatic than combat 
  armour 
  would 
  normally 
  allow. A soldier in full battle 
  fatigues is unlikely to get a good 
  reception at a peaceful meeting, 
  but retractable armour allows one 
  to be prepared while putting others 
  at ease.
  Environmental Adaption System
  Adaptable 
  and 
  dependable, 
  this 
  environmental system is suited to a variety 
  of hostile environments. The suit reacts to 
  its surroundings and changes its configuration 
  to protect its wearer against almost any 
  environmental danger.
  
  283
  Tactical Array Suit
  This computerised armour makes use of sensors to gather data 
  from its surroundings to be uploaded to the user’s helmet HUD. The 
  armour is often networked with weapons and other suits to maximise 
  battlefield awareness.
  Technical Suit
  Any well-rounded combat force includes engineers and specialists 
  or even field medics, and these technicians often prefer to use 
  a technical suit rather than tactical armour. The technical suit is 
  equipped with a variety of tools customised to the user. These 
  tools are built into the gauntlets and compartments within the suit, 
  allowing easy access while protecting the user from attack.
  Mech Suits
  This term generally refers to armour too heavy and cumbersome 
  to be moved without assistance. This extremely heavy armour is 
  rarely used outside of full-blown battlefields. Each suit is capable of 
  moving itself to assist the movement of its wearer, usually through 
  robotics in advanced mech suits or muscular systems seen in 
  Nephilim outfits.
  Shield Technologies
  A variety of armour technologies rely on energy fields to augment 
  their effectiveness. Some are more specialised than others, but each 
  serves the purpose of protecting the wearer.
  Shield Nodes
  The most basic application of shield technologies is to project 
  a field of ionised plasma around the user. This field absorbs 
  incoming weapon fire but is often ineffective against direct hits.
  Grav-Field
  This shield of gravitational force is used to deflect slower-moving 
  projectiles such as shrapnel and thrown grenades. The Grav-Field 
  constantly pushes objects away from the wearer, which can be 
  disorienting for anyone standing too close to the field.
  Scram Suit
  In an attempt to limit the effectiveness of battle drones against 
  human combatants, the scram suit projects radio waves to 
  interfere with the wireless signals used by many computerised 
  systems. This interference blocks and/or confuses the signals. 
  These radio signals are particularly effective against drones and 
  targeting systems.
  Stealth Suit
  A holographic field is projected from this suit, rendering the 
  wearer invisible. It is favoured by scouts and assassins who 
  would argue the best defence against bullets is not being shot 
  at in the first place.
  Biological
  Many armours are fashioned from the exoskeletons of living (and 
  on occasion, sentient) creatures, while others are living organisms 
  that grow over or into the bodies of their hosts.
  During the Great War, the Nephilim made extensive use of 
  protective life forms that were separate to themselves. While many 
  Nephilim were engineered to grow protective coverings, most did 
  not. By having their “armour” separate from themselves, they could 
  discard, repair, and change their coverings as needed, giving them a 
  great amount of flexibility.
  Parasitic or Symbiotic
  The two defining categories of biological armour are their 
  method of gaining required nutrients and their relationship with 
  their wearer. These armours work either through a parasitic 
  bond, in which the armour treats its host as subservient and 
  feeds on it, or through a symbiotic relationship, which thrives on 
  a mutually beneficial existence.
  Carapace
  Grown in labs or made from the shells of fallen Nephilim, this 
  sturdy symbiotic material is a popular choice of protection.
  Living Mech Suits
  Some armours are actually enormous creatures that allow for 
  a pilot (of sorts) to enter them. Synaptronic connectors join the 
  wearer’s nervous system to the creature, allowing the wearer to 
  directly control the creature’s movements. These creatures are 
  made for war and allow weaker creatures to effectively control 
  a large and terrible beast.
  “These creatures appear as beasts. They growl as 
  beasts and drool as beasts. But make no mistake, they 
  are not mindless beasts. In the same moment you think 
  yourself more cunning than them you will be dead.”
  – Athene Kosta, addressing a Centuria of Auxilia 
  before sending them into battle with Feral Nephilim.
  
  284
  
  285
  Spacecraft Technology
  There are a great variety of spacecraft within the Haven system, 
  ranging from single-pilot fighters to enormous battleships and 
  freighters. Although most were built for military purposes during 
  the Great War, nearly all of them have now been adapted to serve 
  multiple functions while maintaining their combat ability.
  Medium Sized
  The most popular ships within the Haven system are small and 
  medium-sized spacecraft with crews of four to twenty people, often 
  with room for passengers or cargo.
  Medium-sized ships are often preferred to larger craft due to their 
  flexibility and efficiency.
  Ancient and Forgotten Technologies
  The vast majority of spacecraft are ancient vessels, over a hundred 
  years old, which have been retrofitted, reconstructed, repaired, or 
  simply refuelled and flown under its new owners.
  Many of the technologies used in spacecraft are no longer fully 
  understood. They can been maintained and operated, but nobody 
  deeply understands how they all work. Because many of their key 
  components can no longer be made, most spacecraft are highly 
  dependent on salvaged parts from ancient derelicts.
  Jump Technology
  The most significant forgotten technology is Jump technology. 
  Designed by humanity and maintained by the Archons, it is 
  truly incomprehensible to the current races. It is known that 
  they draw in Ley Energy emitted by Ley Lines to create a portal, 
  allowing for travel times that far exceed the speed of light. But 
  none know how these portals truly work, what they are, or how 
  they are created. Jump Drives just work.
  Ley Lines
  These tears in the fabric of the universe emit Ley Energy, which 
  is utilised by Jump Drives to facilitate faster-than-light travel via 
  a portal. This Ley Energy must be collected just before a portal 
  is opened.
  Reclaimed
  With the exception of Corporation-manufactured ships, almost all 
  spacecraft are reclaimed salvaged wrecks brought back into working 
  order. All the races do this to some extent, and it is the main way 
  to get new spacecraft.
  Corporation Built
  Due to their extensive efforts at reverse engineering lost and 
  forgotten technologies, Corporation spacecraft require fewer 
  ancient parts to construct. While many components are of 
  lesser quality than their ancient counterparts, they are usually 
  more unified in their construction and appearance as they have 
  been (almost entirely) scratch-built.
  Kaltoran Cut ‘n’ Shut
  With a particular gift for salvage, the Kaltorans make widespread 
  use of a cut ‘ n’ shut method of joining multiple partially working 
  spacecraft together to create a single functioning craft.
  After the Great War, the Kaltorans stored thousands of ships 
  in their underground cities. While they stripped down most for 
  materials, they kept many (mostly) intact in anticipation that 
  they would one day re-emerge back to the stars.
  Ancient Legion Warships
  Most of the Legion fleet are ships which have been maintained 
  since the Great X’ion War. Many of these ships have seen 
  continual use since that time, despite diminishing supplies and 
  fewer skilled technicians.
  In recent years the Legion have restored many old ships with 
  the assistance of the Kaltorans, although the Legion will often 
  refuse to use a haphazard cut ‘ n’ shut approach. They prefer 
  to search long and hard to restore a ship to fully working order.
  Wild Nephilim Ships
  Nephilim vessels are huge living creatures capable of survival 
  in deep space. These creatures have seemingly unlimited 
  lifespans, and many have roamed space since the Great X’ion 
  War, having long since allowed their crew to die. Despite the 
  risks, these wild, untamed ships are regularly tracked down and 
  domesticated by the Eden Brood.
  
  286
  Sensors
  Spacecraft sensors are a mixture of devices capable of detecting 
  energy and matter across the void of space. There are significant 
  limitations to what kinds of phenomena they can detect.
  Infrared 
  The void is extremely cold, so cold that anything emitting heat or 
  light is easily detected in the black of space. Infrared sensors are 
  used for detecting distant celestial objects like stars, planets, and 
  even smaller objects such as asteroids. Infrared can detect objects 
  many light years away, and it is primarily used for navigation.
  At a close range of a few hundred kilometers or less, infrared can 
  be used to detect subtle variations in heat radiation, allowing for a 
  detailed assessment of a spacecraft’s major systems, such as the 
  location of its reactor, engines, and life support.
  Gravity
  Ships can detect the presence, intensity, and distance of gravity 
  fields by measuring the forces acting upon the ship using a finely 
  tuned gyroscope and complementary methods. Detecting gravity is 
  useful in that it allows the ship to estimate the weight of almost any 
  object and enables it to analyse planetary bodies, space stations, 
  asteroids, and debris, as well as their trajectories.
  Spatial
  Using multiple external cameras and sophisticated mathematics, 
  spatial sensors allow a spacecraft to detect the size and shape of 
  distant objects. This is helpful for determining if an object outside 
  of visual range has a regular shape, like that of a ship, or a rough 
  shape, like that of an asteroid. As objects get closer, the sensor can 
  determine the finer details of the shape.
  Energy
  One of the forgotten technologies commonly used in spacecraft 
  are energy sensors. Nobody really understands how they work, but 
  they are able to measure the joules of energy a ship or a section 
  of a ship is using. In this way, ships with energy sensors can detect 
  where another ship’s reactor is, what systems are receiving power, 
  and if the ship is powering up their weapons, readying them to fire.
  “Captain, we’ve located the Draz-runners’ wreck 
  and pulled up within a few lengths. Energy signs 
  are negligible, and heat is almost the same as the 
  surrounding void. She’s dead as a rock.”
  The astrogator’s crisp report came from across the 
  haphazard bridge, itself looking (rather accurately) to 
  be made from two completely different ships welded 
  together at an off-centre diagonal with a slash of Synth 
  Steel patching.
  “So, any life signs down there, guys?” Everyone ignored 
  the Kaltoran captain as per usual. They’d explained it to 
  him repeatedly how it didn’t work like that. There was no 
  magic DNA scanner or way of telling the different forms 
  of carbon apart to that degree. “Guys, I asked if there 
  were any life signs. This is bordering on disrespect.” 
  “Captain, with all the respect you are due, we are 
  currently assessing the situation, and will appraise you 
  of any relevant developments.”
  A shout came from another of the bridge crew. “We 
  have movement! On the far side of the ship, near that 
  large hole!”
  A few moments passed as the captain thought it over. 
  “Take her around, and pull back a few dozen lengths! 
  And see if it has signs of life while you’re at it!” came 
  the captains’ command halfway through the ship doing 
  so, the bridge crew exchanging glances of exasperation 
  he didn’t seem to notice.
  “Okay, it seems that something the size of a 
  large missile has exited the ship… slowly…” came the 
  astrogator’s cool report, drifting off as she bent over and 
  squinted at the readouts. “Maybe two? It seems… Oh.”
  She closed her eyes, momentarily swearing under her 
  breath before glaring at the captain. “It seems an idiot 
  in a space suit has thrown some sort of undetonated 
  munition at us. Helm, be ready to dodge in the next 
  three to four minutes.”
  Collective sighs of distaste came from across the 
  bridge as the captain sat looking delighted, his beaming 
  face grinning knowingly at the Corporate bridge crew.
  “So, you say you detected life signs?”
  
  287
  Shields
  Spacecraft are constantly bombarded by small particles and micro 
  asteroids, especially when travelling through nebulas and asteroid 
  fields. This necessitates an additional layer of protection over the 
  ship’s hull in the form of a shield. Spacecraft, with their powerful 
  reactors, avoid the primary problem with shield technology: their 
  high power consumption. For these reasons, nearly all spacecraft are 
  equipped with shields, and only the most suicidal (or desperate) of 
  captains make do without them.
  Unlike personal shields that use a single method of protection, 
  spacecraft make use of two simultaneous shield layers.
  Grav-Field
  The outermost layer of protection is the Grav-Field; this shield 
  forms a protective bubble around the ship that deflects small and 
  slow-moving debris such as microasteroids and space dust. In 
  addition, Grav-Fields push matter (and some forces) away, allowing 
  ships to withstand high-pressure atmospheres and most importantly 
  jump portals.
  Kaltorans, who are masters of grav technologies, tend to have 
  powerful enough Grav-Fields that their ships can endure the immense 
  pressures of the deep sea.
  Plasma Field
  The Grav-Field also suspends a thin layer of gases, which forms 
  a second layer of protection. These gases are ionised, creating a 
  transparent but uniform bubble of hot and highly reactive plasma. 
  This bubble protects the ship from high-velocity impacts, such as 
  incoming weapons fire, by converting the incoming material into 
  constituent atoms and molecules. Although strong, the plasma field 
  is not indestructible, and on occasion a well-placed shot can break 
  through the field (even fully charged).
  Each time a plasma field is hit, some of the ionised gases escape, 
  which gradually weakens the shield. It can be recharged with more 
  ionised gas, but this takes time. A shield which endures significant 
  damage will eventually fail, leaving the ship exposed. Should this 
  occur in battle, it is unlikely that the ship would last for very long.
  “Hard to port, and a seven second full burn, Jesiik!” 
  B’darr yelled.
  A rumbling noise of assent came through the Bioship, 
  as its manoeuvring put it just out of line with the 
  enemies’ munitions yet again.
  “And stop playing around in that damned turret and 
  hit something!” she yelled again, feeling the dorsal and 
  port thrusters of the ship firing through her brain, the 
  psionic link she’d made with the ship showing her more 
  than the screens ever would.
  “I’m bloody trying! I hate fighting small ships!” came 
  the frustrated yell from the floor-recessed gunnery 
  pustule. These smarter ships were a marvel, she mused, 
  directing the scram signals to stop the enemy from 
  locking onto her ship. Lucky they’re able to help the 
  crew to, well, crew them, or the two of us would be far 
  less efficient, and likely dead.
  B’darr’s thought was interrupted as a juddering ripple 
  of strain passed through the walls; her own joints 
  and muscles clenched in sympathetic pain as early 
  bruising spread through the ship’s stress points. The 
  enemy fighters had scored a palpable hit to the shields. 
  “Damnit! Jesiik? You need to point me to any damage 
  that could impact our escape.” The rumbling assent 
  came again as the Legion in the weapon pustule called 
  out a question.
  “Captain, would dumping our cargo shake off enough 
  mass to give us a little better manoeuvrability?” His 
  thick, scratchy voice seemed worried.
  “No, not enough to matter. Reactors, even biological 
  ones, outclass our cargo mass by several orders of 
  magnitude, not to mention the rest of the ship. It’d be 
  like throwing away a couple of teeth to run faster.”
  A simplistic explanation, given the physics involved, 
  but one must make sure the less intelligent races 
  understood one’s sentences. Sometimes, she mused, 
  being an Emissary was tough.
  “Hah! I hit one! Popped his shields, and he’s limping 
  home with his exhaust between his legs!”
  B’darr smiled. Even if the Legionnaire didn’t 
  understand, at least he was useful.
  “I sincerely admire the technical artistry of the 
  design. Six Kaltoran ships, none of them working worth 
  a damn, are now part of one big beautiful clusterfrag 
  of a ship. Half the power’s run off uranium and steam, 
  while the other parts have a black flammable gunk they 
  drilled for. Pity I’m going to blow it up.”
  – Phillip Bonderrosh, Corporate competitor.
  
  288
  Jump Travel
  A wonder of ancient human technology, Jump travel is what made 
  populating the universe possible. Jump travel involves the absorption 
  of Ley Energy into a portal generator, which then creates a shortcut 
  through space to an intended destination.
  Ley Lines and Ley Energy
  Humanity tore the fabric of space-time (during the Reality 
  Fracture, pg: 273) to create the Ley Lines. These tears in space 
  emit Ley Energy, which makes Jump travel possible. Nobody really 
  understands how it works, only that it does work.
  Traversing Wormholes
  When wishing to travel through a wormhole, the Jump Drive first 
  draws Ley Energy into the drive. These energies are then focused 
  and projected in front of the ship. This projection produces an event 
  horizon, a portal which a ship can enter. These wormholes go one 
  way, and the portal doesn’t open at the other end until moments 
  before the ship emerges. In addition, the portal that the ship first 
  entered remains open for only a few moments before it closes; this 
  means that for most of the time a ship is inside a wormhole, there 
  is no visible portal at either end.
  Surviving Wormholes
  Being inside a wormhole is not unlike being inside a tunnel whose 
  walls are made from lava and continuously collapsing. Traversing 
  wormholes is incredibly dangerous. Ships require a functioning 
  Grav-Field in order to stop the wormhole from collapsing and 
  destroying the ship. There is a constant battle between the ship’s 
  shields and the pressure of the wormhole.
  What happens in normal space when a wormhole collapses has 
  been observed. A small portal opens no larger than a few centimeters 
  across through which an entire ship and its crew are forced through 
  in only a few seconds. The resulting debris field is spectacular and 
  terrifying to behold.
  Travel Within Wormholes
  Each wormhole tunnel is separate, and they cannot be joined 
  together. The only way for two ships to be inside the same 
  tunnel is if one followed the other in close succession, but this is 
  very dangerous.
  It is important to carefully plot your destination before jumping into 
  a wormhole. Once you have begun your journey, you cannot change 
  the destination whilst inside the wormhole. You can cut your journey 
  short and drop out early, but it is impossible to know exactly where 
  you will end up, only that it will be somewhere along your route.
  Once inside a wormhole, you are no longer in normal space-time, 
  making it incredibly hard for you to be tracked or located. This effect 
  has made piracy, smuggling, and other illegal space activities that 
  much easier.
  Reactors and Propulsion
  The Archons powered their ships primarily with fusion reactors, 
  but there are relatively few surviving reactors and great demand for 
  working spacecraft. This has led to the development of a variety of 
  propulsion methods and reactor types within the Haven system. 
  Hydrogen Combustion
  Easy to manufacture and mass produce, these combustion engines 
  are primarily used by the Corporation.
  Powered by burning hydrogen gas with oxygen, the reactor 
  produces energy, and then by venting the resulting explosion through 
  the engines it creates thrust. The largest drawback of this method 
  is that it destroys oxygen, a valuable component of life-support 
  systems. The positive side is that it produces water, reducing the 
  need for water recycling.
  Hydrogen Fusion
  Used primarily by the Legion, fusion reactors are common in 
  dedicated Great War warships. These reactors use H2 (diatomic 
  hydrogen) and H3 (triatomic hydrogen), forms that both occur 
  naturally in many gas giants. These forms of hydrogen are unique in 
  that their nucleus contains not just a single proton, but also one or 
  two neutrons. A stable fusion reaction combines the hydrogen atoms, 
  generating helium and a free neutron, along with a huge amount of 
  energy. It is the most efficient use of hydrogen fuel. However, the 
  reactors are a forgotten technology, so they are limited in number 
  and cannot be replaced should they overload or be destroyed.
  Nuclear Reactors
  Nuclear reactors are used primarily by the Kaltorans when they 
  cannot find a working fusion reactor. In these, chemical energy is 
  converted into electricity by boiling water and using the steam to 
  drive a turbine. The heat required to boil the water is obtained from 
  the nuclear decay of highly radioactive materials such as uranium. 
  Unfortunately, this process creates incredibly dangerous waste, 
  but it can be disposed of directly into space. However, should the 
  reactor be damaged and need repairs, the process can become 
  incredibly dangerous.
  Bio-Solar
  Many living Nephilim ships use Bio-Solar reactors, which make 
  use of engineered photosynthesis to generate chemical energy that 
  allows for converting water and CO2 (carbon dioxide) into Bio-Oil 
  (ethanol) and oxygen. The excreted Bio-Oil is burned, generating heat, 
  which can be used to power the engines. The process also creates 
  CO2 and water as waste products, which are recycled to make more 
  fuel. Relative to the other reactor types, Bio-Solar reactors generate 
  little energy for the space required, so it is often supplemented 
  with a second reactor. However, the process is very efficient, and 
  the biological catalysts required to generate Bio-Oil occur naturally 
  within these living ships, making the process a renewable, closed 
  system that can last for the life of the creature.
  
  289
  
  290
  
  291
  Overview
  The Basics
  It is assumed you already know what a Game Master is, how to 
  prepare a story, and how to use non-player characters (NPCs) – GM 
  skills used across all role playing games (RPGs). If you don’t know 
  any of this, we recommend you join an existing group for a while. Ask 
  your local gaming store.
  This section will only teach you the specifics of GMing in the 
  Fragged Empire system and setting.
  Set the Style
  First and foremost, discuss with your players what style of game 
  you will be playing. For more, see Optional: Game Types (pg: 29).
  Will it be heavy on combat?
  Will there be lots of exploration and science?
  How long will the game go for?
  Invent Your Own Rules
  Once you understand the rules well, go ahead: bend and break 
  them. Even invent your own. Feel free to create new Weapons, Traits, 
  Environments, and opponents for your player characters to fight.
  If you accidentally create an unbalanced rule, just change it. But 
  try to be as consistent as you can be.
  Have Fun
  This cannot be over-stressed: the number-one rule of all RPGs is 
  to have fun. The measure of a good GM is not how much they thwart 
  or beat their players, but how much fun they everyone is having 
  (including the GM).
  Don’t argue over rules. If there is a disagreement, just make a 
  quick decision or roll a die. Don’t take up valuable game time with 
  a long discussion. You can discuss the rule after the game session 
  is over.
  Being a Game Master (GM) is often a great sacrifice. It requires a lot 
  of preparation before the game and your undivided attention during 
  the game. This section will help you to prepare more efficiently and 
  ease the work required during play.
  Players can read this section. It gives away no secrets and may 
  help them to understand and appreciate the work a GM does.
  Non-Combat
  See pg: 182 for an extensive Setting write-up.
  The rules for non-combat interactions are fairly light and basic. In 
  these cases, the GM sets the scene, and the players choose which 
  Skill (pg: 38) they wish to roll while describing how they are using 
  that Skill.
  Degrees of Success
  See pg: 38 for full Skill Roll rules.
  If a player makes a Skill Roll and gets much higher than the 
  Difficulty, the outcome should be better than intended – and 
  vice versa.
  Just as important as the roll is the player’s approach, description, 
  and Skill choice. These also help define the nature of outcome.
  NPCs
  See pg: 38 for full Skill vs Skill Roll rules.
  NPCs that are primarily there for non-combat reasons do not need 
  to have a full Character Sheet written up. Simply give them a bonus 
  or penalty to Skills that make sense for them.
  Untrained: -2
  Experienced: +1 or +2
  Expert: +3 or +4
  Give Downtime
  See pg: 64 for full Spare Time Points rules.
  See pg: 95 for full Downtime rules.
  It is important to give your characters some Downtime, so they can 
  spend their Spare Time Points and pursue their own goals, especially 
  if they have Workshops and Labs (pg: 138).
  GM’s Guide
  
  292
  Combat
  See pg: 71 for full Combat rules.
  See pg: 155 for full Spacecraft Combat rules.
  See pg: 315 for a list of example Opponents.
  Combat and violence are significant parts of the Fragged Empire 
  setting. Not that everyone is violent, but everyone’s life is regularly 
  shaken by violence.
  Set the Scene
  Use combat as a tool to push the story forward.
  Don’t just describe the environment. 
  Explain to the players (as far as they 
  know) why there is conflict. Give your NPCs 
  a purpose and a reason to fight. No one is 
  ever evil for evil’s sake.
  Reward Good Tactics
  If players approach combat intelligently – for 
  example, if they set up an ambush – be sure to 
  reward them: for the ambush, you might give them a 
  Surprise Round (pg: 101).
  Personal Combat
  This is often messy, fast, and heavily shaped by 
  available Cover.
  Be sure to include Cover (pg: 86)
  in all personal Combats.
  Spacecraft Combat
  Personal and spacecraft Combat are vastly 
  different. Spacecraft Combat usually has the 
  players controlling one vehicle, each using a 
  different Vehicle System (pg: 53). Often, the 
  result is a single damaged spacecraft retreating 
  through the Combat Jump System Roll (pg: 175).
  Mix It Up
  Combat should tell a story and be fun, so mix 
  things up to make things interesting. Vary up the 
  difficulty, as well; not every fight needs to leave your 
  player characters battered and bloodied, unless that’s 
  the style of game you are going for.
  Some example methods of mixing it up are:
   » A way for the PCs to make use of the Environement (eg: gun 
  emplacements or bottomless pits).
   » A few easy fights against underpowered opponents before a 
  big climatic fight against a overpowered Nemesis.
   » Give your NPCs a Trait or Variation of your own design.
  
  293
  NPC Actions
  This set of optional NPC Actions may make it a little easier for you 
  to manage multiple NPCs during a combat.
  Optional Rules
  These Actions are Optional. Feel free to use either the 
  standard Actions or these NPC Actions at ANY time.
  New Actions
  There are three new NPC Actions: Moving, Shooting, and Striking.
  All of these new Actions are intended to simplify the control of 
  NPCs. They are also STRONGER than the standard Actions.
  Traits Modifying Actions
  Some Traits grant bonuses or penalties to specific Actions.
  These changes also apply to NPC Actions.
   » Moving counts as Full Move and Prep.
   » Shooting counts as Snap Shot, Spray Fire, and Sighted Shot.
   » Striking counts as Strike and Charge.
  Removed Actions
  Nine Actions have been removed: Full Move, Take Cover, Prep, Snap 
  Shot, Spray Fire, Sighted Shot, Strike, Charge, and Block.
  You may use any of these if you wish.
  NPC System Rolls
  As with NPC Actions, you may use these optional NPC spacecraft 
  System Rolls. They are intended to simplify the control of 
  NPC spacecraft.
  +2 to all System Rolls
  Reminder that ALL NPCs gain +2 to all of their System Rolls.
  Manoeuvre
  The Manoeuvre System Roll now has an additional System Roll 
  Effect: It may Launch a group of Fighters (as with the Direct Crew 
  System Roll).
  Removed System Rolls
  Four System Rolls have been removed: Direct Crew, Divert Power, 
  Scan, and Volley.
  You may use any of them if you wish. However, if you allow your 
  NPC spacecraft to make the Direct Crew System Roll, the Manoeuvre 
  System Roll does not Launch Fighters (as this would allow two 
  Launches per Turn).
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Hit +Per +Extra RoF Dice
  Range +Foc
  Range +Str
  Hit +Ref
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Move +2
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Hit +Ref +Extra RoF Dice
  Move
  Impair
  Damage
  Move
  Impair
  Stealth
  Vs Highest Defence
  On Hit: Cant be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Moving
  Striking
  Shooting
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  Natural Weapons
  Mind
  Natural, No Variations or Modifications
  Natural, Small, Blunt, No Variations or Modifications
  +Int+Tactical
  -
  -
  -
  -
  -
  0
  0
  0
  0
  1
  2 (+1d6)
  Analytical
  Melee, Impairment
  Auto
  Auto
  Focus
  Infinite
  Infinite
  +Exotic
  Str -1
  Str -1
  Limbs
  Hit (+Skill) End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Type & Variations
  Cost
  Cost
  Hit +RoF
  Move
  Attack
  *Damage
  Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
  make a Analyse, Stealth or Escape Attack Roll.
  Henchmen / Drone
  Action
  Front Cover:
  Grants Cover Bonus vs all Targets in a 90o Arc.
  Grants a Cover Bonus.
  Does not allow Stealth
  May grant Entrenched Cover if Combined with another Heavy Cover.
  Low Light is a specific type of Limited Vision.
  Limited Vision:
  1 Henchmen Group
  1 Player Character
  1 Skilled NPC
  1 Player Character
  1 Nemesis NPC
  3 Player Characters
  =
  =
  =
  Balanced* Combat
  Impair
  Move
  Recover
  Stealth
  Bonuses from the same Action do not Stack
  Pick any 2 Actions Per Turn
  Move
  Move +2
  Hit +Per +Extra RoF Dice
  Move -2
  Hit +Per
  Range +Foc
  Range +Str
  Hit +Ref
  Move
  Recover
  +1 Cover Step
  Armour vs Slow +1 (go Prone)
  Hit +Per +Foc
  On Hit: Debuff Targets next
  Attack; Strong Hit -1
  Hit +Ref +Str
  On Hit: Pick One Debuff vs
  Target; Prone, Grab or Move 1
  Hit +Ref +Str
  On Hit: Debuff Target; Loose
  Grabbing Target.
  Pick One: Draw Wpn, Reload,
  Un-Jam, Set Up, Pull Down,
  Use Stim or Skill Roll (Medical).
  Hit +Per
  *May Attack in a 180 Arc in
  response to any Action.
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Move
  Attack
  Damage
  Damage
  Damage
  Attack*
  Damage
  Attack
  Hit +Ref +Extra RoF Dice
  Move -2
  Move
  Impair
  Damage
  Move
  Impair
  Impair
  Move +2 (Straight Line)
  Damage +1 (per 4 Movement)  
  Stealth
  Vs Highest Defence
  On Hit: Cant be Targeted
  Range Actions
  Melee Actions
  Tactical Actions
  Recover
  Attack
  On Hit: Boost next Attack;
  Crit Attribute Location +/-2
  Prep
  Take Cover
  Full Move
  Strike
  Snap Shot
  Spray Fire
  Sighted Shot
  Block
  Charge
  Stealth
  Analyse
  Throw
  Overwatch
  Escape
  Impair
  Personal Combat Actions
  Optional: NPC Personal Combat Actions
  *Combat should never be truely balanced.
  Cover +X Steps
  Major Minor Effects
  Increase your Cover Steps.
  Defence +X
  Increase your Defence.
  Hit +X
  Bonus to this Attack Roll.
  Hit +Extra RoF Dice
  May add additional dice to your Attack Roll if you have RoF 2 or more.
  Range +X
  Bonus to this Attacks Range.
  Boost Next Attack: X
  Boost your next Attack Roll (must be taken within 1 Turn).
  Move +X
  Increase your movement.
  You may make an Attack Roll against a Target’s Defence vs Impair Defence Stat.
  You may move your Character 1 space per your Movement Attribute.
  You may heal damage to your Endurance equal to your Recovery Stat.
  You may make an Attack Roll against a Target’s Defence (Character with the highest Defence) vs Stealth. 
  1*
  Innate Weapon
  No Variations or Modifications, *Treat Target as if it had no Shields or Armour
  -
  -
  -
  -
  Boarding
  Auto
  -
  +Crew
  Boarding Party
  Hit (+Skill) Shield Dmg
  -
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Mount
  Cost
  Type & Variations
  1
  Hit +RoF
  Move
  Attack
  *Damage
  Ordinance Action
  Leave Combat Area.
  Remain at Velocity 6 for 5 Turns.
  Increase Scale:
  Remain at Velocity 1 for 5 Turns.
  Leave Combat Area.
  Decrease Scale:
  Altering Combat Scale
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll once per Weapon.
  Lead the
  Target
  vs Def
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14-CPU*
  vs Def
  Size 4+
  Bombard
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Size 1 or 2
  Strafe
  8
  Size x4
  Rotate 45o
  Control
  Damage
  12-Crew
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Alter Velocity = Eng -2.
  Rotate 90o
  Launch Fighters.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Target Lock Effect.
  Calibrate
  12-CPU
  Optional: NPC Spacecraft Combat System Rolls
  Make 1 System Roll per Turn (Successful System Rolls may not be rolled again),    Highest CPU (or Sensors if Equal) First
  Boost next Attack;
  Crit Attribute Location +/-1
  vs a Locked On Target.
  Engineering
  Operations
  Gunnery
  Skill Roll
  Skill Roll
  Skill Roll
  Jump
  Combat
  Patch Job
  Preparation
  8-Crew
  Scan
  dealt after your last Turn.
  Repair 1 Attribute Dmg that was
  Reload or Un Jam a Weapon.
  May Roll once per Weapon.
  Lead the
  Target
  Volley
  vs Def
  vs Def
  Shield Dmg +1
  May Roll once per Weapon.
  Attack with a Battery.
  Attack Front Arc with a Battery.
  Range -1
  Attack with 2 Batteries.
  Hit -2
  May Roll once per Weapon.
  Attack with a Battery.
  Range +1
  14-Crew
  14 -CPU
  14-CPU*
  vs Def
  Size 4+
  Bombard
  if Spacecraft leaves Combat Area.
  *4 Success, +2 Success required
  Highest Velocity (or Size if Equal) First
  Skill Roll
  Command
  Manoeuvre
  Full Burn
  Alter Velocity = Eng.
  Rotate 45o
  Alter Velocity = Eng -2.
  Rotate 90o
  Size 1 or 2
  Strafe
  8
  14-Crew
  Size x4
  Turn 45o
  Crew
  Direct
  Control
  Damage
  12-Crew
  Power
  Divert
  14-Pow
  A System Roll gains Str Hit +1.
  Take 5 Shield Damage.
  vs Def
  Dumb Fire
  Launch and Attack
  with a Warhead.
  Destroy this Warhead at
  the end of the Turn.
  Regen Shields.
  Armour vs Boarding +1
  Remove 1 On Fire Effect.
  8-Crew
  vs Def
  Seeker
  Turn 45o
  Armour vs Boarding +1
  Make System Roll at -2
  or Launch Fighters.
  Launch a Warhead.
  This Warheads gains:
  Lock On +6.
  Add or remove 1  
  Target Lock Effect.
  Calibrate
  12-CPU
  Spacecraft Combat System Rolls
  System Rolls
  Each Character may attempt 1 System Roll per Turn.
  Each System Roll may only be successfully rolled once per Turn.
  Velocity
  Minimum Velocity
  Maximum Velocity
  =
  =
  1
  6
  At the start of your Command System Roll Phase you must
  move forward an amount of spaces equal to your Velocity
  System Roll Effects
  Alter Velocity = X
  May increase or decrease your current Velocity.
  Armour vs Boarding +X
  Increase your Armour vs Boarding until your next Turn.
  Hit +X
  Bonus to this Attack Roll.
  Launch Ordinance
  May place Ordinance Bodies within the Side and Front Arcs of your Spacecraft.
  You may place  in a space within the Ordinance’s Movement of your Spacecraft
  Ordinance may not Move or Attack during the Turn they are Launched.
  May Roll once per Weapon
  This System Roll may be used multiple time per Turn, but with a different Weapon.
  Range +X
  Bonus to this Attacks Range.
  Regen Shields
  You may heal damage to your Shields equal to your Regen Stat.
  Remove an Effect
  Removes an Effect from your Spacecraft.
  Shield Dmg +X
  Bonus to this Attacks Shield Damage.
  Turn X
  You may change the facing of your Spacecraft.
  You must Turn the full amount or none at all (no partial turn).
  May Attack with a single Weapon that has not made an Attack Roll this Turn.
  If your Attack Roll is successful then your Weaon Deals its Shield Dmg to your Target.
  Attack with a Weapon
  Req: Workshop, Only Heals Dmg dealt this Combat.
  Must be performed directly after a Combat.
  May only be rolled once per available Workshop.
  12
  Quick Fix; Heal any 2
  14t
  12t
  and a Minor Condition (eg: Virus).
  Requires: Toolbox.
  2x 14t
  and a Major Condition (eg: Lost Wing).
  Requires: Workshop.
  Maintenance; Heal 1
  Rebuild; Heal one 8
  Change 1 Attribute, Wpn, Trait or new Spacecraft.
  Requires: Workshop.
  Change Out
  Repair
  Equal Number of System Rolls
  Non Spacecraft Traits cost 5 Influence
  Balanced* Combat
  *Combat should never be truely balanced.
  Equal Influence Cost
  Ordinance: Fighter
  May Move and Attack during the Command System Roll Phase.
  All Fighter Bodies may be Launched at once.
  A single Warhead Body is Launched at a time.
  Each Warhead Body Moves and Attacks independently.
  Fighter Bodies Move and Attack as a single group.
  Ordinance: Warhead
  May Move and Attack during the Second System Roll Phase.
  
  294
  Balancing
  See pg: 73 for full Environment rules.
  See pg: 315 for a list of example Opponents.
  NPCs for your PCs to fight in personal Combat are arranged 
  into three categories: Henchmen (pg: 296), Skilled (pg: 298), and 
  Nemesis (pg: 300).
   » A Henchmen group is comparable to 1 player character.
   » A Skilled opponent is comparable to 1 player character.
   » A Nemesis is comparable to 3 player characters.
  If you wish to make a balanced fight, set the difficulty value of the 
  opponents equal to the number of player characters (eg: 1 Nemesis 
  and 1 Skilled opponent for 4 player characters). However, feel free 
  to increase or decrease the difficulty as you think best, especially 
  because many other factors affect the difficulty of the fight, 
  including the environment (eg: little or lots of Cover), the amount of 
  Ammunition (pg: 122), and existing Attribute Damage (pg: 87).
  Combat Should Never Be Perfectly Balanced
  Do not attempt to make combat perfectly balanced; it is not 
  meant to be. RPGs are about your player characters’ stories. While 
  the player characters should win most fights, they should not expect 
  to be able to defeat any NPC at any time.
  Building NPCs
  Henchmen (pg: 296) are built like a Companion (pg: 105) Weapon.
  Skilled opponents (pg: 298) are built like player characters.
  Nemesis opponents (pg: 300) are built like player characters.
  Henchmen Are Easy to Manage
  If you would like NPCs to be easier to manage,
  you can use Henchmen in every combat.
  Average Player Resources (Avg Res)
  The combat ability of a player character is primarily determined 
  by their Resources (pg: 56). NPCs gain additional abilities as player 
  characters gain Resources. Be sure to track your players’ Average 
  Resources and see the relevant Ability Table to see what the 
  NPCs gain.
  Player Level Much Higher than Their Average Resources
  If your player characters are 3 Levels higher than their Average 
  Resources. Opponents should be given abilities from a higher 
  Average Resources level on their table.
  Traits
  NPCs do not need to be Trained in a Skill to select a Trait from 
  that category. Regardless, they may still only select 1 Trait from 
  each area, except for the Vehicle System and personal Combat 
  sections, from which they may select 2 Traits.
  Environment and Cover
  See pg: 86 for full Cover rules.
  Be sure to add Cover to every personal Combat.
  Open terrain is very dangerous.
  Ambush
  Be very careful with giving Henchmen a Surprise Round (pg: 101) 
  as they can deal a lot of Damage very quickly. 
  NPCs with an Attribute of 1
  Be careful with giving a NPC an Attribute score of 1, as they may 
  die very quickly.
  Spacecraft Combat
  See pg: 142 for full Spacecraft Creation rules.
  NPC spacecraft are built like PC spacecraft. In a balanced 
  spacecraft fight, both sides will have spacecraft of equal total 
  Influence Cost.
  Killing Player Characters
  You should rarely try to actually kill your player characters. It 
  is actually quite hard to kill one: not only can they automatically 
  save their life by reducing their Fate by 1 (pg: 35), but it is also very 
  difficult to reduce one of their Attributes to -5.
  All that said, you can cripple a player character through Attribute 
  Damage. Attribute Damage will often stay with a character for a 
  couple of sessions, until they can make the required Medical Spare 
  Time Rolls (pg: 92). To the player, crippling their character is often 
  scarier than death.
  Why Cripple over Death?
  Fragged Empire is a gritty post-apocalyptic setting
  where players are encouraged to consider the
  long term consequences of their actions and make
  sustainable choices.
  Crippling was chosen to be more common than Death
  because crippling is often scarier to players. This
  encourages players to more deeply consider any form of
  lethal violence and to give character the chance to make
  a desperate retreat if needed.
  Be careful to not cripple your players too often.
  Crippling is a major event,
  
  295
  Number of NPCs
  Opponents have comparable ability to a single player character (PC).
  Select a Number of opponents equal to the number of PCs.
  Henchmen = 1 Player Character.
  Skilled = 1 Player Character. 
   
  Nemesis = 3 Player Characters.
  Opponents Gain Ability as Players gain Resources
  Keep track of your players’ Average Resources (Avg Res).
  Opponents gain bonuses for every 5 Average Resources your 
  players have.
  Build Opponent Spacecraft Around Similar Influence
  Use the same amount of Influence as all of your player characters 
  have available. Influence spent does not need to be an exact match.
  NPC can make as many System Rolls as the player characters.
  Creating a Balanced Combat
  Other factors (eg: low on Ammunition, environment, etc.) should be considered.
  No combat should be perfectly balanced.
  
  296
  Henchmen
  See pg: 105 for full Weapon Type: Companion rules.
  See pg: 358 for a full list of available Weapons.
  These represent lesser skilled Opponents and will often be the 
  most commonly fought. Often making up for their lack of skill with 
  numbers. Most fights should include Henchmen as they are easy for 
  a GM to manage and are great fun for players to fight against.
  Drone Combat Rules
  Henchmen work just like Companions (pg: 105). They have no 
  Attributes, have no Endurance, take a single Move and Attack each 
  Turn, and are Killed when they take 1 Attribute Damage.
  Reminder
  All Henchmen Bodies in a group Attack as one Attack Roll.
  Each Turn, each of your Henchmen groups may make 1 Move
  and Attack/Escape/Reload (may always add any RoF bonus).
  Unlike player Drones and Companions, Henchmen do not 
  necessarily have a Controller.
  Combat Order, pg: 100
  All Henchmen have Combat Order of “0”.
  Building a Henchmen
  Henchmen have starting Stats (see next page) that may 
  increase through Traits, Variations and as the players’ Average 
  Resources increases.
  Henchmen Resources are only spent on Weapons.
  Buffs and Debuffs
  These affect all Henchmen Bodies in a group.
  Defence vs Stealth
  All Henchmen have -4 to their Defence vs Stealth (pg: 84).
  They still add +1 Defence vs Stealth to all Allies for each Body.
  Defence vs Impair
  All Henchmen add their Slots value to their Defence vs 
  Impair (pg: 84).
  +1 End Dmg and RoF per Body
  Henchmen gain +1 End Dmg and RoF for each Attacking Body 
  in their group.
  Drones and Companions
  Henchmen cannot acquire Drones or Companions.
  Jam, pg: 125
  All Henchmen are immune to the Jammed Effect.
  +2 To Hit
  All Henchmen gain +2 to any Combat Skill they use 
  (including Stealth).
  Weapon Modifications
  May have any appropriate Weapon Modifications.
  No Spare Time Roll is needed.
  Draz Addicts Attack, Henchmen Example
  Jasmine (A) is being Attacked by two groups of Draz Addicts (1 
  and 2). Each group may make a single move and make a single 
  Attack Roll (+1 Endurance Damage and RoF per additional Attacking 
  Body over 1).
  Two members of Group 1 are Attacking Jasmine through Heavy 
  Cover, and the remaining two members are Attacking Jasmine 
  through no Cover. The Cover Bonus that Jasmine gains is averaged 
  in her favour, so Jasmine gains Light Cover. Members of Group 1 also 
  average their Range Penalty, rounded in favour of the player character.
  All three members of Group 2 are Attacking Jasmine through 
  Heavy Cover, so Jasmine gains the Heavy Cover bonus versus their 
  Attack. These members also average their Range penalties.
  Not every Body in a Henchmen Group needs to Attack.
  Average Player Res
  Average Player Res
  Hit
  +2
  +2
  End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Resources
  Type, Traits & Notes
  Henchmen & Weapon
  Lock On
  Defence
  vs Impair
  Movement
  Slots
  Bodies
  Used Clips
  Used Ammunition
  Destroyed Bodies
  Hit
  End Dmg
  Crit Dmg
  Range
  Clips
  Ammo
  Load
  RoF
  Weight
  Resources
  Henchmen & Weapon
  Lock On
  Defence
  vs Impair
  Movement
  vs Stealth
  vs Stealth
  +Slots
  +Bodies
  +Bodies
  +Bodies
  +Bodies
  +Slots
  -4 +
  -4 +
  Armour
  Armour
  Slots
  Bodies
  Type, Traits & Notes
  Combat Order
  0
  =
  Combat Order
  0
  =
  GM NPC SHEET
  2 groups of Draz Addicts
  1
  1
  1
  1
  2
  A
  2
  2
  
  297
  Traits
  Brute
  Critter
  Droid Body
  Endless
  Soldier
  Swarm
  Tackle
  Well Armed
  +1 Armour.
  +2 Slots.
  Any of your Weapons may gain the Keywords: Bio Tech and Natural.
  You are able to function in a specific hostile environment or fly.
  Gain 1 extra Trait.
  +2 Movement.
  You are a Robot.
  Gain 1 extra Trait.
  Lock On +2, all Weapons.
  Gain 1 additional body at the start of each of your Turns, unless all other friendly Skilled 
  and Nemesis NPCs are dead or incapacitated.
  +2 Hit, all Weapons.
  +2 Defence.
  +4 Bodies.
  Strong Hit: Tackle (Melee, Hit) Pick One Debuff to apply to Target: Prone, Push 1 or reduce all 
  Movement by 2 until your next Turn.
  +2 Resources.
  +1 Slot.
  -1 Movement.
  -1 Bodies.
  -1 Armour.
  -2 Defence.
  -2 Hit, all Weapons.
  -3 Bodies.
  -1 Armour.
  -1 Bodies.
  -2 Defence.
  Henchmen Traits
  Requirements
  Benefits
  Disadvantages
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  Henchmen NPC
  4 Bodies, 1 Resource, 1 Trait, -1 Armour OR -1 Resource
  5 Bodies, 2 Resources, 1 Trait
  6 Bodies, 2 Resources, 2 Traits
  7 Bodies, 3 Resources, 2 Traits
  8 Bodies, 3 Resources, 3 Traits, 4 Armour
  10 Bodies, 4 Resources, 3 Traits, 4 Armour
  1-5
  6-10
  11-15
  16-20
  21-25
  26-30
  Avg Resources
  Avg Resources
  Changes
  Changes
  Henchmen Ability Table
  1 Resource
  No Utility 
  Items
  No Outfit
  16 Defence
  3 Armour
  4 Movement
  3 Slots
  4 Bodies
  1 Trait
  Creating a Henchmen Group
  Function very similar to Weapon Type: Companion, pg: 105.
  Equal to 1 player character.
  
  298
  All four of Rachel’s ears twitched with nervous energy 
  as she and Maximus searched the Nephilim gene lab. 
  They’d been hired to steal data, but the bloody dissection 
  tables and the occasional vat filled with murky liquid 
  hadn’t been part of the job description.
  Out of morbid curiosity, Rachel turned her 
  gun-mounted flashlight onto the nearest vat. It was 
  massive, at least two meters tall and filled with an 
  opaque green fluid. She approached and peered into the 
  murky depths. “What could possibly be growing inside 
  these?” she whispered.
  SMACK!
  Rachel stumbled back as she received a partial 
  answer. A black claw, bigger than her head, had reached 
  out of the liquid and slammed into the glass wall of 
  the vat. Just as abruptly, it disappeared back into the 
  depths of the tank.
  “Don’t worry, Rach,” Maximus grunted, barely glancing 
  at the source of the disturbance. “Nothing can bust out 
  of those vats. They’re made of two-inch-thick Synth 
  Steel. It would take…”
  Max and Rachel’s hearts simultaneously skipped a 
  beat as they heard the crunch of something breaking 
  underneath Max’s huge combat boots. Rachel swung her 
  torch to the ground and saw scattered fragments of 
  metal and glass.
  “What’s that stuff?” she asked, glancing at her 
  partner. Maximus hesitated before answering.
  “Two-inch-thick transparent Synth Steel.”
  “Ah.”
  Skilled
  See pg: 30 for full Character Creation rules.
  These are highly skilled Opponents that are close to the 
  capabilities of the player characters. Most combats will include a 
  Skilled opponent, often supported by Henchmen.
  Inexperienced GMs, be careful with how many Skilled opponents 
  you have in a Combat as it can take some amount of work to 
  keep track of everything: Actions, Endurance, Attribute Damage, 
  Ammunitions, Clips and so on.
  The pain meds made the survivor talkative, which 
  suited the big Legion Decanis just fine as his men 
  secured the immediate area.
  “They just kept coming out – the big’un just pumped 
  more and more of the small bastards out – but we 
  couldn’t get close enough to kill it.” The wounded 
  Corporate breathed out a sigh as the rejuvenator 
  was inserted into the flesh of his bloodily severed 
  intestinal tract.
  “The little ones were so agile. We’d put one down after 
  a lot of fire to hit the damned thing, and two more’d be 
  firing from the sides in the meantime.” Here he paused, 
  coughing up a small amount of blood and bile onto his 
  already-ruined suit.
  “Thank you for the information,” said the red-armoured 
  Decanis as he motioned his squad to move out, leaving 
  the survivor behind.
  Skilled Opponent Combat Rules
  They fight exactly like player characters, except as noted below.
  NPC Actions, pg: 293
  Skilled opponents have the option to use simplified NPC Actions.
  +2 To Hit
  All Skilled opponents gain +2 to any Combat Skill they use.
  Death
  ALL NPCs die when ANY Attribute is reduced to 0 (player 
  characters die when any Attribute is reduced to -5).
  Weapon Modifications
  May have any appropriate Weapon Modifications.
  No Spare Time Roll is needed.
  Building a Skilled Opponent
  See pg: 294 for full Balancing Combat rules.
  See pg: 358 for a full list of available Weapons.
  Skilled opponents are created just like player characters except 
  for the points on the next page. As player characters gain Current 
  Resources, NPCs gain additional abilities.
  Skilled opponents have no Levels. They gain Traits as the players’ 
  Average Resources increases. Skilled opponent Resources are only 
  spent on Weapons, not on Outfits or Utility Items.
  
  299
  14 Attribute Points, 2 Resources, Race, 1 Trait, -1 Armour
  14 Attribute Points, 2 Resources, Race, 1 Trait, 1 Variation
  16 Attribute Points, 3 Resources, Race, 2 Traits, 1 Variation
  1-5
  6-10
  11-15
  Avg Resources Changes
  Skilled Ability Table
  Attrition
  Bonded
  Explosive
  Fierce
  Lone Hunter
  Overseer
  Pack Hunter
  Talent
  Well Armoured
  Well Prepared
  You may be holding a hostage or near a sensitive location!
  When any character make a successful Attack Roll against you in Combat they take 5 
  Endurance Damage.
  You are connected to a Nemesis NPC (eg: you may be a limb)!
  A Nemesis gains +1 Armour while you have Endurance.
  On your Death, deal 4 Endurance and Critical Damage to all characters within 4 of you (as if 
  it were an Attack the Ground Splash Attack).
  +4 Hit, all Weapons.
  +2 Defence.
  +2 Stealth.
  All Weapons gain +1 Endurance and Critical Damage if you have no Allies within 10 of you.
  All Allies have their Combat Order changed to equal your Combat Order.
  Strong Hit: Plan (Analytical, Hit) All Allies gain +1 Hit for the remainder of the Combat.
  All Weapons gain +2 Endurance Damage (up to +8) for each Ally within 2 of you.
  +2 Recovery.
  +4 Attribute Points.
  +1 Armour.
  Pick one; +2 Resources or one of your Drones or Compainions cost 4 less Resources.
  Pick one; Gain a free Utility Item or all Weapons gain +1 Hit.
  If you loose the reason for your Attrition Trait (eg: 
  your hostage is freed) you loose all Benefits 
  of this Trait.
  You must stay close to your Nemesis!
  -2 Recovery.
  -2 Defence.
  Skilled Variations
  Requirements
  Variations
  Benefits
  Disadvantages
  Skilled NPC
  Skilled NPC
  Max Ref 3
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  Skilled NPC
  0 Fate
  14 Attribute
  Points
  3 Armour
  Race
  1 Trait
  2 Resources
  No Utility 
  Items
  No Outfit
  Creating a Skilled Opponent
  Created like a player character, pg: 30.
  Equal to 1 player character.
  16 Attribute Points, 3 Resources, Race, 2 Traits, 2 Variations
  18 Attribute Points, 4 Res, Race, 2 Traits, 2 Variations, 4 Armour
  18 Attribute Points, 5 Res, Race, 2 Traits, 2 Variations, 5 Armour
  16-20
  21-25
  26-30
  Avg Resources Changes
  
  300
  Nemesis
  See pg: 30 for full Character Creation rules.
  These are extremely powerful and dangerous opponents, far more 
  powerful than a single player character. Include a Nemesis only in 
  the rare combat, and only support them with a few Henchmen or 
  Skilled opponents.
  Reducing Fate to Avoid Death
  A Nemesis can permanently reduce their Fate to avoid Death (pg: 
  90) if they are extremely important to the storyline. Do not abuse 
  this ability as you may frustrate your players.
  Combat Rules
  A Nemesis functions exactly like Skilled opponents, except that 
  they have their own Ability Table and Variations.
  Building a Nemesis Opponent
  See pg: 294 for full Balancing Combat rules.
  See pg: 358 for a full list of available Weapons.
  Do not hold back, build the most powerful opponent you can.
  Nemesis Tactics
  Despite being so powerful, a Nemesis still only has 2
  Actions per Turn, making them vulnerable to Suppression
  and being forced to spend Actions to avoid or Heal Damage.
  A Nemesis will rarely be the only opponent in a fight,
  though. Be sure to use Henchmen and Skilled Allies
  as support.
  The hulking metallic Mechonid wasn’t made in 
  clean and straight lines like most drones. The flowing, 
  almost organic nature of its Archon-designed body was 
  graceful. A slight distortion in the air marked where 
  some sort of shield was deflecting incoming fire as the 
  machine skittered almost effortlessly over the rubble, 
  firing relentless salvos of murderous fire at the red 
  Legion figures, shattering skulls and limbs at will.
  Purple lights flickered within as it maintained its 
  dance of death, ignoring the continuing fusillade of rail 
  fire from the Second and Fifth Centuriae. Decanis Tiro 
  closed his eyes behind his mask. Blisters were already 
  forming under the scales around his still-bleeding 
  wounds from the excessive radiation the monster kept 
  pumping out into the snowy, icy waste.
  Opening his eyes, he watched it advance up the ridge, 
  shallowly recessed weapons at the ready. It was now 
  leaving smoking holes as it fired its irradiated weaponry 
  up the icebound ridge at the cover-hugging soldiers of 
  the Auxilia. Sensor orbs flicked from side to side as it 
  dove and burrowed into a mound of ice and rubble, the 
  chrome-like silvered exterior blending seamlessly with 
  the ice glare.
  “Is it dead?” “Where’d it go?” “Watch the flanks!”
  Tiro coughed from his twisted position, staring at the 
  mound as the varied Legionnaires advanced, weapons 
  still smoking from ineffective fire. Nothing moved 
  except the wind and the red armoured figures, still 
  hugging cover.
  Tiro wept in frustration, his ruined torso shuddering as 
  death came home.
  The last things he saw were his suits radiation meter 
  spike past red as a sharp silver limb larger than he was 
  gracefully bent to lift above his prone form. 
  He did not witness its descent through his 
  shattered chest.
  Folding the weapon down, Brent stowed it on his hip 
  while powering his shield nodes down.
  Retractable energy shields were useful and worth 
  every credit, he noted, while the others wiped off blood 
  and smoke stains, trying to look presentable. Their 
  employer was coming, and she occasionally gave out 
  bonuses for work above the expected quality. Not only 
  did Brent have the highest kill count, but he would also 
  look the best.
  
  301
  20 Attribute Points, 3 Res, 1 Fate, Race, 1 Trait, 1 Variation, -1 Armour
  20 Attribute Points, 4 Res, 2 Fate, Race, 2 Traits, 1 Variation
  22 Attribute Points, 5 Res, 2 Fate, Race, 3 Traits, 1 Variation
  1-5
  6-10
  11-15
  Avg Resources Changes
  Nemesis Ability Table
  Master Assassin
  Minion Master
  Monstrous
  Overlord
  Swift
  Warlord
  Near Immortal
  You always have Light Cover (+2) (and may Stealth and gain bonus Cover Steps).
  +2 Stealth
  Strong Hit: Assassinate (Damage, Hit, Target is at least 3 spaces away from all non Drone Allies) 
  Target is Suppressed and takes 2 Attribute Damage (no Armour) to a random Attribute (1d6).
  You gain +2 Hit and End Dmg for each Allied Henchmen Group that has at least 2 Bodies.
  Strong Hit: Summon (Attack, Hit) All Allied Henchmen with at least 1 Body gain 1 additional Body 
  (they may never have more than 6 above their starting Bodies). 
  +4 Attribute Points and Attribute Maximum is 7 (normally 5).
  +6 Defence vs Impair
  Ignore 1st Suppressed Effect each against you Turn.
  All Allies have their Combat Order changed to equal your Combat Order.
  Strong Hit: Master Plan (Analytical, Hit) All Allies gain +2 Hit and Endurance Damage for the 
  remainder of the Combat (Stacks).
  You may take 3 Actions per Turn (normally 2 per Turn).
  Pick one; +3 Resources OR one of your Drones or Compainions cost 6 less Resources.
  Pick one; Gain a free utility Item OR all Weapons gain -1 Load.
  You Die when any Attribute is reduced to -2 (normally -0).
  +6 Recovery
  -1 Armour
  -2 Recovery
  -1 Armour if you have no Henchmen Allies.
  -2 Defence
  -2 Stealth
  Character takes up 4 spaces (normally 1).
  Reduce all Movement by 2 from your Actions.
  -2 Hit and End Dmg, all Weapons
  You gain the Bleeding Effect when any Attribute is 
  reduced below 0.
  Nemesis Variations
  Requirements
  Variations
  Benefits
  Disadvantages
  Nemesis NPC
  Nemesis NPC
  Nemesis NPC
  Nemesis NPC
  Nemesis NPC
  Nemesis NPC
  Nemesis NPC
  1 Fate
  20 Attribute
  Points
  4 Armour
  Race
  1 Trait
  3 Resources
  No Utility 
  Items
  No Outfit
  Creating a Nemesis Opponent
  Created like a player character, pg: 30.
  Equal to 3 player characters.
  22 Att Points, 5 Res, 2 Fate, Race, 3 Traits, 2 Variations
  24 Att Points, 6 Res, 3 Fate, Race, 3 Traits, 2 Variations, 5 Armour
  24 Att Points, 6 Res, 3 Fate, Race, 3 Traits, 3 Variations, 5 Armour
  16-20
  21-25
  26-30
  Avg Resources Changes
  
  302
  Spacecraft
  See pg: 142 for full Spacecraft Creation rules.
  Most spacecraft combat only involves two craft, though some may 
  involve two smaller spacecraft against a larger one.
  Spacecraft Opponent Combat Rules
  NPC spacecraft use the same combat rules as player characters, 
  except as noted below.
  Equal Number of System Rolls
  The total number of NPC System Rolls (across ALL NPC 
  spacecraft) per Turn equals the number of PCs. If there are 
  multiple NPC spacecraft, the GM chooses how to spread the 
  System Rolls across the craft, reflecting how many skilled 
  crewmembers are on board each.
  There are four PCs facing three NPC spacecraft. The GM gives 1 
  System Roll to two of the NPC spacecraft, and gives 2 System 
  Rolls to the third. These assignments remain fixed for the 
  entire combat.
  NPC System Rolls, pg: 293
  Spacecraft opponents may use the simplified NPC System Rolls.
  System Roll +2
  NPCs gain +2 to all System Rolls they make.
  Destruction
  NPC spacecraft are Destroyed when ANY Attribute is reduced 
  to 0.
  Spare Time Roll Cost
  GMs can give any spacecraft opponent any appropriate Weapons, 
  Modifications, and Variations that require Spare Time Rolls.
  Escaping Combat
  See pg: 156 for full Combat Scale rules.
  See pg: 175 for full Combat Jump System Roll rules.
  Many spacecraft Combats will end with one spacecraft leaving the 
  Combat Area, either through a jump portal (Combat Jump System 
  Roll, pg: 175) or by changing their Combat Scale, pg: 156 (through 
  remaining at a Current Velocity of 1 or 6).
  Spacecraft are large and expensive, and their crew will rarely 
  sacrifice themselves pointlessly.
  Having a spacecraft try to escape (whether the PCs or NPCs) can 
  be a great way to build up tension in combat.
  Building a Spacecraft Opponent
  See pg: 294 for full Balancing Combat rules.
  See pg: 377 for a full list of available spacecraft Weapons.
  NPC spacecraft are created just like PC spacecraft, except as 
  noted below.
  Equal Influence Cost
  In a given combat, total Influence Cost of all spacecraft 
  opponents should be close to or the same as the total Current 
  Influence of all involved PCs.
  20 Attribute Points
  NPC spacecraft have 20 Attribute Points to spend.
  Non-Spacecraft Traits
  An NPC spacecraft can acquire character Traits for 5 Influence 
  each. These Traits apply to ALL System Rolls made on 
  that spacecraft.
  My Baby Trait, pg: 342
  If an NPC spacecraft has only 1 System Roll and is Size 2
  or under. It should take the “My Baby” Influence Trait.
  This will reduce is Influence cost by 5.
  Gliding gracefully through the void between the 
  planets, Qshapk’s ship sang quietly to itself as its 
  captain, Qshapk, raged at everything… again.
  “Why is it taking so long?” he screamed at the walls, 
  swinging his huge weapon in wild slashes through 
  the humid, warm air of the hold. The ship’s scuttling 
  cleaning and repair nestlings bore the ichor-filled brunt 
  of his fury.
  “Captain most mighty and intelligent, the journey 
  forsaking your territory on Eden to the Monopoly 
  Belt, so we can… ‘Pirate’ as you wanted is several 
  Eden-days longer.”
  Thankfully, Qshapk didn’t understand sarcasm.
  
  303
  Equal Influence Cost
  Creating Spacecraft Opponents
  Created like a PC spacecraft, pg: 142.
  Influence Cost of the NPC craft equals that of the PCs’ craft.
  Build
  1 System Roll per
  Player Character
  20 Attribute
  Points
  
  304
  Optional: Large-Scale Combat
  See pg: 71 for full Personal Combat rules.
  See pg: 155 for full Spacecraft Combat rules.
  The Fragged Empire combat system is designed for PCs (with little 
  to no NPC assistance) combating an NPC force of comparable size 
  over a relatively small area.
  If you wish to run a combat with many NPCs or spanning a large 
  area, there are three easy ways to tweak the system for this.
  Option 1: Increase the Space of Each Square
  This is a simple solution: make each square on your Battle Map 
  cover a greater area. By making a square twice as long in each 
  direction, the characters can shoot farther and get places faster.
  This solution is ideal for combat over a large area that
  does not involve more characters than a standard combat.
  No Larger than 4x4
  It is not recommended to make each Square equal more than 
  a 4x4 area.
  Favour the Acting Character
  When measuring distance for Attack, Splash, and Movement, 
  round in favour of the character taking the Action.
  Entering the Same Space
  A character cannot end their Movement in the same space as 
  another character.
  Cover
  When using this option, be more flexible when determining 
  whether a character is in Cover. Increasing the size of a space 
  makes determining Cover more imprecise.
  Melee
  All characters in an adjacent space may be Attacked with a 
  Range ‘-’ Melee Weapon.
  Option 2: Theatre of the Mind, pg: 96 & 166
  If a combat would be unusually complicated and large, use the 
  Theatre of the Mind rules.
  Option 3: Multi Conflict Combat
  This solution is a blend between the standard combat rules and 
  the Theatre of the Mind rules.
  This solution is ideal for combat in a large area
  with many characters, such as a field of war.
  Have the players describe their approaches to the conflict, 
  possibly using the Theatre of the Mind combat rules. Then, for a 
  clamactic combat, use the standard combat rules.
  Endless Variation, pg: 297
  Henchmen have a great Variation called “Endless”, which
  can be an ideal way to represent more combatants moving
  into the Combat Area.
  Additional NPC Allies
  If the PCs gain an Ally, the number of NPC opponents should 
  increase. For example, if a PC gains a Henchmen group as 
  an ally, their opponents should gain a Henchmen group or 
  Skilled ally.
  “Really? That’s the choice? My shipmates’ lives or my 
  custom ride? Dude, kill ’em.”
  - Renegade Jacob Chillax, being honest in a ship 
  theft turned hostage situation.
  “Death and pain, be the taxes of the harshest of 
  lords... progress.”
  -Yalambrack, 134-year-old Nephilim Pureblood.
  
  305
  
  306
  Rewarding Players
  See pg: 54 for full Acquisition rules.
  Rate of Acquisition
  Reward PCs with Resources, Influence,
  and Spare Time Points at the rate that matches the
  style of game you want to run.
  Working for NPCs
  This is a great way to help your players interact with the game 
  world. There is always work to be done: bounty hunting, smuggling, 
  rescue missions, and exploration. Some paying, some not.
  Working for Pay
  Often the cleanest, simplest way to get things done. Someone 
  with money or material wealth wants something done, so they 
  ask someone else to do it for them in exchange for money or 
  other material reward.
  Jobs done for payment reward the PCs with Resources (pg: 56) 
  and, rarely, Influence (pg: 58).
  Working for Free
  Not everything is money and material gain. Often, building 
  friendships and relationships is more valuable, especially if they 
  gain you favour with powerful or large groups.
  Friends and connections are especially important when it 
  comes to building and maintaining a spacecraft. These ancient 
  machines are invaluable to building this new society, and 
  spacecraft components are rarely available on the free market. 
  Instead, they are given to friends and allies as rewards, in an 
  effort to make sure that this emerging society is shaped by the 
  right people.
  Jobs done without direct payment or for spacecraft components 
  reward the PCs with Influence (pg: 58).
  Personal Missions
  Encourage players to plan their own personal Missions. Their 
  actions do not need to be continuously dictated by NPCs,
  Trade Goods, pg: 66
  These are a great way to build Resources (pg: 56). Encourage 
  the players to deal with the right NPCs to gain bonuses to their 
  Spare Time Rolls.
  Research, pg: 68
  This is a great way to build Influence (pg: 58), gain access 
  to powerful Traits (pg: 33), Prototype Weapon Variations, Minor 
  Perks, and knowledge.
  Exploration
  One of the most exciting things the players can do is to head off 
  into the unknown, with no NPC to guide them… or rescue them.
  Exploration often grants Trade Good Boxes (pg: 66) and Research 
  Units (pg: 68).
  Looting, Stealing, and Finding Things
  See pg: 54 for full Loot rules.
  Dealing with this can be tricky. Feel free to let players take items 
  they find, but remind them that they can’t keep looted items that 
  cost Resources or Influence for more than one session. Instead, they 
  can turn looted items into Trade Goods, roughly 1 Trade Box per 4 
  Weight of items.
  Ammunition, pg: 122
  Looted Ammunition can be used to refill spent Clips and 
  Ammunition without requiring Downtime (pg: 95).
  Finding Equipment with Modifications
  A great way to reward players and get them excited
  over looted items is to give them Weapons or Outfits with
  difficult-to-acquire Modifications.
  They can swap out their current item (freeing up Resources) 
  and keep the looted item.
  Exchanging Looted Weapons for Trade Boxes Example
  Alvin and his mercenary party have just won a massive fight 
  against a well-armed Draz Cartel. Nobody in his party wants to use 
  the looted Weapons, preferring to sell them.
  The GM says that if they can collect and box up the Weapons, they 
  will get 8 Trade Boxes.
  Research, pg: 68
  Loot rarely grants Research Units. However, found objects and 
  information found commonly grant a Description Bonus of +1 or 
  +2 to a single Research Spare Time Roll (pg: 64).
  Free Time
  If your PCs have a sizable amount of spare time in a hospitable 
  location (eg: a week or so in a city or on their spacecraft), consider 
  giving them additional Spare Time Points (pg: 64).
  
  307
  Tweaking the Game
  See pg: 29 for four Example Game Types.
  There are many forms of advancement in Fragged Empire that you 
  can tweak, including Levels, Resources, Influence, Spare Time Points, 
  Trade Boxes, and Research Units.
  Game Style
  By changing the rate of advancement in various elements of play, 
  you will alter the feel of the game.
  Give out as MANY or as FEW of each kind
  of advancement that you want.
  Levels
  A PC’s level represents their general level of skill. By default, 
  all PCs start at Level 1 and gain 1 Level after every third 
  game session.
  Starting the PCs at a higher Level means the players will have 
  to spend more time creating their characters, but this can be 
  a good choice for games where the PCs start off as important 
  and/or skilled individuals.
  Altering the rate of Level advancement can greatly alter the 
  tone of play. Reducing the rate can be ideal for gaming groups 
  that meet very regularly or have short game sessions, while 
  increasing it can work for those who meet sporadically or for 
  long periods of time.
  Resources
  Resources reflect the amount and quality of equipment that 
  your PCs have access to. It is also the primary gauge of their 
  combat ability. By default, a character’s Maximum Resources 
  equals their Level +2.
  Resources are primarily gained through the PCs’ actions and 
  and choices during sessions.
  PCs with few Resources will have limited access to Weapons 
  and other Combat Equipment, which can create a “low tech” or 
  “just getting by” feel. If you want to tamp down the Resources 
  that your players have access to, you may want to reduce their 
  Maximum Resources (eg: by reducing it to Level devided by 
  2). This prevents characters that focus on Trade Goods from 
  gaining too many Current Resources.
  Influence
  Influence is like Resources, but it reflects a PCs’ ability 
  to maintain a spacecraft, along with their connections to 
  NPC organisations.
  Spare Time Points
  Spare Time Points are primarily spent on Healing, Repairing, 
  Miscellaneous Items/Services, Equipment Modifications, Trade 
  Goods, and Research. By default, PCs gain 1 Spare Time Point 
  at the start of each session and may gain more through 
  their actions.
  By giving the PCs more Spare Time Points, they’ll be able 
  to take up more side projects and hobbies. It will also make 
  Healing and Repairing a lot easier, making it very unlikely for 
  the PCs to go into a fight wounded.
  Giving them fewer Spare Time Points will have the reverse 
  effect. This is great for games focused on survival.
  Trade Boxes
  Trade Boxes are a great way for the PCs to turn Spare Time 
  Points and loot into Resources.
  By reducing the Resources you hand out while increasing the 
  amount of Trade Boxes, you can create a game focused on 
  salvaging and bargaining.
  High/Low Research Units
  With Research, the PCs get great opportunities to gain Influence, 
  Minor Perks, and Secret Knowledge Equipment andTraits.
  By giving out more Research Units, the PCs will get many more 
  Minor Perks and stronger Traits. This is a great way to make 
  them feel even more skilled and connected to NPC groups.
  Example Game Types
  Just Getting By 
   » High Level.
   » Low Resources and Influence.
  Space Politics
   » High Influence and Spare Time Points.
   » Low Resources.
  Space Marine
   » High Level, Resources, Influence, and Spare Time Points.
   » Low Trade Boxes and Research Units.
  Horror/Survival
   » High Level.
   » Low Spare Time Points.
  
  308
  
  309
  Perks
  See pg: 60 for full Character Perk rules.
  See pg: 152 for full Spacecraft Perk rules.
  Feel free to give characters and spacecraft any additional Perks 
  that you wish, especially when it fits the story.
  Complications and Conditions
  See pg: 73 for full Complication rules.
  See pg: 73 for full Character Condition rules.
  See pg: 160 for full Spacecraft Condition rules.
  As with Perks, feel free to give characters and spacecraft any 
  appropriate Complications or Conditions.
  Unlike Complications that are gained through increasing a PC’s 
  Current Influence. If these Complications or Conditions are removed, 
  characters do not need to replace them with new ones.
  Only give additional Complications (those not gained 
  through Influence) to a character if it would not be applied 
  to other characters.
  If it would affect multiple characters then it is simply
  a part of the story being told.
  Bounty, Group Complication Example
  The party attacked a powerful corporation, causing a bounty to 
  be placed on their heads. However, the GM does not give any of the 
  PCs a Hunted: Bounty Complication because the bounty is just part 
  of the story.
  However, if one PC had gained the bounty, that PC would have 
  gained the Complication Hunted: Bounty.
  Reducing Fate to Avoid Death or Destruction
  See pg: 90 for full Reduce Fate to Avoid Death rules.
  See pg: 164 for full Reduce Fate to Avoid Destruction rules.
  If a character reduces their Fate to avoid their Death or their 
  spacecraft’s Destruction, this can be a great thematic opportunity to 
  give them a Condition (eg: Lost Limb).
  Optional: Intense Damage
  Optionally, any Attack that deals at least 3 Attribute Damage 
  (after Armour) or reduces an Attribute to -3 also gives the Target 
  a Condition.
  Strength: Lost Limb (arm/hand)
  Reflexes: Impairment (no Surprise Round)
  Movement: Lost Limb (leg)
  Focus: Fear
  Intelligence: Psychological (PTSD)
  Perception: Blind or Deaf
  Hull: Low Munitions
  Engines: Low Fuel
  Crew: Decompressed Room
  Power: Damaged Reactor
  CPU: Disrepair
  Sensors: Damaged Communications
  Game Ideas
  See pg: 7 for a list of Setting Themes.
  The following four game ideas are examples focused on the key 
  themes of Fragged Empire: cultural tension, genetic engineering, and 
  exploration. They are intended to inspire you to create your own 
  adventure ideas.
  Be sure to read the Setting Guide (pg: 182)
  and opponents (pg: 315) sections for more ideas.
  “No refunds, and nothing in life is free.”
  - Common Corporate outlook.
  “Family comes first, unless we’re talking cannibalism.”
  - An old Kaltoran joke.
  “Superiority is key, genetic superiority most of all.”
  - Nephilim philosophy.
  “War is Life, all else is sacrifice.”
  - Common Legion sentiment.
  
  310
  Hijacking the Orpheus Run
  EXCERPTED FROM HERMES-EPSILON COMM LOG
  UNKNOWN - This is the freighter Potemkin, requesting immediate 
  assistance, navigational controls jammed, helm unresponsive. 
  LT. DARIUS JAMES - Freighter Potemkin, this is convoy leader 
  Hermes-Epsilon, divert immediately or we will fire upon you. 
  Repeat, divert immediately, or…
  UNKNOWN - Negative, Hermes! Navigational controls overloaded,
  the whole board’s melted! Hold your fire! We are out of control!
  ::Sounds of laser fire and impact::
  END OF TRANSMISSION
  Adventure Background
  Every year, for five years, the Hermes convoy makes the grueling 
  Orpheus Run – a long loop from Alabaster to Gehenna - delivering 
  thousands of metric tons of Draz for the Red Roi Syndicate, who 
  spread the potent narcotic like a cancer through the 
  underground communities of Kaltorans. Every year, 
  some fool of a pirate prince gathers his rag-tag armada 
  of ships and attempts to seize the convoy. Every year 
  these hijackers are blasted to so much space dust by the 
  Talons, the company of Draz-enslaved Legion mercenaries 
  hopelessly addicted to the Red Roi’s premium product.
  Adventure Hooks
  A Kaltoran tribal leader named Ezra Zapped engages the party 
  to help hijack the Orpheus Run – the proverbial heist of a lifetime. 
  Kaltoran PC Hook
  A Kaltoran PC has family on Gehenna, and the epidemic of Draz 
  use has turned their mining city upside down. To strike a blow 
  against the Red Roi is to save future generations of Kaltorans 
  from addicted enslavement.
  Legion PC Hook
  An old comrade of a Legion PC’s son has been pressed into 
  service by the Talons and is now enlisted onboard the Hermes 
  Epsilon. The boy must be saved before he spirals too far down 
  the Draz rabbit hole.
  Corporate PC Hook
  Disrupting the Red Roi’s control of the Draz trade on Gehenna 
  paves the way for a Corp PC’s organisation rise to power in 
  the region.
  Nephilim PC Hook
  A powerful force of Nephilim on Mishpacha are ready to take over 
  a Corp colony on that world, and they would pay well for a few 
  hundred doses of Draz to ensure victory in the coming battle.
  Action
  Ezra’s heavy freighter, the Potemkin, is purpose-rigged as an 
  armoured battering ram. First, a dazzling space battle heralds the 
  Potemkin’s ramming of the convoy’s lead ship, the Hermes Epsilon. 
  Afterwards, the PCs lead a grueling boarding action to secure the 
  vessel and its narcotic cargo.
  Threats/Encounters
  Kamikaze Escorts
  Two wings of gladius-class support fighters, flown by Draz-wired 
  Talon pilots, protect the convoy. They engage the Potemkin 
  on its approach. These Draz-addled pilots are indoctrinated 
  to crash into any serious threat to the Hermes Epsilon – any 
  gunners among the PCs will have to blast them before they 
  slam into the Potemkin.
  Draz-Crazed Mercenaries
  Once on board the Hermes Epsilon, the PCs face a full company 
  of Talons, whose combat ration of Draz makes them nigh 
  invulnerable to conventional wounds. Protracted and bloody 
  fighting, mixed with the occasional charging Legion suicide 
  bomber, ensures the PCs and Ezra’s crew must bleed for every 
  square inch of bulkhead they claim.
  Secutor Dranos
  Dranos, the Talons’ champion, dwarfs most other Legion 
  by at least two feet, and the maiming wounds he 
  suffered during a campaign on Mishpacha never 
  healed, leaving his torso a gaping, pus-drowned 
  crater. He is a walking corpse, wildly animated 
  by astonishing overdoses of Draz, and once set 
  upon prey, Dranos doesn’t relent until all foes are reduced to 
  a pulpy mess.
  The Jackal
  The Jackal and his band of filthy space pirates are infamous 
  throughout the Haven system as opportunistic scavengers. A 
  Nephilim Pureblood and former intelligence operative during the 
  Great War, the Jackal is old, cunning, and lazy, employing his 
  considerable talents for espionage to latch onto other criminals’ 
  heists. The Jackal waits for his quarry to complete the lion’s 
  share of the illicit labour - neutralising foes, circumventing 
  security, and such – and then swoops in with his misfit crew of 
  pirates to claim the spoils. 
  Ezra’s Unscrupulous Ambitions
  After the smoke clears, Ezra reveals his true intentions: to 
  replace the Red Roi Syndicate as the main supplier of Draz for 
  his people on Gehenna. He welcomes the PCs into his new crime 
  ring, but if they blanch at his motives, he moves to slay them 
  with a sad sigh.
  
  311
  Rebellion on Exo-Station 13 
  We, formerly the contracted labour force of Exo-Station Hammer 
  13, citing gross breach of contract and violent oppression by the 
  DMC (Dray Mining Consortium), hereby declare our sovereignty, and 
  henceforth we shall be known as the Free Station of Conroy.
   
  We demand the immediate removal of all occupying forces and 
  payment of damages for instances of detainment, assault, and 
  murder, to be paid in full to our citizens (or their next of kin), as 
  well as the return of all wages unlawfully withheld. Leave now and 
  pay what’s owed, or we will cut your throats while you sleep.
  - Communiqué from the Free Station of Conroy Liberation Front.
  Adventure Background
  The Dray Mining Consortium garners an ugly system-wide 
  reputation for their brutal intimidation of labour and their 
  unscrupulous contracts. The backbreaking interest they charge on 
  “colonisation fees” and their exclusive equipment clauses – forcing 
  workers to purchase shabby gear from the Consortium at a high 
  cost – reduce whole populations of colonies to slaves.
  A few months ago, one small station in the Monopoly Belt 
  – an innocuous blip amongst a sea of asteroids called 
  Exo-Station Hammer 13 – exploded in rebellion. One 
  daring leader, a mysterious Corporate named 
  Conroy, planned and executed the takeover of 
  the entire Industrial Bloc of the station. When 
  the DMC’s Legion thugs restored order, Conroy 
  and his co-conspirators were mowed down. Shortly 
  thereafter, a new resistance movement called the 
  Liberation Front emerged, supposedly backed by a mysterious 
  and far-reaching underground operating under the cryptic moniker 
  of “UNITY”.
  Adventure Hook
  The Liberation Front gains ground daily, and the DMC grows 
  desperate. Rumours of their successes have spread to other mining 
  stations, and rumbles of similar rebellions shake the DMC’s steely 
  grip over its entire empire. In response, the DMC hires the PCs to 
  eradicate the rebel group by any means necessary.
  Liberation Front Hook
  An engineer on the station is an old friend of the PCs and 
  requests their help in liberating it from the DMC’s oppressive rule.
  Kaltoran PC Hook
  The DMC kidnapped a noted patriarch of the Juryrig family, known 
  for their skills in developing new mining technology. A Kaltoran 
  PC is dispatched to retrieve the patriarch before he is harmed.
  Legion PC Hook
  Sympathisers among the Legion on Hammer 13 aid the Liberation 
  Front, much to the distress of their former commanders. A 
  Legion PC’s secret mission is to slay these dishonourable 
  traitors before their actions threaten the Legion’s reputation as 
  infallible mercenaries in the Haven system.
  Corporate PC Hook
  A rival Corp group is preparing to buy out DMC, and sends 
  one of their agents to ensure the campaign against the rebels 
  thoroughly embarrasses and disrupts the consortium, plunging 
  their value to a bargain low.
  Nephilim PC Hook
  Intelligence suggests the mysterious Conroy is an escaped 
  Nephilim prototype of the Emissary sub-breed. His genetic 
  material may be wholly unique and nearly priceless if recovered.
  Action
  The PCs arrive on the sprawling mining station to find entire 
  sectors reduced to demilitarised zones. The PCs contend with the 
  various threats and hazards that emerge on the front line of any 
  military conflict.
  Threats/Encounters
  Profiteering Arms Smuggler
  Karantha, a Nephilim arms dealer, supplies the 
  rebels with weapons, but also sells intelligence 
  about their leaders and plans to the DMC – 
  either side might target her for elimination.
  Legion Off the Leash
  A platoon of Auxilia Legion led by the hulking 
  Praxus have gone rogue. Praxus installs himself as 
  defacto warlord of Hammer 13’s Recreational Hub, enslaving the 
  residents and repelling attempts from both DMC and the rebels 
  to liberate the Hub.
  Miners Turned Terrorists
  A splinter faction of the Liberation Front, called the Hammerheads, 
  engage in wholesale terrorism, bombing medical wards, 
  kidnapping children of DMC officials, and torturing suspected 
  “collaborators” to death on live holo-feed. Their latest “plan” 
  involves overheating the station’s core, with cries of “Death is 
  better than capitulation!” Thousands of lives (on both sides) are 
  at stake unless the PCs can crush the Hammerheads.
  Flesh Gone Mad
  A bio-engineer among the rebels has crafted a specialised 
  bio-agent to turn organic Flesh drone servants back on their 
  Corp masters, but it went too far, turning all the Flesh aboard 
  Hammer 13 into frenzied killing machines.
  The Enemy
  Depending on which side the party chooses to back in this 
  bloody conflict, they either face crack squads of well-organised 
  Legion and brilliant Corp handlers, or a highly committed group 
  of fanatical terrorists who are willing to die for their freedom.
  
  312
  Archon Ghost Ship, Carthage
  At 03:13 hours standard Haven time, on Octo 14th 1005 AX, the 
  Archon medical frigate Carthage issued a general distress call. At 
  5:05 hours on Octo 16th, Legion VESPER force Epsilon boarded the 
  vessel. A few minutes later, the ship went silent, charted a course 
  for deep space, and was never heard from again.
  – Vital Emergency Stellar Protocol Expedited Recovery (VESPER) 
  Force After - Action Report on the Carthage Incident.
  Adventure Background
  As the crucible of the Great War consumed the Archon Empire 
  with impunity, its searing heat gradually melted the Archons’ 
  ironclad ethics to slag. The Carthage began as a medical ship on 
  a mission of mercy, but as the Archons’ cause grew every more 
  desperate, she received a dread new purpose: harvest Kaltoran 
  refugees and Nephilim prisoners of war to develop new bio-weaponry 
  for immediate deployment on the front.
  The ensuing experiments yielded a deadly nano-virus, Kormoria, 
  which sowed death and madness among crew and captive alike. 
  Shortly after VESPER force Gamma breached 
  the Carthage, the vessel’s Archon master, 
  Solaria, either in the grips of madness, or 
  in a vain gambit to save the rest of Haven 
  from Kormoria, charted a course into a vast 
  uncharted region of space…
  Inciting Incident
  Now, 108 years after its lonely sojourn, a homing beacon on 
  the Carthage pilots her back to the Haven system. The derelict ship 
  floats between trade routes, emitting a weak distress beacon, and 
  remains unresponsive to all hails.
  Adventure Hooks
  A mysterious benefactor craving the truth of the Carthage’s 
  disappearance, and potential valuable artefacts onboard, engages 
  the PCs as expert salvagers – providing a transport vessel if the 
  party lacks their own ship.
  Kaltoran PC Hook
  The Jaded family line, a clan with a storied history, was 
  extinguished in the War, their genetic memories lost. Evidence 
  suggests several Jaded numbered among the Kaltoran refugees 
  sheltered onboard the Carthage. Recovering their genetic 
  memories would strengthen and galvanise the tribe.
  Legion PC Hook
  A Legion PC’s ancestor led the VESPER force charged 
  with recovering the Carthage. Slanderous accusations of 
  incompetence, betrayal, and cowardice have besmirched the 
  PC’s family since the ship’s disappearance. Evidence on board 
  the vessel may vindicate their ancestor and redeem their 
  family honour.
  Corporate PC Hook
  A Corp rival of the party’s benefactor is interested in a particular 
  piece of bio-tech, the ONIX (Occluding Neural Insurgence 
  Xiphoid), and offers a Corp PC a handsome commission if they 
  can secret it off the Carthage for them.
  Nephilim PC Hook
  The Kormoria virus was developed as a genocidal weapon 
  against the Nephilim. If any samples remain, their destruction is 
  of the utmost importance to any Nephilim PC.
  Action
  The PCs approach and board the vessel, reconnoitering its 
  labyrinthine corridors, trashed quarters, gutted medical bays, and 
  burned-out laboratories. As they explore they discover the details 
  of the ship’s mission and the disastrous outbreak, and they obtain 
  valuable pieces of data and bio-tech.
  Threats/Encounters
  Contested Claim
  A band of Kaltoran scavengers arrives shortly after the PCs, and 
  have no intention of sharing the loot onboard the Carthage.
  Prisoner’s Revenge
  A lone Nephilim Pureblood named Shriker, 
  formerly a captive of the Carthage, has hunted 
  the ghost ship for decades. The Archon Solaria 
  made Shriker watch as they vivisected and 
  reassembled his breeding partner, Kalistra, into 
  a biotic monster. Shriker escaped in a hijacked 
  shuttle during the chaotic Kormoria outbreak, but he returns 
  now to destroy the thing that was his partner, recover her grisly 
  remains, and then blast his accursed tormentor’s vessel out of 
  the stars. He’ll coldly slaughter anyone who stands in his way.
  The Virus
  Traces of Kormoria survived the decades. When the nano-virus 
  detects new subjects, it awakens in search of fresh hosts to 
  drive mad, and ride off the Carthage, to spread like wildfire 
  among the Haven system.
  The Mutant Archon
  Kormoria didn’t kill Solaria; it just drove her deeper into 
  madness over the decades. She welcomes the PCs, pleased 
  beyond measure to have fresh subjects to experiment upon.
  Monstrous Experiments
  A handful of genetic horrors bred from captive Nephilim 
  Purebloods and Kaltoran refugees survived in stasis through 
  the decades. When the PCs breach the ship, Solaria unleashes 
  her unwholesome creations to prowl the bulkheads and stalk 
  any intruders.
  
  313
  Quest for the All-Parent’s Seed
  I’ve been down some dark holes in Gehenna, left three frostbitten 
  fingers on Lilith, and hunted horrors beyond madness in the steamy 
  jungles of Mishpacha… but I’ve never seen anything like this 
  hell-blasted place. Patches of hot black rocks and ragged earth sport 
  only tufts of stringy lichens, more resembling twisted burnt hair than 
  brush. The whole place looks like the scalp of a thermite victim. The 
  radiation readings are off the chart, and our enviro-suit filters are 
  choked with iridescent dust and alive with wriggling masses of spiky 
  worms. They doesn’t believe me, but the Tree is hunting us. I’ve seen 
  it twice – its strange crooked, almost-insectoid form silhouetted 
  against the sun, but before I could alert the others… it was gone.
  - Last Log Entry of Roland Artemis,
  Kaltoran Explorer and Treasure Seeker.
  Adventure Background
  During the star-shaking final battle of the Great War, X’ion’s 
  flagship launched twelve space-folding pods moments before it 
  vanished without a trace. Some strange cults of Nephilim call these 
  final relics of their master the Seeds of the All-Parent.
  While some doubt the existence of the Seeds, historians 
  point to a lone Nephilim living ship that abandoned 
  its brethren in their doomed plummet to Eden. While 
  the bulk of the Nephilim fleet crashed at the site of 
  present-day Necronus, this single ship broke off during 
  the fall, and instead crashed in the distant wasteland, a 
  site thought to hold one of the twelve Seeds.
  Some say the ship was called there in order to recover 
  this powerful relic of X’ion – believed by some to be a powerful 
  weapon, by others to be a source of endless energy, and by others 
  still to be the genetic key to immortality. The dire truth is that 
  the ship was sent to feed something struggling to grow amongst 
  the crags: a demon-like tree grown from a shard of X’ion’s most 
  twisted dreams.
  Adventure Hooks
  After recovering the last data stream sent from Roland Artemis, a 
  famed explorer and adventurer, a powerful and well-to-do benefactor 
  commissions the party to discover the lost legend’s fate – and 
  whatever priceless relic of X’ion cost Roland his life.
  Kaltoran PC Hook
  Roland’s tribe requests that the noted explorer’s remains be 
  brought back to Kadash, so his impressive memories and 
  handful of lost relics can be preserved for all time.
  Legion PC Hook
  A Legion PC’s ancient commander, near death, orders the PC to 
  head to the hidden location of a crashed Nephilim ship on Eden. 
  The mission: recover a powerful weapon of X’ion called the 
  Seed of the All-Parent, believed to be a world-rending weapon 
  of planetary destruction.
  Corporation PC Hook
  Sources in the Corporation claim the lost Seed is a power 
  generator capable of unlimited energy. A Corporation PC is 
  dispatched to retrieve this priceless piece of tech.
  Nephilim PC Hook
  The awesome and powerful Devwi-Ich believes the Seed to be 
  the secret to absolute genetic immortality and commands a 
  loyal PC to seize it for the benefit of the Eden Brood.
  Action
  The PCs sneak onto Eden in the area of the crashed ship. They 
  must discover the relic of the War, brave its interior, and discover 
  the terrifying truth.
  Threats/Encounters
  Irradiated Wasteland
  The crater-pocked stretch of waste surrounding the crashed 
  Nephilim ship forbids interlopers from access to the crags 
  where the All-Parent’s Tree hunts. Sliggots, disgusting 
  flesh-devouring worms, writhe in masses the size of 
  small cities, hidden just beneath a slim layer of sand. 
  Worse, the radiation level throughout most of the wastes 
  surrounding the Tree is high enough to melt eyes from 
  their sockets. These hazards must be navigated just to 
  reach the horrors of the crash-site itself.
  Tusk and Mandible
  Hordes of insectoid and animal-featured Feral Nephilim 
  roam the wastes surrounding the Seed’s resting place. 
  These radiation-mutated Hybrids stalk and slaughter any prey 
  that blunders into their hunting grounds.
   
  Crash-Site
  Though the Nephilim ship is dead, some of its defence tropisms 
  are activated by the PCs upon entering the broken hull. Acid 
  jets, spewing bile capable of reducing a being to molten fluids, 
  snapping jaw-like entryways capable of crushing bone, and 
  crushing tubes of sinew that pulverise occupants to paste all 
  wait within the dead ship’s innards.
   
  The All-Parent’s Tree
  The bio-engineered nightmare born from one of X’ion’s Seeds 
  resembles a great tree – with several blade-crusted and 
  spine-studded limbs, like barbed whips. This demonic genetic 
  freak can rise to a hulking thirty feet in height, yet moves 
  with the whiplash speed of a sand snake, and can squeeze its 
  malleable form into small crags and between bulkheads with 
  unsurpassed stealth. The thing lurks, concealed in maintenance 
  tunnels, sousing out its new prey’s weaknesses before picking 
  them off, one by one.
  Whether this monstrosity is the dread spawn of the All-Parent 
  Seed or merely its murderous guardian remains to be seen.
  
  314
  
  315
  Overview
  See pg: 294 for full Combat Balance rules.
  See pg: 294 for full NPC Creation rules.
  See pg: 306 for a full Rewarding Players GM guide.
  This section is a brief collection of premade NPC opponents to 
  contend with, all created using the standard NPC creation rules.
  Feel free to tweak any of these NPCs to suit your game.
  NPCs with Clear Motivations
  Give your NPC antagonists clear motives that set them against the 
  player characters. This not only makes them more flavourful, but 
  also helps your players get invested in the story and their combat 
  with your NPCs.
  Loot, pg: 54
  After they defeat an opponent, your player characters will often be 
  able to take some of their equipment, either from the NPC’s body or 
  from the surrounding area.
  Create Your Own Opponents
  All of the following NPC opponents are creating using the standard 
  NPC Creation rules (pg: 294) and may serve as inspiration for 
  creating your own NPCs.
  Adapting Weapons and Traits
  You should ALWAYS feel free to tweak the Stats of your NPCs’ 
  Weapons and Traits to suit them and the story.
  Mechonids
  Created by the Archons during the latter part of the Great War, 
  the Mechonids were an unwieldy fusion of advanced human nuclear 
  robotics and weaponised Archon biological technology.
  Mechonids make for great opponents because they not only have 
  access to technologies that others don’t, but their motives and goals 
  are also a great mystery.
  Feral Nephilim
  The remnants of X’ion’s abandoned Nephilim army, these monsters 
  have devolved into vicious animals and tribespeople, scattered in the 
  billions across the galaxy.
  Coming in a vast array of sizes and shapes, Feral Nephilim 
  make for great “monster” opponents with only a set of simple 
  survival motives.
  Draz
  An extremely powerful and common drug, Draz is popular amongst 
  most demographics. It lures its victims in by promising invulnerability 
  and no need for sleep.
  Draz is a cultural and economic threat to the races of Haven; it 
  fuels crime and indiscriminately destroys lives.
  Enforcers
  Powerful organisations and individuals employ armed enforcers to 
  do their bidding. If your players cross such a group, then these are 
  the opponents who will be coming for them.
  The universe is a dangerous place. Littered not only with the 
  mechanical and biological weapons of the Great X’ion War, but also 
  with numerous factions, organisations, and individuals who are willing 
  to go to any length to achieve their goals.
  Opponents
  Nick was bouncing. Or maybe flying. It was hard to 
  tell with the euphoria in the way, and did it really matter 
  what they said? Draz was good. “Hey, junkie! You wanna 
  hit?” Nicky turned to the voice, his blue-veined eyes 
  searching out the hit they promised.
  Their hands were empty.
  Rage filled Nicky. Lies! Deception! He’d show them not 
  to lie. Lying was bad.
  ........................
  Euphoria filled him again as he licked the blood off 
  his hands a few minutes later.
  
  316
  Mechonids
  See pg: 184 for Short Story: Humanity.
  See pg: 187 for Short Story: Archons.
  Creator: Archons.
  Assumed Motives: Destruction of all biological sentient life.
  The Archons were going to lose the war. X’ion’s Nephilim met 
  them at every turn and crushed them. On the verge of extinction, 
  they became desperate, and in that desperation they turned to a 
  technology they did not, could not, understand. The ancient humans 
  had made great strides in electronics and machine technology, and 
  one of their many achievements was the creation of autonomous 
  robots, humanoid creations able to make intelligent decisions 
  and respond to external stimuli and hard-wired commands. When 
  humanity died out, their robot creations were left dormant for 
  thousands of years.
  Until the war, the Archons had little interest in robotics, preferring 
  instead to work with the biological. But when their backs were to the 
  wall, their greatest minds crafted a new plan: they weaponised the 
  ancient robots of the humans, powering them with micro-fusion cores, 
  fitting them with their most advanced Bio-Disintegration weaponry 
  and Ley Line communication tech. The Archons sought to control 
  their immense cunning and brutal intellect without understanding 
  where that intelligence came from. The result was the Mechonids, 
  autonomous killing machines programmed to eliminate all traces 
  of X’ion.
  It wasn’t long before the Archons realised that their mastery 
  of bio-tech had not equipped them to control such ancient and 
  advanced electronic technologies. The Mechonids side-stepped their 
  mission parameters and took to extreme and vicious tactics, such as 
  Hit
  -1
  Clips
  Crit
  *
  Load
  End Dmg
  +1*
  Ammo
  Rng
  -1
  RoF
  Wgt
  +1
  Cost
  +1***
  Weapon Variation
  Bio-Disintegrator
  Bio Tech, Energy, Burn, *-2 Damage vs Robots, **Gun Only, No other Gun Variations,
  ***Player characters require Secret Knowledge: Mechonids or Particles to use this Variation.
  Strong Hit: Bio-Disintegration (Damage, Hit, 1 use per RoF) Deal +2 Damage to all non Robot Targets with this Attack.
  Weapon Type
   **
  Mechonid
  Remote Hacker
  You are a Robot.
  -2 Draw, all Weapons
  All Weapons gain Keyword: Natural.
  At the start of your Turn, deal 2 (5 if you are a Nemesis NPC) radiation Endurance Damage to all non Robot characters within 30 Spaces of you.
  Strong Hit: Hack (Hit, only vs Robot) Choose the Target for the Targets next Attack (must be taken within 1 Turn), no self harm.
  Once per Turn, as a Free Action, you may perform one Programming Skill Roll as if you had a Toolbox on any Computer within 20 spaces of you.
  NPC
  Mechonid
  NPC
  Requirements
  Requirements
  Race
  Tactical Trait
  Benefits
  Benefits
  fighting with disabled nuclear-core shields, infecting their enemies’ 
  environments with poisonous radiation. Then, for unknown reasons, 
  they turned on their Archon masters, and began killing all sentient 
  biological life without discrimination.
  Once there were no sentient biological targets left to kill, the 
  Mechonids went dormant. Their production facilities shut down, and 
  their ships turned off their engines. It wasn’t until the Corporation 
  arrived in the Haven system, filling the empty space with traffic and 
  communication signals, that the Mechonids stirred once more.
  It is not clear how the Mechonids have changed themselves after 
  the war, but there do seem to be differences in their construction 
  and programming. It is unknown if these Mechonids have evolved into 
  a true A.I. or if they are being secretly controlled by an unknown 
  master. What is known is that there is a hierarchy of Mechonid ranks; 
  larger robots have been seen on the battlefield directing the smaller, 
  more familiar Mechonid varieties.
  Mechonid Tactics
  Mechonids take no prisoners and fight without remorse. They 
  employ combat tactics that are frowned upon by most civilisations. 
  They use the environment to their advantage: hacking life support 
  systems, draining oxygen from rooms, filling enclosed quarters with 
  poisonous gas, and spreading viruses. Holding no regard for their 
  brethren, a Mechonid would sacrifice many to bring down their target, 
  even activating a ship’s self-destruct sequence or detonating its 
  micro-fusion core.
  Mechonids are known for their Bio-Disintegrator and advanced 
  self-propellant weaponry. When facing a Mechonid assault, it is wise 
  to be well armed and well armoured.
  
  317
  Whrrrrrrr.
  Carius heard the noise a second before it was too 
  late. He pushed off the ground and spun to get a look 
  behind him. Mechonids, a whole lot of them. Frag me. 
  They must have been lying dormant under this building 
  the whole time.
  Carius’s quick reaction had saved his life. His 
  squadmate Kaeso wasn’t as lucky.
  “MOVE!” Carius shouted, but the Mechonid’s Bio-Dis-
  integrator had already hit Kaeso’s chest. The soldier 
  looked stunned as the beam of purple light didn’t pass 
  through him as expected. Instead, the edges of the 
  wound were lit with a purple glow that began to spread 
  across his abdomen. Kaeso reached down to touch his 
  chest, as if he could piece himself back together, and 
  the purple light began to crawl up his fingers. He was 
  disintegrated to ash as Carius watched helplessly. Kaeso 
  tried to form a scream, but his lungs had long since 
  dissolved. His mouth was open in a wordless shout, and 
  that was the last Carius would ever see of him.
  Carius had nowhere to run, but a Legion never went 
  down without a fight. He unsheathed his Gauss pistols 
  and unloaded a flurry of fire. He continued even as his 
  right arm began to disintegrate in front of him. He still 
  had his left hand. And that was all it took for a Legion 
  to keep fighting.
  The last thing Carius saw was one of the Mechonids 
  crumble. A well-placed shot had pierced its central 
  reactor. Even as its purple light faded, its exposed core 
  began to overheat.
  “I may go down,” he snarled at the advancing 
  mechanical menace, “but I’m taking every last one of 
  you sons of humanity with me!”
  After one more precise shot, made in the last second 
  before Centurion Carius Apius left this life, there was 
  nothing left of the building to salvage. All that remained 
  was a smoking, radiation-filled crater.
  Mechonid Facilities and Spacecraft
  Mechonid facilities and spacecraft are relics from the Great War. 
  Now over a hundred years old, most lie as dormant as their Mechonid 
  creators, waiting to awaken when a new sentient target stumbles 
  upon them. Their buildings – once used to manufacture, store, and 
  repair Mechonids – are now lifeless troves of research material. 
  Their spacecraft, which once shuttled large contingents of Mechonid 
  soldiers to and from battlefields, now float listlessly through space, 
  waiting for other ships to approach them.
  Mechonid spacecraft were built with the same technology as the 
  Mechonids themselves, including their intelligent hardware and Ley 
  Line communication systems. In fact, Mechonid spacecraft are just 
  a larger variety of the Mechonids themselves, as they appear to 
  be self-piloted and lack corridors, rooms, or even control decks. 
  The remaining ships and facilities still house countless dormant 
  Mechonids, just waiting to activate.
  Researching Mechonids
  Mechonid bodies are treasure troves of advanced technologies just 
  waiting to be reverse engineered.
  Nuclear Fusion Reactor: These extremely efficient reactors are 
  remnants of ancient human technology, and their secrets are 
  ripe for inquiry and use.
  Robotics: While Mechonid bodies may only be approximations 
  of pure human technology, many secrets lie within them. 
  Inspecting them could teach us many construction methods 
  applicable to other mechanical and electronic technologies, 
  especially other drones.
  Weapon Systems: When the Archons weaponised the Mechonids, 
  they did so by applying their brilliant Bio Tech research to 
  their weapon systems. The weapon that they designed, the Bio-
  Disintegrator, is a highly dangerous and sought-after technology 
  that few can replicate.
  Ley Line Communication System: The secret behind the 
  Mechonids’ intelligence lies in their ability to combine their 
  computing power over the Ley Lines that run through the galaxy. 
  Unlocking this technology will be the key to long-distance 
  communication and the ability to wirelessly transfer power over 
  vast spaces. It will also help answer whether the Mechonids are 
  truly intelligent or simply being controlled by an ominous force 
  through their Ley Line communication grid.
  
  318
  “Bug” Mechonid Acolyte
  Average Height: 0.21m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 1-5 Current Resources
  “The Acolytes seem harmless now, sure. Just a few drones, right? 
  But the thing is, for every Acolyte you see, dozens more 
  lurk nearby.” 
  The “Bug” is an Acolyte class Mechonid 
  that is primarily designed to act as a tactical 
  support unit, tasked for scouting, gathering 
  intel, and infiltrating enemy lines. While 
  not built for direct combat, they come 
  equipped with tools tuned for a variety 
  of technical tasks. Their arsenal 
  includes cutting lasers, computer jacks, 
  recorders, and signal jammers.
  One of their initial functions was to cut 
  through steel to rescue trapped Archon 
  creations and to open sealed passages for 
  soldiers. Their powerful laser and tools 
  have now been repurposed for combat, 
  allowing them to strip their targets of their 
  armour with devastating efficiency.
  Example Encounter (for 5 PCs):
   » x2 Mechonid Soldiers (Rifles).
   » x3 Mechonid Bug Groups.
  Example Loot:
   » 1 Trade Box of Robotic Parts per 8 Bodies.
   » 1 Mechanical or Electronic Toolbox per 4 Bodies.
  “Seeker” Mechonid Acolyte
  Average Length: 0.32m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 6-10 Current Resources
  “So they’re intelligent, incredibly fast, can fly, and have advanced 
  Archon-grade weaponry? Why do the Mechs get all of the fun toys?”
  The Seeker is one of the Mechonids’ main resources 
  for scouting and reconnaissance. Equipped with an 
  Electro-Gravity system – the same tech co-opted 
  for use in various Kaltoran technologies – Seekers 
  can hover and fly, allowing them to traverse any 
  terrain and feed their findings back to the larger 
  Mechonid units.
  Some have theorised that Seekers 
  are not independent Mechonid units with 
  little internal processing power, but rather 
  are simple extensions of a larger Mechonid. 
  acting as far-reaching sensors and limbs.
  Seekers often travel in groups and can 
  bring down large targets with a barrage of 
  Bio-Disintegrator fire. However, Seekers are 
  ultimately scouts; where the Seekers travel, 
  larger Mechonid units won’t be far behind.
  Example Encounter (for 5 PCs):
   » x2 Mechonid Soldiers (Assault Rifles).
   » x2 Mechonid Seeker Groups.
   » x1 Mechonid Bug Group.
  Example Loot:
   » 1 Trade Box of Robotic Parts per 4 Bodies.
   » 1 Clip of Electro-Gravity Ammunition per 
  4 Bodies.
  Hit
  Hit
  +1
  -2
  Clips
  Clips
  -
  3
  Crit
  Crit
  2
  3*
  Load
  Load
  1
  1
  End Dmg
  End Dmg
  5+Bodies
  5+Bodies*
  Ammo
  Ammo
  -
  RoF x3
  Rng
  Rng
  -
  1
  RoF
  RoF
  1+Bodies
  3+Bodies
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Cost
  Cost
  4
  5
  16
  16
  2
  3
  4
  4
  1
  2
  Bug
  Seeker
  Cutting Laser
  Bio-Disintegrator SMG
  Traits:
  Traits:
  Lock On +4, Blunt, Energy, Burn, Pen 2 min 3, Stealth -2, Modifications: Targeting Matrix
  Lock On +4, Bio Tech, Energy, Burn, *-2 Damage vs Robots, Modifications: Low Quality, Targeting Matrix.
  Strong Hit: Bio-Disintegration (Damage, Hit, 1 use per RoF) Deal +2 Damage to all non Robot Targets with this Attack.
  Slots: 3, Defence vs Stealth: 12, Defence vs Impair: 19
  Slots: 3, Defence vs Stealth: 12, Defence vs Impair: 19
  Droid Body, Melt Armour (Strong Hit: Melt (Damage, Hit, Burn) Reduce Target’s Armour by 1, until they have Downtime with a Workbench).
  Droid Body, Sure Footed (No Defence or Movement penalties from Difficult Terrain (including Zero Gravity) by hovering).
  Type & Variation
  Type & Variation
  Melee, Arc Fire
  Gun, Bio-Disintegrator
  
  319
  “Soldier” Mechonid Disciple
  Average Height: 2m
  Enemy Type: Skilled
  Balanced to Fight Players with: 6-10 Current Resources
  “I’ve read the stories of Mechonid Soldiers 
  during the Great War. You couldn’t disrupt their 
  morale or frighten them like you could with organic 
  troops. They simply marched forward, no matter 
  the circumstance.”
  Towards the end of the Great War, the 
  Disciple class Mechonids were the 
  grunt troops of the Archon army. 
  They were the first in and the last 
  out in every battle, holding key 
  positions, leading strike teams, 
  and launching assaults against 
  the Nephilim on all fronts.
  Disciples are hard to kill and 
  come equipped with a wide range 
  of weaponry. Its reflexes and combat 
  senses have been enhanced by 
  its immense computing power. The 
  Soldier can think faster than most 
  living organisms and can target with 
  unheard-of precision.
  Hit
  +4
  +3
  Clips
  3
  2
  Crit
  4*
  4*
  Load
  2**
  2**
  End Dmg
  5*
  4*
  Ammo
  8
  4
  Rng
  4
  6
  RoF
  2 (+1d6)
  1***
  Wgt
  3
  3
  Cost
  4
  4
  Free
  Weapon (Pick One)
  Bio-Disintegrator Assault Rifle
  Bio-Disintegrator Rifle
  Lock On +2, Bio Tech, Energy, Burn, Natural, *-2 Damage vs Robots, **-2 Draw, Modifications: Personalised, Targeting Matrix.
  Lock On +2, Bio Tech, Energy, Burn, Natural, *-2 Damage vs Robots, **-2 Draw, ***Strong Hit (5-6) with all RoF 1 Attack Rolls,
  Strong Hit: Bio-Disintegration (Damage, Hit, 1 use per RoF) Deal +2 Damage to all non Robot Targets with this Attack.
  Strong Hit: Bio-Disintegration (Damage, Hit, 1 use per RoF) Deal +2 Damage to all non Robot Targets with this Attack.
  Modifications: Personalised, Advanced Ammo, Targeting Matrix.
  Type & Variation
  Gun, Bio-Disintegrator
  Gun, Bio-Disintegrator
  Requirements
  Race/Var /Trait
  Benefits
  Mechonid
  Well Prepared
  Eagle Eye
  At the start of your Turn, deal 2 radiation Endurance Damage to all non Robot characters within 30 Spaces of you.
  Skilled NPC
  Min Per 2
  -1
  3
  3
  20
  11
  3
  13
  4
  14
  2
  2
  14
  2
  3
  3
  2
  0
  2
  2
  Its weaponry is built into its body, and it can channel power from 
  its unshielded nuclear core to replenish ammunition and irradiate 
  the air around it. 
  Tactics
  Soldiers have no mechanism of self-preservation. 
  They throw themselves into battle and aren’t afraid to 
  use dirty tactics that play to their robotic strengths, 
  such as flooding an area with radiation or shutting 
  down life support systems. They are commonly 
  armed with a Bio-Disinitragiton 
  assault rifle or a rifle built into their 
  metal frame.
  Multispectral Visor
  Reduce all of your Target’s Limited Vision and Low Light Cover by 1 Step, Defence vs Stealth +2
  0
  Utility Item
  Armour
  Endurance
  Front Cover
  Defence
  + Cover
  Slots
  Weight
  Cost
  Example Encounter (for 5 PCs):
   » x2 Mechonid Soldiers (Assault Rifles).
   » x1 Mechonid Soldier (Rifle).
   » x2 Mechonid Seeker groups.
  Example Loot (per Body):
   » 1 Trade Box of Valuable Robotic Parts 
  or 3 Trade Boxes of Mechanical Parts.
   » 1 Clip of Ammunition.
  
  320
  “Old Dead-Eye” Mechonid Prophet
  Height: 3.5m
  Enemy Type: Nemesis
  Balanced to Fight Players with: 6-10 Current Resources
  “Deep beyond the boundary jungles of Mishpacha, within the 
  darkness of the unexplored caves, lies a beast of mechanical 
  design, waiting with immortal patience. The locals have 
  a name for this monstrous construct… they call it ‘Old 
  Dead-Eye.’”
   The Prophet class Mechonids were the 
  Archons’ heavy hitters and leaders. Equipped 
  with a wide array of artillery and 
  anti-personnel weaponry, enabling 
  them to cause destruction on a 
  massive scale. Going up against 
  a Prophet on your own is a 
  suicidal task.
  This ancient Prophet 
  lay abandoned in a 
  desolate part of the 
  Mishpacha jungle after 
  the end of the war. 
  During the Great War, 
  Old Dead-Eye was a 
  heavy anti-infantry unit. 
  As its powerful legs dug 
  into the ground it became an 
  unmovable machine of death. 
  It was one of the most feared 
  Prophets to face on the battlefield 
  as it killed hundreds of Nephilim for its Archon creators... before it, 
  and the forces under it’s command turned on them as well.
  But time has not been kind to Old Dead-Eye. It has lain, abandoned, 
  for centuries, awakening only when hapless targets of opportunity 
  come close. Through many deaths the locals have learned to steer 
  clear of its location, but some still hunt this monster as 
  if it is prized game. At some point long ago one team 
  was lucky enough to get a solid shot in, and cave 
  in half of its face, which earned it is legendary 
  nick name.
  Tactics
  Old Dead-Eye is a Mechonid leader, able 
  to command smaller Mechonids to do its 
  bidding. It will often use these smaller 
  Mechonids as scouts or distractions 
  during a fight. Once a fight begins, 
  Old Dead-Eye will plant itself in a 
  central, open position.
  Hit
  -3
  Clips
  5
  Crit
  4
  Load
  2
  End Dmg
  6*
  Ammo
  24
  Rng
  2*
  RoF
  4 (+3d6)
  Wgt
  4
  Cost
  4
  Weapon
  Ion Auto Cannon
  Lock On +2, Energy, Natural, Jam (1-3), *Optional: (Set Up 1, Pull Down 1, +2 Rng and +2 End Dmg),
  Modifications: Personalised, Extended Clip, Targeting Matrix
  Type & Variation
  Gun, Ion
  Requirements
  Race/Var /Trait
  Benefits
  Disadvantages
  Mechonid
  Monstrous
  Plant Feet
  Suppression Fire
  At the start of your Turn, deal 5 radiation Endurance Damage to all non Robot characters 
  within 30 Spaces of you.
  Ignore 1st Suppressed Effect each against you Turn.
  Optional: If you Set Up 2 (and gain Pull Down 1) gain +2 Hit and Range on a non Melee Weapon.
  Str Hit: Suppression Fire (Damage, Does not Require Hit, RoF 3+ Crit Dmg 4+) Target is Suppressed.
  Character takes up 4 spaces (normally 1).
  NPC
  Nemesis NPC
  4
  4
  40
  14
  6
  4
  26
  6
  18
  3
  14
  6
  4
  3
  4
  2
  4
  3
  Example Encounter (for 5 PCs):
   » x1 Old Dead-Eye.
   » x1 Mechonid Bug Group.
   » x1 Mechonid Seeker Group.
  Example Loot (per Body):
   » 6 Trade Boxes of Valuable 
  Robotic Parts.
   » 1 Research Unit of Great War 
  or Robotics Data.
   » 1d6 Clips of Ion Ammunition.
  
  321
  “Harbinger of Destruction” Mechonid Harbinger
  Length: 38m
  Crew Capacity: (Estimated) 0-8 
  Enemy Type: Spacecraft
  Balanced to Fight Players with: 58 Total Influence
  “During the Great War, there were more Harbingers than you could 
  count. Luckily for us, most have been lost to time. But some remain, 
  haunting the darkest sectors of space like silent ghosts, waiting to 
  awaken and devour their prey.”
  Harbinger class Mechonids were spacecraft that carried 
  Mechonids meant for ground combat 
  into battle. These ships had their 
  own intelligence; they could 
  make independent decisions, 
  issued 
  commands, 
  and 
  required no crew. In fact, they 
  had no bridge, hallways, 
  or interior rooms. They 
  had no central core at 
  all, as their networks of 
  processors are spread across 
  their entire frames.
  Their cargo bays were used 
  to drop Mechonid troops onto 
  planets. With no more war to 
  fight, the Harbingers have been 
  drifting through space, lonesome and 
  waiting to once again bring death and 
  destruction to the galaxy.
  This was one of the most powerful and destructive of the Harbinger 
  class craft. During the Great War, it could 
  lay waste to entire attack wings by itself. 
  Its missiles denoted small nuclear cores 
  to deal maximum damage, and could 
  penetrate even thick atmospheres 
  to hit ground targets. Its batteries of 
  high-calibre weapons could tear holes 
  in even the toughest armour.
  The Harbinger of Destruction would 
  rain fire on the Archons’ enemies from 
  orbit. However, once the Archons began to 
  lose control, the Harbinger of Destruction 
  would become one of their greatest 
  threats. This ship ripped them apart from 
  within their own ranks.
  Tactics
  The Harbinger of Destruction 
  likes to get in close to its prey 
  so it can bring the full weight of 
  its considerable firepower. It often hides in wait 
  amongst asteroids or space debris until its prey comes close.
  Hit
  +2
  -3
  Clips
  Inf
  -
  Crit
  4
  5*
  Load
  1
  0
  Shield Dmg
  3
  5
  Ammo
  6
  -
  Rng
  Sensors
  -
  RoF
  2 (+1d6)
  1
  Mount
  1
  2
  Cost
  8
  10
  Weapon
  Pulse Laser Blaster
  Irradiated Rocket
  Front and Side Arc, Lock On +2, Energy, Burn, Strong Hit (5-6), Modifications: Improved, Weapon Bank.
  Defence: 16, Armour: 1, Movement: 4, Bodies: 6, Front Arc (normally Front and Side), Lock On +4, Low Tech, Strong Hit (5-6), 
  *When you deal Attribute Damage; Deal 1 additional Crew Attribute Damage (no Armour), Modifications: Digital Targeting Array, Improved.
  Type & Variation
  Battery, Pulse Laser
  Ordnance, Warhead, Toxic
  Requirements
  Build/Traits
  Benefits
  Mechonid
  Military
  Archon Shields
  Set Alight
  Shields Up
  Strong Hit: Set Alight (Damage, Hit, Burn) Make a free Attack against Target character at the start of each of your Turns (at 0 range) until they 
  gain First Aid (Set Alight Effects do not Stack multiple times) OR a Target spacecraft gains an On Fire Effect.
  Strong Hit: Shields Up (Engineering, Success) Regen Shields.
  NPC
  Min Hull 3
  Secret Kn
  +1
  1
  4
  27
  5
  13
  1
  6
  2
  13
  1
  2
  -1
  16
  3
  4
  3
  3
  3
  3
  4
  
  322
  Feral Nephilim
  See pg: 193 for Short Story: X’ion.
  See pg: 242 for an extensive Nephilim write-up.
  Creator: X’ion.
  Motives: Survival.
  Once the Great War ended, with every last Archon destroyed, 
  X’ion abandoned its Nephilim creations. Without X’ion’s control or 
  leadership, the Nephilim degraded. They kept the power granted by 
  their engineering, but their minds became feral and animalistic.
  Shortly after the war, all semblance of order within the Nephilim 
  had vanished. Most roamed over whatever planet they happened 
  to be on, acting as wild beasts, or floated through the galaxy on 
  their living spacecraft. Those who maintained some semblance of 
  intelligence degenerated into small tribal groups.
  Shortly after the Corporation arrived in the Haven system, a 
  particularly strong Nephilim, known as the Devwi-Ich, awoke from 
  its hibernation on the planet Eden. From its secluded hiding place, 
  it exerted authority over Eden and took control of the roaming 
  Nephilim tribes and beasts. Soon, the Devwi-Ich had had control over 
  most Nephilim on Eden. Leading its brood into the modern era, the 
  Devwi-Ich and its brood constructed a large city and regained the 
  power of space travel. While none have ever seen the Devwi-Ich in 
  person, it has appointed leaders to focus the Nephilim on its goals. 
  Without the Devwi-Ich or other strong leadership, it is possible that 
  the Nephilim would fall back into their instincts, as they did before.
  While the Devwi-Ich Brood is large, the number of Nephilim living 
  on the planet Eden is only a small fraction of the total. The rest of 
  X’ion’s army, the countless billions of them, are spread throughout 
  the galaxy. Most of these Nephilim have never re-awoken or 
  integrated into any kind of society. These wild Nephilim have gained 
  the moniker “Feral Nephilim.”
  Short Story: I Am a He
  Ozar belonged to the Devwi-Ich. That sense of belonging was a 
  feeling he couldn’t put into words. He had never met the Devwi-Ich, 
  but he felt like he knew it. The Devwi-Ich had rescued him from 
  insanity, brought him back from his feral being. He could always 
  feel its presence in the back of his mind, just as he felt his cousins 
  next to him. His team was far from Eden, but the Devwi-Ich was still 
  strong within him.
  He hefted his spore rifle up against his shoulder and surveyed 
  the scene through his scope. The Ferals were out there. This tribe 
  had set off Ozar’s silent perimeter alarms, alerting him through 
  his helmet. His men were quickly taking position in their makeshift 
  fortifications. They’d heard reports that this feral tribe was large, and 
  they weren’t taking any chances.
  Ozar increased the optical zoom on his scope, its information 
  feeding directly into his brain. He could tell the exact distance of his 
  Nephilim come in many shapes and sizes. Some are large and 
  muscular, while others are small and fast. Though many have lost 
  their sentience, the Feral Nephilim remain genetically engineered 
  weapons of war and a terror across the galaxy, and in large groups 
  they can take down huge targets and even raid settlements.
   
  The Feral Nephilim are looked at as animals by most inhabitants 
  of Haven, including their Devwi-Ich Brood cousins. It is rarely a 
  crime to put down a Feral Nephilim, and the creatures would sooner 
  kill you than speak with you. However, the Devwi-Ich has made its 
  mission to gather these Feral Nephilim and integrate them into its 
  brood. Its civilisation is primed to grow beyond the borders of Eden, 
  and if the Devwi-Ich is successful, its force will be as strong as 
  X’ion’s once was.
  Hit
  -2
  +2
  -4
  Clips
  -
  3
  -
  -
  3
  Crit
  4
  3
  2*
  3
  5
  Load
  1
  0
  2
  1
  2
  End Dmg
  4
  5
  4*
  4
  4
  Ammo
  -
  12
  -
  -
  3
  Rng
  -
  3
  -
  1*
  5
  RoF
  1
  4 (+3d6)
  1
  1
  1
  Wgt
  2*
  2
  1
  1
  3
  Cost
  1
  3
  1
  2
  4
  Exotic Weapons
  Claws and Teeth
  Barbs
  Poison Sting
  Constricting Limbs
  Acid Spit
  Natural, Gauntlet, *1 Handed
  Natural, Gauntlet, Bio Tech
  Natural, Gauntlet, Bio Tech, Slow, Gain Strong Hit +1 if you are behind your Target, *+2 Damage vs Targets at 0 Endurance
  Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of their Turn until they receive Paramedics or
  Extended Care (Synthetic Poison Effect can Stack up to 4 times).
  Natural, Gauntlet, Bio Tech, Strong Hit (5-6), No Variations, *Max Range 5
  Splash 1, Natural, Gauntlet, Bio Tech, Burn, Slow, Pen 2 min 3, Maximum Range = Rng x5 (normally Rng x10)
  Weapon Type & Variations
  Melee
  Gun, Spine Launcher
  Melee, Injector, Chemical, Synthetic Poison
  Melee, Impairment
  Gun, Burst Spores, Chemical, Antimonic Acid
  
  323
  target, the way the wind was blowing and how quickly. Even more, 
  he was receiving information from his viewfinder and his perimeter 
  sensors. The entire battlefield was replicated in his mind.
  So when the Feral Nephilim came, they were ready. The creatures 
  attacked with admirable ferocity. Their war cry started as a dull 
  roar and increased to a tempest as they crashed through the tree 
  line, streaming headstrong for Ozar’s defensive line. Ozar rested 
  his finger on the trigger, ready to squeeze. These Feral Nephilim 
  wore little to no armour and wielded hand-made weapons of wood, 
  stone, and metal scraps. They hurled their spears as they ran, and 
  most of them clattered harmlessly to the ground around his team’s 
  protective force fields.
  Ozar didn’t say a word. He didn’t need to. His thoughts were the 
  Devwi-Ich’s, and thus his cousins’. They all knew the plan. They 
  were a singular brood. Simultaneously, they began to fire. Between 
  Ozar’s enhanced senses and the gun’s tactical feedback, each shot 
  took a target down. His incendiary spores burned holes through weak 
  armour and sizzled through the even-weaker flesh. Out of the corner 
  of his eye, he could see each member of his team doing the same. 
  They wasted no shots and fired with patience. They would not miss.
  But yet the Feral Nephilim did not seem to diminish in number. 
  They continued to pour out of the forest, a thick mass so pressed 
  together it was hard to pick out individual creatures. Ozar performed 
  quick calculations and realised they would be overtaken. He signalled 
  a retreat and his team began to step backwards as they fired, moving 
  to the crumbling stone wall behind which they had made their camp.
  Heigha did not retreat fast enough. The edge of the horde reached 
  her, tearing her down beneath them. They trampled her, beat her with 
  their stone weapons, and cracked through her carapace helmet like 
  it was a nut. There was nothing Ozar could do for her now. He must 
  always remember to take this threat seriously. The Feral Nephilim 
  didn’t have his intelligence or technology, but they had his strength. 
  And they had numbers.
  More spears fell to the ground around him, their tips sticking into 
  the dirt or bouncing off the stone wall. It took him one leap to clear 
  the wall. He rested the barrel of his spore rifle on the stone and 
  began to fire. If they lost this position, they would have nowhere to 
  fall back to. But he had been prepared for this.
  Once his team was safely behind the wall, Ozar flipped the switch 
  on his detonator. The ground outside the camp exploded into the air, 
  ripped to pieces by dozens of buried charges. He heard the cries of 
  the Feral Nephilim as the ground vanished beneath them. He had 
  baited them, stoked their aggression, and they had fallen into his 
  trap. Cunning would beat numbers every time.
  Once the dust had settled, his troops walked the battleground. The 
  few Nephilim still alive after the bombing were put down with precise 
  shots. But a quick motion in the trees drew Ozar’s attention. A Feral 
  was still alive. It launched out of the trees like a wild animal and 
  tried to tackle Ozar to the ground.
  This one was patient, cunning… it was a perfect mirror image of 
  Ozar. Same build, same face, same intellect… but insane and naked.
  Ozar jumped away, stunned. The creature had his green skin. 
  His orange hair. Their features were mildly different, but the tusks 
  protruding from the sides of their heads were the same. The creature 
  backed away like a cornered animal as his team moved in to put it 
  down. But Ozar held up his hand.
  “Not this one,” he spoke to his men. “This one comes with us.” 
  ***
  It felt the rage, and the violence. It struggled against its bonds, 
  reaching for the people around it. It could see them, smell them. It 
  hungered for their flesh. It gnashed its teeth and let out a howl, but 
  it was useless. It could not escape. It didn’t know what it was doing 
  here, didn’t remember the fight on the planet surface, or boarding 
  this ship. It lived only in this moment, and its mind could not process 
  it. But it remembered the war. It didn’t know what war, or why. Or who 
  he was. But he was someone.
  He was a “he”.
  He looked up at the man across from him. Who was that “he”? 
  That “he” looked familiar. He looked down at the metal bonds around 
  his body and wondered how they got there. Why was he on this ship? 
  How did he know this was a ship? He wanted to scratch his aching 
  head, but couldn’t. He was puzzled.
  He looked again at the other “he” and wept. The man who had been 
  named Granthu opened his eyes wide and smiled, tears stringing 
  down his cheeks.
  “I am…” he stuttered, his first words in almost a hundred years, “he.”
  “Welcome back, brother. You are home.”
  “But for the grace of the Devwi-Ich there go I.”
  - Poplargaharis, Nephilim archaeologist,
  watching Feral Nephilim.
  
  324
  Wazp
  Average Length: 0.7m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 1-5 Current Resources
  “You hear the buzzing? 
  The sound of a hundred 
  fluttering wings? That’s death.” 
  When Xion’s mutagenic bombs 
  hit the surface of Mishpacha, the 
  animals on its surface were turned 
  into 
  biological 
  weapons, 
  trained 
  against the Kaltoran inhabitants. The 
  Wazp was one of the most effective 
  transmutations. 
  The 
  original 
  creature was already winged and 
  poisonous, and the bio-bomb 
  weaponised these traits.
  Its small stature and wings allow the Wazp 
  to reach locations that many other Nephilim cannot, 
  and its glands produce a noxious poison which 
  paralyses its target by shutting down their motor 
  functions. This poison can travel through its bites 
  and claws alike. While its prey is paralysed, the 
  Wazp is free to devour it at its leisure. Sometimes 
  it will ingest a large meal over the course of 
  several days, keeping the prey alive but paralysed 
  with constant bites.
  Example Encounter (for 5 PCs):
   » x5 Wazp Groups.
  Example Loot:
   » 1 Dangerous Trade Box of Poison per 4 Bodies.
  Spitter
  Average Height: 1.1m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 6-10 Current Resources
  “It got me! The acid… it burns! Oh the Archons, 
  it burns!”
  The Spitter is a resilient, bi-pedal, barely 
  cognitive Nephilim that produces an extremely 
  powerful caustic acid from within its body. Largely 
  used during the Great War as meat shields, Spitters 
  were once incredibly populous and would travel in 
  enormous packs, using their numbers to wear down their prey 
  through sheer attrition.
  Spitters reproduce at a staggering rate, as each 
  creature is born with two fertilised eggs inside 
  it. Upon the creature’s death, its body will 
  release the two new Spitters, who then 
  devour the corpse to gain the energy 
  needed for their speedy growth cycle. 
  Spitters are relentless and 
  aggressive but can be taken 
  down with one good shot 
  to 
  their 
  unstable 
  acid-producing 
  organs.
  Example Encounter (for 5 PCs):
   » x1 Warmind Tribesman (Dual Axes).
   » x3 Spitter Groups.
   » x2 Wazp Groups.
  Example Loot:
   » 1 Spare Time Point of valuable, scavenged 
  goods per group.
  Hit
  Hit
  -2
  Clips
  Clips
  -
  4
  Crit
  Crit
  2*
  4
  Load
  Load
  2
  1
  End Dmg
  End Dmg
  4+Bodies*
  3+Bodies
  Ammo
  Ammo
  -
  RoF x6
  Rng
  Rng
  -
  4
  RoF
  RoF
  1+Bodies
  1+Bodies
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Cost
  Cost
  8
  2
  16
  16
  1
  3
  6
  6
  1
  2
  Wazp
  Spitter
  Poisonous Bite
  Acid Spit
  Traits:
  Traits:
  Bio Tech, Natural, Slow, Gain Strong Hit (5-6) if you are behind your Target, *+2 Damage vs Targets at 0 Endurance,
  Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of their Turn until they receive Paramedics or Extended Care 
  (Synthetic Poison Effect can Stack up to 4 times).
  Splash 1, Bio Tech, Natural, Small, Burn, Modifications: Personalised, Low Quality.
  Slots: 3, Defence vs Stealth: 12, Defence vs Impair: 19
  Slots: 3, Defence vs Stealth: 12, Defence vs Impair: 19
  Critter (can Fly), Swarm
  Critter (Able to function in poisonous environments), 
  Endless (Gain 1 additional body at the start of each of your Turns, unless all other friendly Skilled and Nemesis NPCs are dead or incapacitated).
  Type & Variation
  Type & Variation
  Melee, I, C, S Poison
  Gun, B S, A Acid 
  
  325
  Warmind Tribesman
  Average Height: 2m
  Enemy Type: Skilled
  Balanced to Fight Players with: 1-5 Current Resources
  “The Warmind’s tribe is two clicks to the East of us. Which is why 
  we’re heading West.”
  Some Feral Nephilim 
  have managed to 
  retain 
  a 
  small 
  amount 
  of 
  intelligence 
  and 
  leadership abilities. 
  These leaders draw 
  Nephilim 
  around 
  them into tribes.
  Once such tribe, the 
  Warmind Tribe, lives in 
  the toxic wastelands on 
  Eden. This nomadic tribe is 
  brutal and favours close-range combat. 
  Armed with sharp but crude weapons, 
  they launch raids against smaller 
  Nephilim tribes and anyone unlucky 
  enough to settle on their borders.
  The members of this tribe are only 
  a small intellectual step above other 
  Feral Nephilim. They are wild, crude, 
  vicious, and simple, so much so that 
  the Devwi-Ich has ignored this tribe, despite 
  their close proximity on Eden. It considers them to be 
  Example Encounter (for 5 PCs):
   » x3 Warmind Tribesman (Axe).
   » x1 Warmind Tribesman (Spear).
   » x1 Addicted Animal Group.
  Example Loot (per Body):
   » 1 Trade Box of Scrap metal.
  Hit
  +4
  +1
  Clips
  -
  - (3*)
  Crit
  4
  3
  Load
  2
  2
  End Dmg
  7
  5
  Ammo
  -
  - (6*)
  Rng
  -
  (2*)
  RoF
  2 (+1d6)
  3 (+2d6)
  Wgt
  3*
  2*
  Cost
  2
  2
  Weapon (Pick One)
  Dual Axes
  Throwing Spears
  Modification: Dual Wield (Optional).
  Small, Bio Tech, Pen 1 min 3, *Optional Weapon Type: Thrown (RoF 1), Modifications: Advanced Ammo, Dual Wield (Optional),
  Type & Variation
  Melee, x2 Composite
  Melee, *Thrown, Composite, Nano-Bone
  Requirements
  Race/Var /Trait
  Benefits
  NPC Nephilim
  Ambidexterity
  NPC
  Min Ref 2
  3
  -1
  2
  25
  12
  3
  1
  15
  4
  14
  2
  12
  3
  2
  3
  2
  0
  2
  2
  crazed, inbred and altogether unfit to be integrated into the larger 
  Eden Brood.
  Motives
  The Warmind Tribe exists for only one reason: 
  survival through violence. They will kill to take 
  the food, shelter, and goods they need. 
  They have no long-term plan for 
  expansion.
  Tactics
  The Warmind Tribe employs 
  brute force as their main tactic. 
  They don’t attack with battle 
  plans. Instead, they throw as many 
  strong soldiers with sharp weapons 
  at their enemy as they can. Taking 
  no prisoners, they demoralise and 
  overpower their enemy through 
  brutal savagery.
  
  326
  Garuthia the Demon
  Height: 1.6m
  Enemy Type: Nemesis
  Balanced to Fight Players with: 1-5 Current Resources
   “It’s eyes are windows to the abyss, its breath 
  a storm and it’s growl an earthquake. It is a 
  demon and it has come for us.”
  While under X’ion’s control, Garuthia was 
  a loyal, obedient servant that channeled 
  his deep rage into any role given to 
  him. During the Great War, Garuthia 
  was tasked with defending a 
  key location in the forests 
  of Mishpacha. Garuthia 
  was successful in his 
  watch, and the hidden 
  secret 
  was 
  never 
  discovered. But without 
  X’ion’s guidance, rage 
  has 
  consumed 
  him 
  as he has devolved 
  back to his most basic 
  instincts.
  Guruthia 
  continues 
  to 
  carry out X’ion’s appointed task, even 
  though there is no one left to defend 
  the area from.
  Any village or camp built near 
  Garuthia’s forest is built under the 
  shadow of fear. Locals have taken to calling 
  him ‘The Demon’. The Devwi-Ich has longed to bring Garuthia 
  back into the fold, and would pay a high price to 
  anyone able to deliver him to Eden. But no hunting 
  party has ever come close to completing the 
  near-impossible task.
  Motives
  Garuthia’s only drive is to complete 
  the task that X’ion left him with, even 
  though he doesn’t understand why. 
  He will guard his area of the forest 
  despite all odds.
  Tactics
  Garuthia uses his fearsome 
  rage to his advantage. 
  He bellows to strike 
  terror into his foes 
  and launches furious, 
  rage-filled 
  attacks, 
  grabbing and clawing 
  with his massive arms.
  Example Encounter (for 5 PCs):
   » x1 Garuthia the Demon.
   » x2 Wazp Groups.
  Example Loot:
   » A GM Defined secret vault.
   » +5 Resources and Influence if delivered alive 
  and restrained to the Eden Brood on Eden.
  Hit
  +3
  Clips
  -
  Crit
  3
  Load
  1
  End Dmg
  4
  Ammo
  -
  Rng
  1*
  RoF
  2 (+1d6)
  Wgt
  3
  Cost
  3
  Weapon
  Clawed Hands
  Bio Tech, Natural, Strong Hit (5-6), No Variations, *Max Range 5, Modifications: Dual Wield (Optional), Personalised.
  Type & Variation
  Melee, Impairment
  Requirements
  Race/Var /Trait
  Benefits
  Disadvantages
  Beast
  Near Immortal
  Frenzy
  Able to function in thick Jungle Environments.
  You Die when any Attribute is reduced to -2 (normally -0).
  Strong Hit: Frenzy (Damage, Hit, First Range Increment or Melee) +1 Armour and Combat 
  Order until your next Turn.
  You gain the Bleeding Effect when any Attribute 
  is reduced below 0.
  NPC
  Nemesis NPC
  Nephilim
  4
  -1
  3
  30
  14
  9
  6
  18
  6
  17
  2
  13
  4
  3
  4
  3
  1
  4
  2
  
  327
  The All Mother
  Length: 46m
  Crew Capacity: (Estimated) 0-14 
  Enemy Type: Spacecraft
  Balanced to Fight Players with: 30 Total Influence
  “Ancient lore says that the Nephilim had a kind and 
  nurturing mother. I do not think the All Mother is it.”
  The living spacecraft known as the 
  All Mother was created with an 
  incredibly fast reproductive 
  cycle, allowing her to 
  continuously 
  replenish 
  her supply of attack 
  fighters. This was a great 
  boon 
  during 
  the 
  Great 
  War; even during the most 
  exhausting of battles, the All 
  Mother could replenish her 
  forces with ease.
  But when she lost her 
  connection to X’ion, she was en 
  route with hundreds of Nephilim 
  foot troops. Only weeks into her 
  isolation, the All Mother devoured 
  her own crew and passengers in an 
  attempt to satiate her overwhelming hunger 
  and give her the energy she needed to continue 
  her forced reproductive cycle. Once those Nephilim were gone, the 
  All Mother had only her young left on which to feed.
  And so the All Mother sails through 
  the galaxy, searching for organic 
  materials to devour in order to 
  avoid eating her young. But when the 
  starvation sets in, the All Mother is 
  quick to eat her own... only to be forced 
  to give birth to more.
  Motives
  The All Mother roams the galaxy in 
  search of edible material. Unable to land 
  on any planet, she must be satisfied with 
  what she can find floating through space or in 
  the upper atmosphere of a planet. She prefers 
  eating other Feral Nephilim spacecraft, as they 
  are entirely organic and digestible. The All 
  Mother will eat metal craft when she must, 
  sucking all organic material out if it, but this 
  is not preferable.
  Tactics
  Despite being used as food source, the All 
  Mother’s young are fiercely protective of their mother. They will 
  attack as one unit to consummately destroy their foes and bring the 
  remains into the All Mother’s gaping maw.
  Hit
  +3
  Clips
  -
  Crit
  1
  Load
  0
  Shield Dmg
  1
  Ammo
  Inf
  Rng
  1
  RoF
  2 (+1d6)
  Mount
  0
  Cost
  2
  Weapon
  Sacrificial Child
  Full Arc (normally Front and Side), Lock On +2, The first Warhead each Turn that fails an Attack Roll against you is Destroyed, 
  Strong Hit: Nephilim Horror (Hit) Apply 1 Boarded Effect to Target.
  Type & Variation
  Battery, Living Weapon
  Requirements
  Build/Traits
  Benefits
  Disadvantages
  Nephilim
  Hanger Bay
  Deck Hand
  You may make 1 free System Roll each Turn at +0 (no Strong Hits).
  Strong Hit: Get Back out There! (Engineering, Success) Rebuild one Fighter Body, this Fighter 
  Body may be Launched instantly.
  Min Hull 4
  3
  25
  12
  2
  5
  14
  0
  2
  2
  -1
  18
  4
  5
  3
  2
  3
  3
  3
  -1
  -
  4
  0
  Bodies-1
  -
  1
  Bodies
  2
  8
  Hungry Children
  Defence: 14, Armour: 1, Movement: 2, Bodies: 5, Front and Side Arc, Lock On +2, Bio Tech, May Attack during the Turn they are Launched, 
  Modifications: Improved, Large Bay.
  Ordnance, Fighter, Nephilim Swarm
  
  328
  Draz
  See pg: 139 for a full list of Draz items.
  Creator: Nephilim.
  Produced and Sold by: Corporation.
  Draz is an incredibly addictive and powerful chemical concoction, 
  originally crafted by brilliant Nephilim scientists under contract from 
  the Corporation. Draz was created by the Corporation to be a literal 
  “opiate of the masses.” Their goal was to give the people a substance 
  that would not only boost their efficiency, but would also keep them 
  addicted to something they could control. To this end, Draz has 
  performed perfectly.
  No single Corporation company has ever convincingly claimed 
  exclusive ownership of Draz. Numerous shell companies, hidden 
  production facilities, and fraudulent product copies exist, which allow 
  these companies to secretly move large quantities of Draz while 
  hiding who truly profits from its sale.
  Draz appeals to people from all walks of life and comes in 
  many different forms, but primarily in energy drinks and popular 
  alcoholic beverages.
  Draz has greatly affected the economy and ecology of the Haven 
  system. Entire criminal organisations have built themselves around 
  controlling local inventories of Draz products. Addicted pirates find 
  Draz shipments to be irresistible targets and often make desperate 
  attempts to strike at Draz supply caravans. Many shadow wars have 
  been fought over the Draz supply. After all, having an entire city 
  desperately addicted to your product is incredible lucrative.
  Note to GMs: Addiction
  If a player character consumes a large amount of Draz,
  have them make a Resolve Skill Roll to resist addiction.
  If they do become addicted, they gain the
  Draz Addict Trait (pg: 345).
  Effects of Draz
  Draz contains many exotic chemicals and mutagens that work 
  together to affect the body of the user. Based on the amount of Draz 
  ingested, it has different effects.
  When taken in small doses, Draz artificially replicates the body’s 
  sleep patterns while keeping the user fully awake and cognisant. It 
  produces the same chemical and hormonal effects as sleep, yet 
  does not restore the body as a full night’s rest would.
  When taken in a large or concentrated dose, Draz pumps the 
  user’s body full of exotic, fast-working bio-replication mutagens. 
  While this allows the body to shrug off almost any damage, it chips 
  away at the user’s sanity and destroys their brain functions.
  After prolonged, intense use of Draz, the user can become 
  incredibly addicted to it. If the user continues to consume Draz after 
  the effects of addiction begin, they start to experience the following 
  side effects:
  Light Addiction: A minor addiction to Draz is incredibly expensive 
  to maintain, and going without it can cause intense sensitivity 
  Hit
  Hit
  +2
  -2
  +4
  Clips
  Clips
  4
  5
  Crit
  Crit
  -1*
  3
  2
  Load
  Load
  1
  1
  End Dmg
  End Dmg
  +2*
  4
  8
  Ammo
  Ammo
  6
  2
  Rng
  Rng
  3
  1*
  RoF
  RoF
  1
  2 (+1d6)
  Wgt
  Wgt
  1
  3
  Cost
  Cost
  +1***
  0
  2
  Chemical Variation
  Small Arms Weapons
  Weaponised Draz
  Junky Pistol
  Sawn off Shotgun
  Bio Tech, *-4 Damage vs Robots, **Chemical Only, No other Chemical Variations,
  Small, Low Tech, no Variations
  Splash 1, Low Tech, *Strong Hit (5-6) vs Targets within first Range Increment, no Variations
  ***Player characters require Secret Knowledge: Draz Production to use this Variation.
  Strong Hit: Draz Dose (Damage, Hit) Target gains +1 Armour and can only attack the nearest character to them until they receive First Aid. They 
  also loses 1 Spare Time Point (this Effect does not Stack multiple times).
  Weapon Type
  Weapon Type & Variations
   **
  Gun, Pellets
  Gun, Pellets
  Experimental Draz
  Managed Addict
  Strong Hit: Unpredicatble Side Effects (Damage, Hit) You take 1 Attribute Damage to a random (1d6) Attribute and gain 2 additional Attribute 
  Points to two different and random (2d6) Attributes (may go above your Maximum) until the end of the Combat.
  You are able to maintain a partially controlled Draz addiction.
  Reduce all Attribute Damage you receive by 1 to a minimum of 1.
  NPC
  NPC
  Min Foc 3
  Requirements
  Resolve Trait
  Benefits
  
  329
  Brendan felt himself submitting to the craving and blinked 
  his eyes against the harsh light that burned his retinas. The 
  sun seemed incredibly bright this close to sunset, but Brendan 
  assumed it was the Draz messing with his eyesight. He was 
  starting to itch and his throat was burning. 
  “Soon… just a little longer and the Draz will be mine.”
  Brendan crouched behind a few stacked crates, watching 
  the entrance to a supposedly abandoned warehouse. But 
  Brendan knew that not all was as it seemed. This particular 
  warehouse was a front the Wu Tia mob used to transport its 
  Draz. Brendan’s trigger finger itched. The Draz was so close he 
  could almost taste it. He needed the Draz.
  “Why do they have it? Why do they get it and we don’t? Why 
  do we have to suffer?”
  The thoughts entered his mind suddenly and unceremoniously. 
  But he was now acutely aware of one thing: the Draz inside 
  that warehouse belonged to him, and they were keeping it from 
  him. This thought made Brendan incredibly angry for reasons 
  he couldn’t quite explain. Yet the explanation didn’t matter to 
  him either. All that mattered was the Draz. Just on the other 
  side of those doors.
  Brendan set his jaw and tried to resist. After all, he knew 
  what kind of firepower would be waiting on the other side of 
  those doors. 
  But they had all the Draz…
  Brendan hated them. He hated everyone that had Draz when 
  he did not. His anger flared and before he knew what was 
  happening he was on his feet, pounding the pavement on a 
  straight line to the doorway. In the back of his mind he knew 
  he shouldn’t be doing this, didn’t want to be doing this, but he 
  had to do this. He saw red as he rammed his shoulder into the 
  double doors, finding an untapped reservoir of strength that 
  allowed him to snap the locks.
  He heard the loud crack of gunfire and was aware of the 
  movements of the men all around him, but his sense pointed 
  to one thing: Draz. There it was… countless containers stacked 
  upon countless containers, all filled with Draz. 
  He rushed to the nearest container and ripped off the top 
  in one fluid motion. He could feel himself hulking now. Maybe 
  he was even taller than he remembered. The men around 
  him were shouting, and the bullets seemed to be impacting 
  his fleshy body, but Brendan didn’t seem to notice or mind. 
  The Draz was in his hands. His fingertips fought with the cap, 
  but he found his body unable to respond. His eyes began to 
  blink and lose focus. Had the floor been this slippery the 
  whole time?
  The last thing Brendan saw was the Draz drop from his 
  hands as he fell. The bottle landed in tandem with his body, 
  and both shattered on impact. He feebly reached for the liquid 
  and struggled to wet his fingertips and bring them to his lips. 
  A firm boot on his wrist stopped that motion.
  Brendan looked up to his executor and tried to speak, but 
  only one word slipped from his cracked lips. “Draz…”
  Then it was over.
  Researching Draz
  Despite its widespread use, the origins and true nature of Draz 
  remain a cultural and scientific mystery.
  Origins: No one knows who the true owners of Draz are. 
  Determining their identities or those of the original creators 
  could be very useful, indeed.
  Cultural Impact: Many leaders would be quite keen to have an
  in-depth study on how Draz affects their communities at large.
  Effects: What do the Draz bio-replication mutagens really do to
  a user’s system? And how could such powerful regenerative
  properties be harnessed without the side effects?
  to light.
  Medium Addiction: As the addiction to Draz increases, so 
  does the user’s mental instability. They find themselves in an 
  almost ceaseless rage. Because of this, combined with their 
  increased strength, they begin to easily and freely hurt the 
  people around them.
  Complete Addiction: Once a user is wholly dependent on Draz, 
  the drug’s bio-replication mutagens morph their physiology. 
  Their body adapts to survive on Draz alone, with no need for any 
  other nourishment. The user’s organs become decentralised, 
  spread throughout their entire body, and replaced with a ghoulish 
  grey-blue sludge that keeps the body alive in any situation. The 
  mutant can function without their organs, limbs, or even head.
  
  330
  Junkie
  Average Height: 1.8m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 1-5 Current Resources
  “Can’t get enough… Draz… more… Draz… please… I’ll 
  do anything...”
  The Junkie is a street-level user of 
  Draz. They will do whatever it takes 
  to get their hands on more Draz and 
  to protect their supply. They are often 
  found lurking around Draz factories or 
  supply warehouses.
  Easy to bribe, they are often manipulated 
  into acting as enforcers for drug cartels or 
  protecting gang members who deal in Draz. 
  Junkies are fairly easy to deal with, but when 
  they are juiced on Draz they become vicious and 
  extremely tough. But once the Draz wears off they 
  are incredibly vulnerable and will do anything to 
  get more.
  Example Encounter (for 5 PCs):
   » x1 Cartel Mobster (Assault Rifle).
   » x2 Junkie Groups (Crude Sidearm).
   » x1 Junkie Group (Crude Club).
   » x1 Addicted Animal Group.
  Example Loot:
   » 1 Pack of Draz per 3 Bodies.
   » 1 shot of Street Draz per 6 Bodies.
  Addicted Animal
  Average Length: 1m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 6-10 Current Resources
  “Watch out boss, something looks off with this mut… ARGHAA!”
  Street gangs often perform terrible Draz experiments on the 
  unwilling, taking unsuspecting homeless and turning them into 
  Draz addicts. They even go so far as making stolen pets or 
  stray animals into bloodthirsty Draz-powered beasts.
  Animals infected by Draz can’t be considered living 
  beings anymore; it is the Draz keeping them alive. Their 
  body and mind mutated into those of a ravenous beast, 
  an infected animal is dangerous even to its owner 
  and will attack anything in sight – unless that thing 
  offers them more Draz. They are incredibly effective at 
  guarding areas, as they can be locked inside a fenced 
  area to keep intruders at bay. However, these beasts 
  need to be replaced often, as the same Draz 
  that empowers their body also kills it.
  Example Encounter (for 5 PCs):
   » x2 Cartel Mobsters (Submachine Gun).
   » x1 Cartel Mobster (Assault Rifle).
   » x2 Addicted Animal groups.
  Example Loot:
   » Often used to defend valuable 
  locations (labs, workshops or cargo).
  Hit
  Hit
  +1
  +3
  +2
  Clips
  Clips
  -
  Inf
  -
  Crit
  Crit
  3
  2
  3*
  Load
  Load
  1
  1
  1
  End Dmg
  End Dmg
  4+Bodies*
  3+Bodies
  4+Bodies*
  Ammo
  Ammo
  -
  RoF x5
  -
  Rng
  Rng
  -
  4
  -
  RoF
  RoF
  1+Bodies
  1+Bodies
  1+Bodies
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Cost
  Cost
  3
  3
  5
  16
  16
  16
  4
  4
  3
  3
  3
  6
  0
  0
  2
  Junkie (Pick One)
  Addicted Animal
  Crude Club
  Crude Sidearm
  Teeth
  Traits:
  Traits:
  Blunt, *Deal +2 Endurance Damage vs Targets with Armour 4 or greater, Modification: Low Quality.
  Small, Energy, Does not Work in Void.
  Slots: 5, Defence vs Stealth: 12, Defence vs Impair: 21
  Slots: 3, Defence vs Stealth: 12, Defence vs Impair: 19
  Brute
  Tackle (Strong Hit: Tackle (Melee, Hit) Pick One Debuff vs Target: Prone, Push 1 or reduce all Movement by 2 until your next Turn).
  Critter (Able to function in junkyard Environments)
  Type & Variation
  Type & Variation
  Melee, Hammer
  Gun, Particle
  Melee, I, C, Wpn Draz
  Strong Hit: Draz Dose (Damage, Hit) Target gains +1 Armour and can only attack the nearest character to them until they receive First Aid. They also loses 
  1 Spare Time Point (this Effect does not Stack multiple times).
  Bio Tech, Natural, Slow, Gain Strong Hit (5-6) if you are behind your Target, *-4 Damage vs Robots
  
  331
  Cartel Mobster
  Average Height: 1.8m
  Enemy Type: Skilled
  Balanced to Fight Players with: 11-15 Current Resources
  “The mobsters run their Draz rings in broad daylight under 
  the eye the Corporation, as if they are setting out a dare. Come 
  and get me, they say. Let’s see who draws blood first.”
  The Draz cartels are the organised face of Draz 
  smuggling and Draz-related crimes. Considered legal 
  in most places, Draz can be purchased mixed into 
  energy and alcoholic drinks. However, the cartels 
  operate in the shadows, regulating the supply and 
  manipulating the prices.
  No single cartel rules the market. The cartels 
  compete for market, and smugglers and pirates battle 
  over product and territory. It is incredibly dangerous 
  work, and the cartels hire only the strongest and 
  smartest to be their mobsters.
  Most cartel members grew up on the streets as 
  pickpockets and runaways. Their street skills made 
  them great recruits, and rarely does a missing street 
  rat go noticed. The cartels break down these lost 
  children, forcing them to do terrible things in the 
  name of their cartel masters. Out of the dozens 
  recruited, only a few survive to become cartel 
  members. This process fosters a fierce devotion 
  to the cartels, and a mobster is a member of 
  their cartel for life.
  Example Encounter (for 5 PCs):
   » x2 Cartel Mobsters (Assault Rifle).
   » x1 Cartel Mobster (Submachine Gun).
   » x2 Addicted Animal groups.
   » x1 Junkie Group (Crude Sidearm).
  Example Loot (per Body):
   » 1 shot of Street Draz.
   » 1 Clip of Irradiated Ammunition.
   » 1 Spare Time Point of Credits per 2 Bodies.
  Cartel Mobsters rely on bribery, blackmail, and violence to keep 
  local politicians and police organisations under their control, to 
  ensure that Draz is sold only when and where they want it to be.
   
  Motives
  The Cartel Mobster will do anything to protect their cartel. 
  They are difficult to reason with and normally cannot 
  be bought off. They carry out the will of their cartel 
  leaders and their main motive is to ensure the health of 
  their organisation.
  Tactics
  They employ street-gang tactics such as blackmail 
  and sheer force. They tend to fight in groups but aren’t 
  afraid to take on an enemy one-on-one if they feel 
  they have enough firepower, or if they feel they are 
  being disrespected.
  Hit
  +5
  +5
  Clips
  3
  3
  Crit
  4
  5
  Load
  1*
  2*
  End Dmg
  5
  5
  Ammo
  12
  10
  Rng
  4
  4
  RoF
  3 (+2d6)
  2 (+1d6)
  Wgt
  1
  2
  Cost
  4
  4
  Weapon (Pick One)
  Irradiated Submachine Gun
  Irradiated Assault Rifle
  Low Tech, *Take 5 Endurance Damage every Action you spend Reloading or Un-Jamming this Weapon
  Low Tech, *Take 5 Endurance Damage every Action you spend Reloading or Un-Jamming this Weapon
  Modifications: Advanced Ammo, Extended Clip, Personalised, Telescopic Lens (Your Mind gains +4 Range while this Weapon is Drawn)
  Modifications: Extended Clip, Personalised, Telescopic Lens (Your Mind gains +4 Range while this Weapon is Drawn)
  Type & Variation
  Gun, Irradiated
  Gun, Irradiated
  Requirements
  Race/Var /Trait
  Benefits
  Corporation
  Fierce
  Draz Addict
  Can not be Killed by Mental Attribute (Focus, Intelligence or Perception) Damage.
  Skilled NPC
  Max Foc 1
  2
  3
  1
  4
  30
  15
  1
  19
  2
  5
  18
  2
  2
  11
  4
  1
  3
  1
  0
  3
  2
  Disadvantages
  Sudden bright lights Blind you for 1 Turn.
  
  332
  Ra’ul, Assimilated Bodyguard
  Height: 2.2m
  Enemy Type: Nemesis
  Balanced to Fight Players with: 11-15 Current Resources
  “Could this monster be a glimpse of what the original 
  Nephilim creators intended for Draz?”
   Ra’ul was the greatest of the Sunset Cartel’s 
  manufacturers. Under the cartel’s direction he 
  produced a seemingly endless volume of Draz. 
  Ra’ul had a very good thing going for him. 
  The cartel pays its suppliers well, and 
  his operation was protected by their 
  mobsters. He wanted for nothing and 
  had no reason to betray his bosses. 
  Except for greed.
  When it was discovered that Ra’ul 
  was skimming off the top and selling 
  under the table to another cartel, the 
  Sunsets were quick to respond and make 
  an example of Ra’ul. Ra’ul became the victim of 
  his own product. The Sunset Cartel pumped his 
  body full of the chemical and drowned him in his 
  own Draz production vats; far beyond a lethal dose. 
  What remained in the vats when the Draz 
  was finally drained some months later was 
  no longer Ra’ul, but a mindless Draz fueled 
  monster wearing Ra’ul’s skin. This creature had been exposed 
  to such a large dose that it had mutated his body, completely 
  decentralising his organs (even his brain).
  Having nowhere else to go, Ra’ul fled into the dark 
  sewers to live amongst the junkies. Now, he is but an 
  empty shell. The Draz pumping through his body 
  keeps him alive and in a rage-fuelled stupor.
  Tactics
  Junkies will commonly follow Ra’ul at a 
  distance, waiting for a chance to scavenge 
  what remains of his victims. Often getting 
  ahead of themselves, these junkies often get 
  caught up in a fight alongside Ra’ul... which 
  often leads to their deaths.
  Hit
  -1
  -1
  Clips
  -
  -
  Crit
  6
  3*
  Load
  1
  1
  End Dmg
  5
  2*
  Ammo
  -
  -
  Rng
  -
  -
  RoF
  1
  1
  Wgt
  4
  2
  Cost
  4
  1
  Weapons
  Clawed Hands
  Draz Infected Bite
  Strong Hit: Massive Bash (Attack, Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1
  Strong Hit: Draz Dose (Damage, Hit) Target gains +1 Armour and can only attack the nearest character to them until they receive First Aid. They 
  also loses 1 Spare Time Point (this Effect does not Stack multiple times).
  Bio Tech, Natural, Slow, Modifications: Master Crafted, Personalised.
  Bio Tech, Natural, Slow, Gain Strong Hit (5-6) if you are behind your Target, *-4 Damage vs Robots, Modifications: Low Quality, Personalised.
  Type & Variation
  Melee, Claw
  Melee, Injector, Chemical, Weaponised Draz
  Requirements
  Race/Var /Trait
  Benefits
  Disadvantages
  Beast
  Swift
  Adrenaline Boost
  Draz Addict
  Able to function in chemical lab and sewer Environments.
  You may take 3 Actions per Turn (normally 2 per Turn).
  You may spend 1 Fate Point to temporarily Heal all Attribute Dmg and gain Str Hit +1 for 1 Turn.
  Can not be Killed by Mental Attribute (Focus, Intelligence or Perception) Damage.
  Reduce all Movement by 2 from your Actions.
  Sudden bright lights Blind you for 1 Turn.
  NPC
  Nemesis NPC
  Min Mov 5
  Max Foc 1
  4
  1
  5
  35
  15
  1
  20
  2
  7
  18
  2
  2
  12
  5
  1
  5
  2
  2
  5
  2
  Example Encounter (for 5 PCs):
   » x1 Ra’ul.
   » x2 Junkie Groups (Crude Sidearm).
  Example Loot:
   » Ra’uls body is a treasure trove of Draz 
  research material. Gain a +2 to all 
  future Draz Research.
  
  333
  The Bastille
  Length: 38m
  Crew Capacity: 4-12 
  Enemy Type: Spacecraft
  Balanced to Fight Players with: 19 Total Influence
  “They see the Bastille as a beacon, as if by selling their stolen 
  Draz at cut-rate prices they are looking out for those in 
  the sewer. But don’t be fooled, they 
  would rather take what little 
  you have and leave you for 
  dead before helping you 
  out of that sewer.”
  As long as there is Draz, 
  there will be Draz pirates. These 
  pirates strike at the centre of 
  the Cartels and Corporations 
  both, stealing whatever amount 
  of Draz they can get their hands on. 
  Many of these pirate groups 
  are addicted to Draz and often 
  ingest their own supply. The 
  crew of the Bastille are among 
  those that know better.
  They run an small pirate empire out of their ship as they 
  roam from planet to planet, making them difficult to track, 
  helpful because almost every police force and bounty hunter 
  in the Haven system wants them brought in. Every member of 
  the crew has a bounty placed on their head, and they are under 
  constant threat of attack… and they would have it no other way.
  But to the people, these pirates are the heroes that liberate 
  the Draz from the hands of mobsters and the 
  Corporation. It doesn’t matter that the pirates 
  are in it for the money, or that they will be as 
  quick to kill you as to deal with you. They 
  bring Draz at cheaper prices than the 
  rest do, and that is all that matters to 
  most. But don’t think you’re safe just 
  because you aren’t in the Draz business. 
  If you look wealthy, or weak, the Bastille 
  just might set their targets on you.
  Motives
  The main motive of any pirate is 
  to plunder. Despite prioritising Draz, 
  they will set upon any lucrative 
  or vulnerable target. Despite 
  their noble reputation, they are 
  motivated by money above all. 
  Tactics
  Pirates are generally smart enough to 
  rely on gadgets and electronic tricks to 
  give them an edge. They will use the Bastille’s weapons to target 
  their opponent’s systems before they move in to board them.
  Hit
  -3
  Clips
  Inf
  Crit
  4
  Load
  1
  Shield Dmg
  6
  Ammo
  12
  Rng
  Sensors
  RoF
  4 (+3d6)
  Mount
  2
  Cost
  9
  Weapon
  Burst
  Front and Side Arc, Lock On +2, Modifications: x2 Weapon Bank.
  Type & Variation
  Battery, Crack
  Requirements
  Build/Traits
  Benefits
  Disadvantages
  Kaltoran
  Jump Interdiction
  Hunk of Junk
  Patch Job System Roll may be successfully rolled twice per Turn (normally once).
  At the End of your Turn, remove 1 Combat Jump Success from a spacecraft that has the 
  Locked On Effect applied to them.
  Strong Hit: Jam System (Operations, Success) All Locked On Targets have -2 to their Opera-
  tions Rolls until your next Turn.
  On Fire Effect deals 2 Attribute Damage (nor-
  mally 1) to 2 random Attributes (roll 2x 1d6).
  Min Sen 2
  Min CPU 3
  Max Hull 3
  -2
  3
  19
  10
  3
  10
  0
  1
  -2
  16
  3
  3
  3
  4
  3
  3
  4
  
  334
  Enforcers
  See pg: 203 for a full Corporation Government and Law write-up.
  See pg: 214 for a full Kaltoran Government and Law write-up.
  See pg: 233 for a full Legion Government and Law write-up.
  See pg: 247 for a full Nephilim Government and Law write-up.
  Common Motives: Finacial gain, vengence or duty.
  Law is a complicated word within the Haven system. Primarily 
  defined by those with enough power to enforce their rules, the 
  law can change at a whim, and the relationship that most citizens 
  have with the law is complicated at best. The best way to ensure 
  compliance is to keep one’s head down and not cause a ruckus, but 
  for those who make a living on the fringes of society, avoiding a 
  ruckus is not an option. For them, Haven will never be a safe place.
  When one ventures outside one’s city boundaries, the definition of 
  law, and even civilisation, becomes much more flexible. However, no 
  matter where one travels, there is a consistency among the methods 
  used to enforce law. There will always be enforcers, those who 
  ensure the laws of their land and the wills of their leaders are being 
  followed. And there will always be mercenaries and bounty hunters, 
  who will hunt down anyone for the right price.
  In the wilds of space, a criminal can live a much freer life. There 
  is little law or civilisation out there, so there are few laws that can be 
  broken. However, powerful individuals from civilized places will bring 
  their laws with them. If a pirate sets upon a Corp spacecraft in free 
  space, you can bet that the Corporation will bring to bear the full 
  weight of their Legion mercenaries. And while many enforcers won’t 
  venture into the darkest and most dangerous areas of the Haven 
  system, bounty hunters are sure to. Any criminal who thinks that 
  they’ve escaped into the frontiers or a secluded city slum shouldn’t 
  be surprised to find a bounty hunter close behind.
  The Haven system is dotted with small settlements struggling to 
  make a living. In these places, the law is determined by whoever 
  has the power to enforce their will, through brute force or social 
  influence. Local sheriffs acts as law-maker and enforcer in one, and 
  strangers to these towns are treated with a wary eye. 
  Every planet, government, and race has their own version of the 
  law. Some adhere to a strict legal code, like the Legion, and some 
  hold a survival-of-the-fittest mentality, like the Nephilim. What 
  is considered illegal to one may be commonplace to the other. 
  Corporate lawyers have written countless heavy volumes on the 
  difficulties of untangling the nuances of interracial law. If Corporation 
  scientists are on a diplomatic mission to the Legion home world, 
  whose law should they be subject to? If they break a Legion law, 
  should they be tried by the Legion or sent home to be tried by their 
  Corporation leaders? There is no clear answer. Often, whoever has 
  the largest presence or feels they are most in the “right” has final 
  say. This tendency has led to many innocents suffering terrible fates 
  and many criminals walking free. Every situation is fluid, and the 
  accused must think fast and act even faster to avoid sentencing.
  When it comes to saying alive in Haven, it’s important to know 
  whose territory you are in, as it is to know which mob boss has the 
  weaponry to back up their threats.
  Fines
  Small to medium fines can be paid with a
  Wealth Spare Time Roll.
  Usually a roll of 12t or 14t.
  Expensive fines can cost a Resource.
  Imprisonment
  Usually done to hold a suspect until final sentencing.
  Guarded steel cages are the most common form of
  imprisonment, as they are cheap and easy to make.
  Death
  A very common sentence in the frontiers of Haven,
  as it is cheap to administer and uncomplicated.
  When a suspect is also a stranger, they will often be
  executed without public knowledge.
  Local Friends
  Only Capture
  Reinforcements
  Security System
  If you are killed or hurt other NPCs will seek revenge for you.
  All Allies gain +1 Hit and End Dmg (may only Stack twice).
  All of your Weapons gain the Keyword: Blunt.
  +2 Hit & End Dmg, all Weapons.
  For each Turn you are off the Battle Map gain +2 Hit & End Dmg.
  You may be a Robot.
  +1 Armour.
  Reduce all Damage to your Movement by 2.
  NPC
  NPC
  Skilled NPC
  NPC
  Requirements
  Traits
  Disadvantages
  You only wish to capture your opponents.
  You will try to retreat if you are heavily hurt.
  You may only enter the Battle Map and Attack 
  after Turn 1, you may stay off longer.
  You may only Attack Targets within a limited area 
  or Arc.
  You may not change your facing.
  Benefits
  
  335
  The dust had barely settled in the middle of the street 
  of the frontier town. The boy ran, as he had been told to 
  do. The Kaltorans who followed him made a game of it. 
  This was part of the boy’s punishment. He had crossed 
  his own Kaltoran family by killing, and the family wasn’t 
  going to forget it.
  The Kaltorans followed behind in a hovertruck, 
  whooping and hollering as they closed in. They 
  brandished their weapons and put on displays of 
  machismo from the back of the truck. The noise of the 
  posse had drawn quite a crowd in the square. Mothers 
  covered the eyes of their children as the criminal 
  realised he had nowhere left to go.
  Every exit from the square was blocked by members 
  of the Kalotran posse. They grinned toothy grins and 
  shouted profanities to the boy, who was forced to run 
  back into the centre of the square.
  The eldest of the family, the patriarch, stepped down 
  from the back of the truck, tightening a long piece of 
  monofilament rope between his fingers.
  “For your crimes against our family,” the patriarch 
  spoke as he approached the quivering boy, “you have 
  been found guilty.”
  The rest of the family swarmed the boy, grabbing him 
  by the arms and legs, restraining him and leading him 
  towards the patriarch. The elder continued, handing the 
  rope to his family, watching them wrap the rope around 
  the victim’s neck.
  “This is your judgement. For your crime of murder 
  against your own family, you will hang from the neck 
  until dead.”
  There were few things that could draw the attention of 
  a Kaltoran crowd like a hanging. As the criminal’s limp 
  body swung in the wind, the rest of the Kaltorans would 
  know that justice had been served.
  Forms of Law Enforcement
  Knowing whose territory you are in means knowing how to keep 
  your head on your shoulders. Laws differ vastly from culture to 
  culture, as do the punishments for breaking those laws.
  Corporation: At its core, Corporation law is deceptively simple: 
  if you cost the Corp money, they will fine you. If these fines 
  go unpaid, they are doubled in value and used to apply a 
  dead-or-alive bounty on the accused.
  Teams of Corporation security contractors work in secret to 
  enforce Corporate laws. They can trace an offender’s digital 
  signature, hack their computers and spacecraft systems, and 
  track them throughout the Haven system. These Corporate 
  security teams work from the shadows, often remotely, so their 
  suspects don’t know they are coming. Their eyes and ears come 
  in the form of numerous drones that patrol Corporation cities 
  and facilities.
  If a Corporate security team is not enough to bring in the 
  suspect, Legion mercenary forces will be sent in. If the criminal 
  still manages to escape, the Corporation leverages their 
  over-abundance of available funds to attract the best bounty 
  hunters and procure sensitive data.
  But at every step, the Corporation will weigh up the cost and 
  benefit of enforcement, dropping all charges if they do not 
  make financial sense.
  Kaltoran: Kaltoran law is the least formal. Every Kaltoran is 
  well armed, even the elderly. They are all expected to enforce 
  justice, not only against wrongs done to them, but also those 
  done to people they know, especially family.
  As a close-knit, well-armed, and enthusiastic people, Kaltoran 
  justice is often swift. Families forgive minor infractions, but act 
  with brutal judgement against any major transgressions. Complex 
  or disputed problems are handled by the family Elders. Kaltoran 
  family units will often form posses, and publicly execute those 
  who have wronged them.
  The Legion: As the only society within Haven to have a substantial 
  government, the Legion’s judicial system is comprehensive and 
  efficient – at least for those within their own society.
  For those who live outside of the Legion influence, things become 
  more difficult. The Legion tend to have little faith in the judicial 
  systems of the other Haven cultures, so they often take it upon 
  themselves to enforce Legion law and values wherever they 
  happen to be. For crimes deemed severe enough, punishments 
  can include imprisonment, deportation, travel restriction, forced 
  labour, or execution.
  Nephilim: The Nephilim follow only one law: survival of the 
  fittest. Life is cheap and only the powerful have the strength to 
  force their will onto others. The weak are ignored and the strong 
  rule. Crossing a stronger Nephilim is the closest one can come 
  to breaking a law, and this is universally met with violence, 
  dealt out by the offended Nephilim or by the enforcers it keeps 
  at its side.
  
  336
  “Vex” Corp Security Drone
  Average Height: 1.4m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 1-5 Current Resources
   “Security drones, eh? Well, good luck with that.” 
   The Corp L2T-VX, or “Vex,” Synth Steel drone is a common 
  sight in wealthy Corporation facilities. They were built to 
  be the perfect guards, with no need to eat, rest, or 
  take breaks. They cannot be reasoned with, bribed, 
  manipulated, or tricked. The only way past a Vex 
  without the right security clearance is by force. They 
  are ever vigilant and wield their particle pistols 
  with deadly accuracy. They act as the first line 
  of defence for important Corporation buildings and 
  often protect high-ranking VIPs. They can also be 
  summoned at the push of a button to take 
  down local targets.
  Their primary weakness is their 
  inability to travel far from their 
  central control station. This makes 
  them perfectly suitable for defending 
  installations, but unsuitable for 
  long-range missions.
  Example Encounter (for 5 PCs):
   » x2 Vex Corp Security Drone groups.
   » x1 X4000 Personal Alarm Drone group.
   » x2 Legion Mercenaries.
  Example Loot:
   » 1 Trade Box of salvaged Mechanical 
  Drone Parts per 6 Bodies.
   » 1 Trade Box of Small Weapons per 8 Bodies.
   » 1 Particle Pistol per Body.
  Corp X4000 Personal Alarm Drone
  Average Height: 0.25m
  Enemy Type: Henchmen
  Balanced to Fight Players with: 1-5 Current Resources
  “Dammit, you’ve been spotted. Pull back, there’s nothing you can 
  do now.”
  The inexpensive X4000 Personal Alarm 
  Drone is one of the Corporation security 
  contractor’s most useful gadgets. This 
  hovering drone can be programmed with basic 
  instructions, such as following a target, guarding 
  a room, or keeping watch over a sleeping VIP. The 
  drone is equipped with a high-functioning tactical 
  camera that records and photographs images to 
  send directly back to a mainframe.
  Once a Drone has set their camera on 
  something, it’s built in alarms trigger (either 
  silently or blaringly loud), and the closest 
  security forces are sent to that location. These 
  drones will often swarm in large numbers to give 
  comprehensive real time tactical feedback on 
  the entire environment, giving security forces a 
  full picture of every corner, entrance, and person in 
  that area.
  Example Encounter (for 5 PCs):
   » x2 X4000 Personal Alarm Drone groups.
   » x3 Legion Mercenaries.
  Example Loot:
   » 1 Trade Box of salvaged Mechanical Drone 
  Parts per 20 Bodies.
   » 1 Trade Box of Sensor Equipment per 5 
  Bodies (Electronics Skill Roll of 14 required).
  Hit
  Hit
  +3
  +2
  Clips
  Clips
  Inf
  Inf
  Crit
  Crit
  2
  -
  Load
  Load
  1
  2
  End Dmg
  End Dmg
  3+Bodies
  -
  Ammo
  Ammo
  RoF x5
  10
  Rng
  Rng
  4
  2
  RoF
  RoF
  1+Bodies
  1+Bodies
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Cost
  Cost
  4
  4
  16
  16
  3
  2
  4
  4
  0
  1
  Vex
  Corp X4000
  Protectron
  Security Camera
  Traits:
  Traits:
  Lock On +2, Small, Energy, Jam (1-5), Does not Work in Void.
  Lock On +4, Strong Hit (5-6), Modification: Low Quality, Laser Sight.
  Strong Hit: Weak Spot (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Endurance Damage +1.
  Strong Hit: Tactical Scan (Hit, Locked On) Until your next Turn, Debuff Target: -1 Cover Step (minimum Light Cover).
  Strong Hit: Target Lock (Hit) Target is Locked On.
  Strong Hit: Plot Trajectory (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Range +1.
  Slots: 3, Defence vs Stealth: 12, Defence vs Impair: 19
  Slots: 3, Defence vs Stealth: 12, Defence vs Impair: 19
  Droid Body (You are a Robot), Covering Fire (Str Hit: Covering Fire (Damage, Does not Require Hit, RoF 2+) 1 Ally gains Heavy Cover (+4) or +1 Cover Step until your next Turn).
  Droid Body (You are a Robot), Sure Footed (No Defence or Movement penalties from Difficult Terrain (including Zero Gravity) by Hovering).
  Type & Variation
  Type & Variation
  Gun, Particle
  Combat Computer
  
  337
  them put their military skills into 
  practice. Wherever they happen to be 
  encountered, Legion mercenaries provide 
  an incredible obstacle. When the Legion 
  appear on the scene, less-skilled criminals will 
  simply turn tail and run. While these mercenaries 
  may be found using any equipment that they can 
  scrounge up or afford, most Legion prefer to use 
  weapons and armour crafted and maintained by 
  their own people.
   
  Motives
  Combat glory, duty, financial gain, and pride.
  Tactics
  Legion mercenaries favour a tactical military approach 
  to combat. Making heavy use of cover, flanking, teamwork, 
  and concentrated firepower.
  Legion Mercenary
  Average Height: 2.4m
  Enemy Type: Skilled
  Balanced to Fight Players with: 6-10 Current Resources
  “Just got the word: the Legion mercs have been 
  called in. You’re fragged, man, I’m sorry.”
  The Legion produce some of the greatest 
  fighters and toughest killers the galaxy 
  has ever seen. Created for battle in the 
  Great X’ion War, the Legion have found 
  new ways to use their their warrior 
  instincts, marketing themselves as 
  hired guns and enforcers.
  Many 
  Legion 
  find 
  sanctioned 
  mercenary work within their high command 
  as Auxilia soldiers. However, innumerable 
  others act outside that command as exiled 
  Exsilia freelancers.
   The Corporation is by far the largest 
  employer of Legion mercenaries, so much 
  so that many mistakenly assume that all 
  Legion work for them. Legion mercenaries 
  are often the first and last line of 
  Corporation physical defence, acting 
  as both a patrolling police force and 
  personal army.
  Exsilia that don’t contract with the 
  Corporation often find themselves taking 
  on any job that will pay the bills and let 
  Example Encounter (for 5 PCs):
   » x2 Vex Corp Security Drone groups.
   » x3 Legion Mercenaries.
  Example Loot:
   » 1 Trade Box of Illegal (x2 Resources) salvaged Legion 
  Armour per 2 Bodies.
   » 1 Trade Box of Weapons per 2 Bodies.
   » 1 Gauss or Rail Clip of Ammunition per Body.
   » 1 Gauss or Rail Rifle per Body.
  Hit
  +4
  +2
  Clips
  2
  2
  Crit
  5
  4
  Load
  3
  1
  End Dmg
  3
  8
  Ammo
  3
  1
  Rng
  6
  1
  RoF
  1*
  1
  Wgt
  2
  1
  Cost
  3
  1
  Weapon
  Rail Gun
  Anti Personnel Grenade
  Lock On +4, Jam (1-5), *Strong Hit (5-6) with all RoF 1 Attack Rolls, Modifications: Personalised, Targeting Matrix.
  Splash 3, Small, Low Tech, Slow.
  Type & Variation
  Gun, Rail
  Shell, Thrown, Shrapnel
  Requirements
  Race/Var /Trait
  Benefits
  Legion
  Well Prepared
  Coordinated Strike
  Strong Hit: Coordinated Strike (Attack, Hit) An Ally gains Strong Hit +1 vs your Target with their next Attack (must be taken within 1 Turn).
  Skilled NPC
  Legion
  3
  1
  4
  25
  12
  2
  3
  17
  4
  15
  1
  2
  12
  3
  3
  2
  2
  0
  2
  2
  
  338
  skilled, and takes her job very seriously. The pit city locals 
  have taken to calling her “The Countess” because she 
  scratches a small tick mark onto her gun for every 
  bandit she kills.
  Motives
  Financial gain, revenge, and survival.
  Tactics
  Sarah is patient and cunning. She 
  prefers to study her target, find their 
  weaknesses, and set a trap. Once
  combat starts, Sarah will focus 
  her fire on the most dangerous and
  isolated targets and will not hesitate to fall back 
  as needed.
  Sarah “The Countess” Jinx, Kaltoran Bounty Hunter
  Height: 1.6m
  Enemy Type: Nemesis
  Balanced to Fight Players with: 6-10 Current Resources
   “You can run from me, little man. But 
  you cannot hide. I will find you, I will 
  bring you in, and I will get paid. It’s what 
  I do, and no one does it better.”
   Kaltorans have the unique ability to use 
  their ancestor’s memories as their own, using 
  their myriad skills and knowledge gathered over 
  many lifetimes. This can be incredibly helpful for a 
  bounty hunter who comes from a long line of warriors 
  and hunters.
  Sarah Jinx is only the most recent in a long line of 
  fabled hunters to come from her family. Left alone at a 
  young age after losing her mother to a vicious attack from 
  roving Dark Tribe bandits, Sarah was forced to take care 
  of herself and make a living on the dirty streets of her pit 
  city. She quickly made a name for herself as a skilled 
  fighter, tracker, and bounty hunter.
  She has no patience for banditry or violence against 
  women, and takes a special pleasure in taking on 
  assignments to avenge wronged women. In the face 
  of every target she sees the ones who murdered 
  her mother. She is extremely dangerous, incredibly 
  Example Encounter (for 5 PCs):
   » x2 Skilled Kaltorans.
   » x1 Sarah Jinx.
  Loot:
   » 1 Self-Propelled Assault Rifle.
   » 1 Self-Propelled Pistol.
   » 2 Spare Time Points of Credits.
  Hit
  +7
  -2
  Clips
  3
  -
  1
  Crit
  4
  3
  3*
  Load
  2
  2*
  1
  End Dmg
  4
  4
  8
  Ammo
  8
  -
  1
  Rng
  6
  -
  1
  RoF
  2 (+1d6)
  1
  1
  Wgt
  3
  -
  1
  Cost
  3
  1
  1
  Weapon
  Assault Rifle
  Arc Fire, Bayonet
  Disruptor Grenade
  Low Tech, Works in Liquid, Modifications: Advanced Ammo, Laser Sight, Personalised.
  Strong Hit: Disrupt (Attack, Hit) Debuff ALL Damaged Targets Active Non Low Tech, Non Bio Tech Weapons: Lose Ammunition equal to RoF.
  Energy, Burn, Pen 2 min 3, *Drawn with Assault Rifle (0 Hands for this Weapon), Stealth -2.
  Splash 1, Small, Slow, Energy, Blunt, Strong Hit (5-6) *+2 Crit Dmg vs Robots,
  Type & Variation
  Gun, Self-Propelled
  Melee, Arc Fire, Bayonet
  Thrown, Disruptor
  Requirements
  Race/Var /Trait
  Benefits
  Kaltoran
  Master Assassin
  Thrifty
  Dirty Fighter
  Reduce all Limited Vision and Low Light penalties by 1 Step.
  You always have Light Cover (+2) (and may Stealth and gain bonus Cover Steps).
  Strong Hit: Assassinate (Damage, Hit, Target is at least 3 spaces away from all non Drone Allies) Target is Suppressed and takes 2 Attribute Damage (no 
  Armour) to a random Attribute (1d6).
  Gain Strong Hit +1 during Surprise Rounds, vs Prone or Suppressed Targets.
  Nemesis NPC
  Kaltoran
  4
  -1
  3
  25
  14
  1
  -2
  17
  6
  17
  2
  3
  15
  3
  3
  4
  3
  3
  4
  3
  
  339
  The Bloody Falcon, Legion Mercenary Bomber
  Average Length: 43m
  Crew Capacity: 3-12 
  Enemy Type: Spacecraft
  Balanced to Fight Players with: 42 Total Influence
  “When the sky turns red, and the wings of the Bloody 
  Falcon descend upon you, it is far too late for hope.”
  The Red Phalanx is one of the most well-known 
  and organised Legion Auxilia mercenary teams in 
  the known galaxy. They are worth every Credit 
  of their exorbitant contracts and can almost 
  single-handedly turn the tide of a battle.
  While the members of the Red 
  Phalanx change over time, their 
  spacecraft has stayed the 
  same. The Bloody Falcon is one 
  of the fastest, most aggressive 
  ships to soar through the skies 
  today. Built during the Great War 
  to carry Legion commanders 
  into battle, it was supposedly 
  lost in a battle near the end 
  of the war. In reality, the 
  first members of the Red 
  Phalanx ran off with it, 
  repaired it, and made it 
  their own.
  The Bloody Flacon is armed with 
  incredible weaponry, including heavy 
  ordnance missiles that can chew 
  through other ships and defensive 
  structures alike. Its point-defence gun 
  system keeps it protected in ship-to-ship 
  battles and can shoot down missiles before 
  they ever reach it.
  The ship may seem unbeatable, but a 
  ship is only as good as its crew. If the 
  Legion mercenaries are compromised, 
  then the Bloody Falcon would be 
  as well.
  Motives
  Combat glory and duty.
  Tactics
  The Bloody Falcon is fast and has a heavy missile armament. Its 
  signature move is to hit its target fast and early, hoping to cripple 
  it so that the Falcon can take its time to safely strafe the enemy.
  Hit
  +5
  Clips
  -
  Crit
  2
  Load
  0
  Shield Dmg
  1
  Ammo
  Inf
  Rng
  1
  RoF
  2 (+1d6)
  Mount
  0
  Cost
  2
  Weapon
  Point Defence
  Full Arc (normally Front and Side), Lock On +3, The first Warhead each Turn that fails an Attack Roll against you is Destroyed
  Type & Variation
  Battery, Crack
  Requirements
  Build/Traits
  Benefits
  Legion
  Wrap Shield
  Auto Targeter
  Hull Breach
  Tweak Trajectory
  On Fire Effect deals Damage at the end of your Turn (normally at the start).
  Calibrate may apply 2 Locked On Effects per Success (normally 1).
  +1 Engineering.
  Strong Hit: Hull Breach (Warhead, Hit, 1 use per RoF) Until your Target Successfully performs a Damage Control System Roll: They take 1 Crew 
  Damage (no Armour), lose 1 On Fire Effect and lose 1 Boarded Effect at the start of each of their Turns.
  Strong Hit: Tweak Trajectory (Operations, Success) Move one of your spacecraft’s Warheads or Fighter Bodies, 2 in any direction.
  Max Pow 3
  Min CPU 3
  2
  3
  19
  16
  2
  3
  18
  0
  3
  16
  3
  3
  3
  3
  3
  5
  3
  +1
  +1
  -
  -
  4
  4
  0
  0
  4
  4
  -
  -
  -
  -
  1
  1
  1
  1
  5
  5
  Missile
  Missile
  Defence: 16, Armour: 1, Movement: 6, Bodies: 6, Front Arc (normally Front and Side), Lock On +1, Strong Hit (5-6), Modification: Improved.
  Defence: 16, Armour: 1, Movement: 6, Bodies: 6, Front Arc (normally Front and Side), Lock On +1, Strong Hit (5-6), Modification: Improved.
  Ordnance, Warhead, Explosive
  Ordnance, Warhead, Explosive
  
  340
  Race
  NPC Race
  Corporation 
  Kaltoran
  Legion
  Nephilim
  Remnant
  Palantor
  Twi-Far
  Zhou
  +2 Maximum Resources and Influence.
  Gain 1 Resource and Influence.
  +1 Wealth, Operations, and Tactical.
  Reduce all Untrained Primary Skill Roll penalties by 1 (except Wealth).
  +1 Awareness, Command, and Small Arms.
  +1 Fate.
  +2 Defence vs Stealth.
  Reduce all Limited Vision and Low Light penalties by 1 Step.
  Gain Language: Kaltoran.
  +1 Resolve, Gunnery, and Heavy Arms.
  +1 Armour.
  +2 Defence vs Impair.
  Never requires ‘Environmental Outfit or Equipment: Arctic’.
  Gain Language: Legion.
  +1 Bio Tech, Engineering, and Exotic.
  +1 to all Spare Time Rolls.
  +1 Recovery.
  Gain Language: High X’ion or Primal X’ion.
  (data missing)
  (data missing)
  (data missing)
  (data missing)
  -1 Fate.
  -2 Maximum Strength.
  Complication: Prejudice from Kaltorans.
  -1 Wealth.
  -2 Maximum Focus.
  Unwanted Flashback: If you roll triples with any 
  Fate re-roll, you immediately gain a Minor 
  Psychological Condition (which may be 
  removed with an appropriate Extended Care 
  Healing Roll).
  Complication: Prejudice from Corporation.
  Requires ‘Environmental Outfit or Equipment: 
  Temperate’ (NPCs are assumed to have one 
  of these) outside Arctic Environments or be 
  Suppressed each Turn.
  -1 Armour when at 0 Endurance.
  -2 Maximum Movement.
  -1 Conversation.
  -2 Culture.
  Complication: Prejudice from Kaltorans and Legion.
  Race (Must Select 1)
  Requirements
  Requirements
  Benefits
  Benefits
  Disadvantages
  Character Lists
  Beast
  Droid 
  Mechonid
  NPC Nephilim
  You count as having the Nephilim Race for Trait Requirements.
  Any of your Weapons may gain the Keywords: Bio Tech and Natural.
  You are able to function in a specific hostile environment.
  -1 Load, all Weapons.
  You are a Robot.
  -2 Draw, all Weapons.
  All Weapons gain Keyword: Natural.
  Lock On +2, all Weapons.
  You are a Robot.
  -2 Draw, all Weapons
  All Weapons gain Keyword: Natural.
  At the start of your Turn, deal 2 (5 if you are a Nemesis NPC) radiation Endurance Damage to all non Robot characters within 30 Spaces of you.
  +1 Hit, Exotic.
  +1 Recovery.
  +2 End Dmg, all Weapons.
  Gain Language: High X’ion or Primal X’ion.
  NPC
  Max Int 3
  NPC
  NPC
  NPC
  
  341
  Fate Traits
  Adept
  All or Nothing
  Eureka!
  Hero
  Just Won’t Die
  Reliable
  Void Touched
  Accomplished
  Forethought
  Gifted
  Lucky
  Talented
  Thinker
  You may spend 1 Fate Point to add an additional 1d6 to any Skill, Attack, System, Healing or 
  Repair Roll (not Spare Time Roll).
  +2 to all re-rolls.
  If you re-roll an Attack Roll, add +2 Endurance Damage to that Attack.
  Strong Hit: Eureka! (Failed Spare Time Roll) Gain a Research Unit in any field that you have 8 
  or less Research Units in.
  You may spend 2 Fate Points to gain Strong Hit +1 on any Attack or System Roll.
  +2 Maximum Influence.
  +1 Armour when at 0 Endurance.
  +1 Recovery.
  You may choose to make any Spare Time Roll a total of 10 + modifiers (normally 3d6 + 
  modifiers). Not for Research or Trade Spare Time Rolls.
  You may spend 2 Fate Points to force an NPC to re-roll any roll.
  All (non spacecraft) NPCs that Attack you gain the Keyword: Jam (1-4).
  Gain a Moderate Perk.
  Gain 2 additional Fate Points each session to activate abilities or equipment. These Fate 
  Points may not be used for re-rolls.
  +1 to any Attribute.
  You may use your Fate re-rolls to re-roll a single die (normally all rolled dice).
  Remove all Trait Attribute Maximum Disadvantages.
  Select one additional Skill to be Trained in.
  If you fail a re-roll you may not spend any more 
  Fate Points this session.
  NPCs easily remember you.
  You lose Influence more easily (as people have 
  high expectations of you).
  Your eyes glow slightly.
  NPCs easily remember you.
  Fate re-rolls cost you 2 Fate Points (normally 1).
  -1 Maximum to all Attributes.
  Major Reputation
  Min Fate 2
  Min Fate 2
  Min Inf 6
  Min Fate 2
  Min Int 3
  Requirements
  Requirements
  Fate
  Level
  Benefits
  Benefits
  Disadvantages
  Disadvantages
  Level Traits
  
  342
  Debt
  Extravagant
  Investor
  Merchant
  Scavenger
  Thrifty
  Wealthy
  Birthright
  Mercenary
  My Baby
  Outcast
  Well Connected
  Gain 3 Resources.
  +2 Maximum Resources.
  At any time you may reduce your Current Influence by 2, to gain 1 Resource.
  +1 Maximum Resource.
  If you are a NPC, gain 1 Resource.
  At any time you may reduce your Current Resources by 1, to gain 1 Influence.
  +4 Maximum Influence.
  +1 Wealth.
  Once per session you may sacrifice 1 Resource or Influence to gain 2 Spare Time Points.
  +1 Wealth.
  You are able to use looted Equipment past 1 session, until they have 0 Ammunition (GM Discretion).
  Equipment with infinite Ammunition or Clips should be discarded within 2 sessions.
  Reduce the Cost of two Cost 1 Resource items to Cost 0.
  You may make 1 free Wealth Spare Time Roll per session.
  A spacecraft that you have spent Influence on; gains +1 spacecraft Perk.
  Gain Moderate Perk: Reputation, important family.
  +2 Maximum Influence.
  Perks are gained by increasing your Current Resources (not Influence).
  +2 Maximum Resources.
  If you are the sole Influence contributor to a spacecraft that is Size 2 or under it Costs 10 
  fewer Influence.
  +5 Endurance.
  +1 Fate.
  +1 Culture.
  Gain two Minor Perks: Contact.
  Do not gain 1 free Spare Time Point per session.
  Cost 3 Resources to Retro this Trait or gain Compli-
  cation: Hunted.
  -1 Maximum Influence.
  -1 Maximum Resources.
  Complication: Rival family or group
  Complications are not gained by increasing your 
  Current Resources (not Influence).
  -2 Maximum Influence.
  If you are an NPC, your spacecraft may have a 
  maximum of 1 character (normally unlimited).
  Complication: Bad reputation.
  -4 Maximum Influence.
  NPCs gain +2 all attempts to find you through 
  social methods (eg: asking people where 
  you are).
  Resource Traits
  Influence Traits
  Requirements
  Resources
  Benefits
  Disadvantages
  Min Res 7
  Not NPC
  Min Res 4
  or NPC
  Min Inf 4
  Min Res 4
  Min Res 10
  Requirements
  Influence
  Benefits
  Disadvantages
  Char Creation
  Not Corporation
  Min Inf 5
  GM Approval
  Min Inf 5
  
  343
  Example Minor Perks
  Example Moderate Perks
  Example Major Perks
  Example Complications
  Language
  Minor Access
  Minor Contact
  Minor Rank
  Additional Income
  Moderate Access
  Moderate Contact
  Moderate Rank
  Major Access
  Destiny
  Major Contact
  Major Rank
  Enemy
  Bounty
  Prejudice
  Reputation
  Condition
  Ancient Kaltoran, Archon, Corp, High X’ion, Primal X’ion, Kaltoran, Legion (and Hand Signal), Vargartian.
  1 Cargo space.
  Once per session, +1 to a specific Spare Time Roll Skill.
  One Companion costs you 1 fewer Resource.
  +1 Maximum Resources.
  3 Cargo space.
  Twice per session, +1 to a specific Spare Time Roll Skill.
  Requires Minor Rank, all Companions gain +2 Hit.
  4 Cargo space and a Dedicated Workshop.
  +1 Fate.
  +2 Maximum Influence, +2 to all Spare Time and Skills Rolls when making use of your Contact.
  Requires Moderate Rank, all Companions gain +1 Body OR a single Companion gains +2 Bodies.
  Your enemey is aware of your equipment, strengths and weaknesses.
  Your GM may choose to increase the difficulty of a Combat by an additional Skilled opponent.
  -2 to all Leadership, Conversation and Spare Time Rolls when interacting with someone who is prejudiced against you.
  NPCs are far more likely to remember you.
  You may have -2 to Leadership, Conversation and Spare Time Rolls when interacting with someone who is aware of your Reputation.
  With GM permission, gain a Psychological Condition (pg: 76).
  Name
  Name
  Name
  Name
  Description
  Description
  Description
  Description
  
  344
  Requirements
  Movement
  Benefits
  Disadvantages
  Attribute Traits
  Requirements
  Strength
  Benefits
  Disadvantages
  Requirements
  Reflexes
  Benefits
  Disadvantages
  Old
  Extra Limbs
  Natural Armour
  Eye Candy
  Muscular Implants
  Massive
  Regen Splice
  +1 Leadership and Survival.
  +4 Maximum Influence.
  Gain 2 Influence.
  You have up to 2 additional (arm and/or hand equivalent) limbs.
  May acquire the Dual Wield Modification twice for a 1 Handed (Weight 1) Weapon OR you may 
  acquire the Dual Wield Modification once for a 2 Handed (Weight 2+) Weapon.
  Your Outfit is a part of your body and can not be removed!
  Your Outfit gains the Keyword: Bio Tech.
  Your Outfit has -1 Weight and Cost.
  Perk: You are sexy!
  +2 to all Conversation and Leadership Skill re-rolls.
  +2 Maximum Influence.
  +1 Physical.
  +1 Armour.
  You are big!
  +1 Physical.
  All equipment has -1 Weight (minimum 1).
  +2 Equipment Slots.
  You may spend 1 Fate Point to Heal any single Attribute by 2.
  *If you are a Remnant, you require Min Foc 4, not Min Str 5.
  -1 Physical.
  -2 Equipment Slots.
  Must select at character creation or through Surgery.
  Must select at character creation or through Surgery.
  -2 Equipment Slots.
  NPC easily remember you.
  -2 Armour when at 0 Endurance.
  Must select at character creation or through Surgery.
  -1 Armour when at 0 Endurance.
  Must select at character creation or through Surgery.
  Max Str 3
  Char Creation
  Nephilim,
  Palantor,
  Zhou or NPC
  Nephilim
  or Palantor
  Not NPC
  Min Str 2
  Min Str 3
  Min Str 4
  Legion or
  Nephilim
  Char Creation
  Min Str 5*
  Not Legion
  Solid Build
  Dexterous
  Ambidexterity
  Agile Build 
  Reaction Implants
  Lighting Reflexes
  +4 Defence vs Impair.
  +5 Endurance.
  +1 Physical.
  All non Drone Weapons have -1 Load (minimum 1) for you.
  Dual Wield Weapon Modifications allow you to select 2 different Gun, Melee, Shell or Chemical 
  Variations (normally restricted to 1). OR gain +1 Clips.
  If you have two (or more) 1 Handed (normally Weight 1) Weapons Equipped, they gain +2 Hit.
  +1 Physical.
  +1 Stealth.
  +1 Armour vs Slow.
  +1 Stealth.
  +1 to all Trained Personal Combat Skills.
  +2 Combat Order.
  +1 Physical.
  You may spend 2 Fate Points to gain 1 Free Action during your Turn.
  +1 Armour vs Slow.
  -1 Armour vs Slow.
  -1 Armour when at 0 Endurance.
  Must select at character creation or through Surgery.
  Max Ref 1
  Armour 0-3
  or NPC
  Min Ref 2
  Min Ref 3
  Armour 0-3
  Min Ref 4
  Armour 0-3
  Min Ref 5
  Armour 0-3
  Slow and Steady
  Sure Footed
  Speed Implant
  Wall Runner
  Mirage
  Adrenaline Boost
  All Actions gain the Major Effect: Move.
  Spray Fire and Strike Actions do not reduce your Movement.
  No Defence or Movement penalties from Difficult Terrain (including Zero Gravity).
  +2 Defence vs Impair.
  +2 Movement with Full Move and Charge Action.
  You may spend 1 Fate Point to ignore all difficult Terrain penalties and be able to move 
  along walls and upside down for a single Turn.
  +1 Armour vs Slow.
  Strong Hit: Mirage (Attack, Does not Require Hit) Make a free Stealth Action and Minor Effect: Move -2.
  You may spend 1 Fate Point to temporarily Heal all Attribute Damage and gain Strong Hit +1 
  until the start of your next Turn.
  May not use Full Move or Charge Actions.
  -1 Armour when at 0 Endurance.
  Must select at character creation or through Surgery.
  Max Mov 2
  Min Mov 2
  Min Mov 3
  Armour 0-3
  Min Mov 4
  Min Mov 5
  
  345
  Requirements
  Focus
  Benefits
  Disadvantages
  Requirements
  Intelligence
  Benefits
  Disadvantages
  Requirements
  Perception
  Benefits
  Disadvantages
  Draz Addict
  Creative
  Rage
  Self Control
  Expert
  Focus Implant
  +1 Armour.
  +2 Defence vs Psionics.
  Can not be Killed by Mental Attribute (Focus, Intelligence or Perception) Damage.
  Remove all Requirements (except for ‘Does not Req Success’) from Strong Hit: Effort.
  Strong Hit: Effort gains Requirement: Does not Req Hit.
  +1 Crit Dmg vs Targets that have caused you Attribute Damage this Combat.
  +2 End Dmg vs Targets you have a prejudice against.
  +1 Resolve.
  +2 Hit, Natural.
  +2 Recovery.
  20 maximum unspent Spare Time Points (normally 10).
  You may immediately select and take a second Trait for one of your Trained Primary Skills. 
  Skill Roll bonuses from your second Trait do not Stack with Skill Roll bonuses from 
  your first Trait.
  +1 Resolve.
  If you perform the same Action twice in 1 Turn, you gain Strong Hit +1 for your second Action.
  Gain Complication: Addicted to Draz.
  Sudden bright lights Blind you for 1 Turn.
  -2 to all Spare Time Rolls.
  -2 Wealth.
  If you are an NPC: -2 Armour at 0 Endurance.
  -1 Cover Step.
  Complication: You are prone to becoming enraged.
  -1 Armour when at 0 Endurance.
  Must select at character creation or through Surgery.
  Max Foc 1
  Max Foc 1
  Max Foc 2
  Min Foc 3
  Min Foc 4
  Secret Kn
  Min Foc 5
  Not Remnant
  Neural Implant
  Introvert
  Analytical
  Natural Psion
  Insight
  Educated
  You have a Computer and Short Range Comms (100km range) in your head (0 space).
  Hitting with the Analyse Action automatically applies the Locked On Effect to your Target.
  Your Mind gains Weapon Type: Combat Computer.
  You have a Weight 0, Programing Toolbox (+1 to Programing (does not Stack)).
  +1 to all Trained Professional Skills.
  +1 Hit, Analytical.
  +2 Range, Analytical and Combat Computer.
  +1 Armour vs Slow.
  You are a Psionic.
  Gain Language: Telepathy.
  Your Mind gains Weapon Type: Psionic.
  +4 Range, Mind.
  Strong Hit: Glimpse (Attack, Hit, Psionic) Gain +1 Hit for the remainder of the Combat.
  Strong Hit: Insight (Primary Skill, Success) Your GM may give you an additional piece of informa-
  tion about your current situation OR you gain +1 Combat Order in your next Combat (Stacks).
  +2 Hit, Analytical.
  +2 to all Spare Time Rolls.
  -1 Armour when at 0 Endurance.
  You count as a Robot for Strong Hit: Hack 
  and Domination.
  Must select at character creation or through Surgery.
  May not be Assisted by other characters.
  Min Int 2
  Min Int 3
  Max Foc 2
  Min Int 4
  Min Int 5
  Foresight
  Optical Implants
  Eagle Eye
  Trained Eyes
  Dead Eye
  6th Sense
  You may spend 2 Fate Points to give all Attacks against you this Combat the Keyword: Slow.
  +1 Defence.
  You gain a HUD over your sight!
  Reduce all Low Light Cover penalties by 1 Step.
  All your non-spacecraft Weapons gain Lock On +4.
  +1 Awareness.
  +1 Range, all non Melee Weapons.
  +1 to all trained Vehicle System Skills.
  Strong Hit: Trained Attack (Attack, Hit) Debuff Target: Cover Step -2 against your next Attack.
  Strg Hit: Dead Eye (Damage, Hit by 5, not Splash, not RoF 4+) Deal 5 End Dmg to your Target.
  Reduce all Limited Vision and Low Light Cover penalties by 2 Steps.
  +4 Defence vs Stealth.
  Immune to Strong Hit: Light Burst.
  *If you have the Condition: Blind; this Trait’s Requirement is reduced to Min Per 2.
  Strong Hits from Disruptors Blind you for 1 Turn.
  Must select at character creation or through Surgery.
  *If you have the Condition: Blind; your Maximum Range 
  is Rng x5 (normally Rng x10).
  Psionic
  Armour 0-2
  Min Per 1
  Min Per 2
  Min Per 3
  Min Per 4
  Min Per 5*
  
  346
  Actor
  Charming
  Friendly
  Pheromones
  Pick Thought
  Taunt
  You may spend 1 Fate Point to avoid losing Influence.
  +2 to all Conversation, Leadership and Culture Rolls to persuade NPCs through acting or deception.
  +2 Maximum Influence.
  +2 to all Conversation and Leadership Rolls to gain NPC’s trust through friendship, favours or seduction.
  A spacecraft with a Conversation, Culture or Psychology Dedicated Workshop, that you have spent Influence on; gains +1 Crew (Maximum 5).
  +1 Maximum Influence.
  Change a Minor Perk: Contact to Moderate Perk: Contact.
  +2 Hit, Henchmen.
  +2 Maximum Influence.
  If you are a Nephilim, gain +1 Conversation.
  Strong Hit: Pheromones (Conversation, Success, Target is currently breathing air, not in combat) A nearby character will temporarily love you for 
  5 minutes and then hate you for 2 hours (possibly longer at GM’s discretion).
  Strong Hit: Pick Thought (Conversation, Sucess) Secretly read the surface thoughts of a non Robot character.
  +2 to all Conversation, Leadership and Culture Rolls to distract NPC’s attention through abuse or baited communication.
  Strong Hit: Taunt (Attack, Hit) Debuff Target character: Strong Hit -1 on their next Attack if they do not Attack you or include you within a Splash area.
  Everyday Skill Traits
  Nephilim
  Psionic
  Requirements
  Conversation
  Benefits
  Always Prepared
  Barter
  Business
  Black Market
  Optimisation
  Your second Weapon that Costs 3 or more Resources Costs 2 fewer Resources.
  Once per session you may lose 1 Trade Box to re-roll a Trade Goods or Wealth Roll with a +2 bonus.
  Perk: You have your own Business.
  When you Sell 16 Trade Boxes gain +1 additional Resource and a Spare Time Point.
  When you Publish 16 Research Units gain +1 Influence and a Spare Time Point.
  +2 to all Conversation, Culture and Wealth Rolls to find and acquire illegal equipment or information.
  +1 Maximum Resources.
  +2 Equipment Slots.
  A spacecraft of at least Size 3 that you have spent Influence on; gains +2 Cargo.
  Requirements
  Wealth
  Benefits
  Min Res 6
  Min Res 5
  Min Inf 5
  Guide
  Inspiration
  Intimidating
  Management
  Mind Haze
  Negotiator
  Recruiter
  +1 Resolve and Culture.
  You may spend 1 Fate Point to allow an Ally a single re-roll.
  During your Turn, all adjacent Allies gain a Recovery when you gain a Recovery.
  +1 Resolve.
  Strong Hit: Inspire (Attack, Hit) All Allies within sight gain a Recovery.
  All adjacent Allies gain +2 Defence.
  +1 Resolve.
  Strong Hit: Intimidate (Attack, Hit) Debuff all character enemies within sight: -2 Defence for 1 Turn.
  Charge Action grants you +2 Defence.
  +1 Conversation and Resolve.
  Grant an additional +1 bonus when Assisting other characters (does not Stack).
  Gain an additional +1 bonus when you are Assisted (does not Stack).
  +1 Resolve.
  Strong Hit: Mind Haze (Leadership, Sucess, not in Combat) Non Robot Target forgets the 
  last hour.
  +1 Conversation and Resolve.
  1 free Trade Goods Spare Time Roll per session.
  +1 Culture.
  +1 Hit, Companion.
  Drone & Companion Modification ‘Multiply’ only Costs 1 Resource (normally 2) for Companions.
  A spacecraft with a Wealth, Leadership, Physical or Resolve Dedicated Workshop, that you 
  have spent Influence on; gains +1 Crew (Maximum 5).
  NPCs easily remember you.
  NPCs easily remember you.
  Min Foc 3
  Psionic
  Secret Kn
  Requirements
  Leadership
  Benefits
  Disadvantages
  
  347
  Archaeologist
  Faction Trained
  Fashion Sense
  Jack of all Trades
  Laws and Customs
  Streetwise
  +1 Planetoids.
  +2 to all non-combat Rolls connected to History and Archaeology.
  X’ion and Archon Tech Costs you 2 fewer Resources (minimum 5) if you pass a Spare Time 
  Roll of 18t (does not Stack).
  +2 Hit with all Weapons that match your Race or Build’s Culture (see chart below).
  +1 Conversation and Wealth OR +1 Leadership and Command (choose during Trait selection).
  +1 Maximum Influence.
  Reduce all Untrained Professional and Vehicle System Skill Roll penalties by 1.
  +1 Leadership.
  +2 to know about, manipulate or escape from legal and cultural difficulties.
  +2 Maximum Influence.
  Gain Minor Perk: Contact.
  +2 to find information with a Culture Roll.
  +2 to all Conversation and Culture Rolls to blend into crowds and societies.
  -2 Hit with Weapons that do no match your Race or 
  Build Culture.
  Requirements
  Culture
  Benefits
  Disadvantages
  Cultural Weapons
  Corporation
  Kaltoran
  Legion
  Nephilim
  Palantor
  Remnant
  Twi-Far
  Zhou
  Personal Weapons: Particle, Ion, Combat Computer, Drone.
  Spacecraft Weapons: Fighter.
  Personal Weapons: Irradiated, Self-Propelled, Dummy, Smoke, Electro-Gravity.
  Spacecraft Weapons: Battery.
  Personal Weapons: Gauss, Rail, Kinetic, Shrapnel.
  Spacecraft Weapons: Warhead.
  Personal Weapons: Bio Tech.
  Spacecraft Weapons: Bio Tech.
  Personal Weapons: Arc Fire, Self Guided, Combat Computer, Drone.
  Spacecraft Weapons: Fighter.
  Personal Weapons: Plasma, Laser, Psionic.
  Spacecraft Weapons: Burn.
  Personal Weapons: Energy.
  Spacecraft Weapons: Energy.
  Personal Weapons: Melee.
  Spacecraft Weapons: Boarding Party.
  Race / Build
  Weapons
  
  348
  Acrobatics
  Capacity Training
  Reaction Training
  Regular Work Out
  Thief
  Weapon Implant
  +1 Recovery.
  +2 to all Rolls connected to gymnastics and physical stunts.
  Take Cover Action does not make you Prone when you are Hit by an Attack with the Keyword: 
  Slow. Instead you instantly gain a free Move.
  +1 Survival and Gunnery.
  +4 Equipment Slots.
  +1 Awareness and Gunnery.
  +2 Defence.
  +1 Survival and Gunnery.
  +10 Endurance.
  +2 Recovery.
  +1 Awareness and Stealth.
  +2 to all Physical rolls connected to Sleight of Hand.
  +1 Maximum Resources.
  Choose a non Drone or Companion Weapon to be mounted inside your body.
  If this Weapon has the Keyword: Bio-Tech (or Energy if you are a Robot) gain Clips +1.
  This Weapon requires 2 fewer Slots (minimum 1).
  This Weapon gains the Keyword: Natural (is immune to Strong Hit: Disarm) and is a Gauntlet.
  Min Ref 2
  Min Mov 2
  Min Str 3
  Min Ref 3
  Min Foc 3
  Min Per 3
  Min Foc 3
  Min Ref 3
  Min Per 3
  Requirements
  Physical
  Benefits
  Dedicated
  Faith
  Fearless
  Grav Reflection
  Hatred
  Loyalty
  Mind Worm
  Relentless
  +1 Psychology.
  You may re-roll a failed Spare Time Roll once, with a -2 penalty.
  +1 Psychology.
  +2 Fate.
  +1 Maximum Influence.
  +1 Recovery.
  Immune to Strong Hit: Intimidate.
  Ignore the first (non Legion Race) Suppression effect against you each Turn.
  Strong Hit: Grav Reflection (Block, Hit) Until your next Turn; If you are Equipped with a 
  Electro-Gravity Weapon, Outfit or Utility Item and any character fails to Hit you with a 
  non Analyse Attack; Make a Free Attack against them with their own Weapon (RoF 1, 
  Cost 0 Ammo and Range is measured from you).
  +1 Crit Dmg (+4 End Dmg if you are an NPC) vs Targets you are prejudiced against.
  Strong Hit: Fury (Attack, Hit) You and your Target take 5 or 10 Endurance Damage.
  Choose a (non Drone) character (PC or NPC) to be loyal to.
  +1 Psychology.
  +2 Defence and Hit when in the same Environmental Cover as the character you are Loyal to.
  +1 Psychology.
  Strong Hit: Mind Worm (Attack, Hit, Psionic) Debuff non Robot Target: Their Next Action gains 
  no Attribute bonus to their Attack Roll, Movement or Strong Hit Options.
  +1 Psychology.
  +5 Recovery.
  +1 End Dmg, all Weapons.
  Min Foc 3
  Psionic
  Requirements
  Resolve
  Benefits
  Minor Complication: Obligated to follow reli-
  gious code.
  -1 to all Spare Time Rolls.
  -1 Maximum Resources.
  Gain prejudice against a race or group.
  -2 Cover Steps vs Targets you are preju-
  diced against.
  Receive 5 Endurance Damage when the character 
  you are Loyal to is Damaged.
  -15 Endurance (minimum 0).
  -2 to all Spare Time Rolls.
  -1 Armour when at 0 Endurance.
  Must select at character creation or through Surgery.
  Disadvantages
  Disadvantages
  
  349
  Chef
  Makeshift
  Self-Reliant
  Tracker
  Urban
  Wilderness
  +1 Medicine and Planetoids.
  Food Supplies last twice as long for you and up to 5 Allies.
  A spacecraft with a Bio Tech, Medicine or Survival Dedicated Workshop, that you have spent 
  Influence on; gains +2 Resupply.
  +1 End Dmg, Low Tech.
  +2 to all Skill Rolls connected to crafting non Weapons and Outfits.
  +2 to all (non Wealth) Untrained Skill Spare Time Rolls.
  +1 Physical, Awareness and Medicine.
  +2 to all Modification Spare Time Rolls.
  +1 Stealth.
  +1 Awareness, Astronomy and Planetoids.
  +2 to all Skill Rolls to track Targets (including spacecraft).
  +2 Range, Analytical.
  +1 Physical and Awareness.
  +2 to Survival Skill Rolls in Urban environments.
  +1 to Trade Good Spare Time Rolls.
  +1 Physical, Awareness, Medicine and Planetoids.
  +2 to Survival Skill Rolls in Wilderness environments.
  +2 End Dmg, Melee.
  Characters trying to Assist you have a -4 penalty 
  to their Roll.
  -2 Stealth.
  Enemies never have Low Light Cover Penalties 
  when Attacking you.
  Requirements
  Survival
  Benefits
  Disadvantages
  Alert
  Deduction
  Luminescent
  Natural Sense
  Perfect Aim
  Smuggler
  +1 Survival.
  +1 Defence vs Stealth.
  +1 Defence vs Impair.
  Overwatch Action’s Attack may be taken as a ‘Free Action’ during another character’s Action 
  (normally at the end of an Action), GM Discretion is given as to when this may happen.
  +1 Survival.
  +4 Hit, Analytical.
  Analyse Action also tells you information about an NPC’s Attributes, Skills, Outift, Weapons, 
  Utility Items and current Health.
  You can glow when you want to!
  Create Light: You can reduce all environmental Low Light Cover penalties within 6 of you by 
  1 Step.
  Strong Hit: Light Burst (Attack, Hit) You gain Limited Vision Heavy Cover (+4) until the start of 
  your next Turn.
  +1 Survival.
  +2 Hit, Natural.
  +2 to Combat Order.
  +2 Defence vs Impair.
  +1 Hit, all Weapons.
  Analyse grant a +2 Range Boost.
  Overwatch Attack has +2 Range.
  +1 Survival.
  +2 to all Awareness Rolls related to hiding and finding hidden objects.
  A single spacecraft that you have spent Influence on; gains +2 Secret Cargo.
  A spacecraft with a Survival Dedicated Workshop, that you have spent Influence on; gains +2 
  Secret Cargo space.
  Min Foc 3
  Min Per 3
  Min Int 3
  Nephilim
  or Twi-Far
  Requirements
  Awareness
  Benefits
  Disadvantages
  
  350
  Aerospace
  Armour Smith
  Construction Theory
  Maintenance
  Robotics
  Tweak
  +2 to all Vehicle Repair Rolls.
  A spacecraft with a Mechanics Dedicated Workshop, that you have spent Influence on; gains +1 Hull (Maximum 5).
  +1 Engineering.
  Personalised Outfit Modification grants you an additional -1 Weight and +1 Slot.
  +2 to all Outfit Modification Spare Time Rolls.
  +1 Engineering and Programming.
  A spacecraft with a Mechanics Dedicated Workshop, that you have spent Influence on; gains +1 Hull (Maximum 5).
  +1 Engineering and Programming.
  Jam (-1), all Weapons.
  May make 1 free spacecraft Maintenance Spare Time Roll per session.
  +1 Engineering and Programming.
  Drone & Companion Modification ‘Multiply’ only Costs 1 Resource (normally 2) for non Bio Tech Drones.
  +1 Engineering and Programming.
  Strong Hit: Tweak (Damage, Hit, Non Infinite Clips or Ammo) Gain +2 Endurance Damage on this Weapon for the remainder of the Combat (Stacks).
  Professional Skill Traits
  Hardware
  Overcharge
  Power Flow
  Reactor Control
  Shield Breaker
  Weapon Smith
  +1 Programming and Operations.
  +2 to all non-combat Skill Rolls connected to knowing about or working with computer hardware.
  +1 Range, Combat Computer and Drones.
  +1 Programming and Operations.
  +2 End Dmg, Disruptor.
  +1 Programming and Operations.
  +2 Hit, Non Low Tech.
  +1 End Dmg, Non Low Tech.
  +1 Programming and Operations.
  A spacecraft with a Electronics Dedicated Workshop, that you have spent Influence on; gains +1 Power (Maximum 5).
  +1 Operations.
  Strong Hit: Shield Breaker (Damage, Hit, Energy) A Target with a Utility or Outfit item with Keyword: Shield is Suppressed.
  +1 Shield Dmg, Battery and Ordnance.
  +1 Programming and Operations.
  +2 to all Weapon Modification Spare Time Rolls.
  Requirements
  Mechanics
  Benefits
  Requirements
  Electronics
  Benefits
  
  351
  Chemistry
  Flesh Herder
  Gene Manipulation
  Gene Weaver
  Nasty Toxins
  Psionic Splice
  Spontaneous Growth
  +1 Medicine.
  +2 to all non-combat Skill Rolls connected to knowing about or working with chemi-
  cal components.
  +1 Hit and End Dmg, Burn or Chemical.
  +1 Medicine.
  +2 to all non-combat Rolls connected to Bio Tech Drones.
  Drone & Companion Modification ‘Multiply’ only Costs 1 Resource (normally 2) for all Bio Tech Drones.
  +1 Medicine.
  You gain +1 to any Attribute (may go above Maximum if you have appropriate Secret Knowledge).
  Gain +5 Endurance (up to +15) for each Implant and Splice Trait you have.
  Ignore all Implant and Splice Trait Race Requirements.
  +1 Medicine.
  +1 End Dmg, Bio Tech and Chemical.
  Strong Hit: Toxin (Damage, Hit, Bio Tech or Chemical) Target can not gain a Recovery until 
  they receive First Aid.
  You are a Psionic.
  Gain Language: Telepathy.
  Mind gains Weapon Type: Psionic.
  +4 Hit, Mind.
  Strong Hit: Psionic Scream (Attack, Hit, Psionic) Target takes 4 End Dmg.
  +1 Medicine.
  +1 Hit, Bio Tech.
  Strong Hit: Spontaneous Growth (Attack, Hit, Bio Tech) This (Gun, Shell or Battery) Attack does 
  not use any Ammunition (must have the required Ammunition to make this Attack).
  Secret Kn
  Max Foc 1
  Requirements
  Bio Tech
  Benefits
  Calibrations
  Computer Science
  Data Searcher
  Hacker
  Software Engineer
  Sync Fire System
  +1 Electronics and Operations.
  +1 Hit, Energy and Prototype.
  +1 Range, Drones.
  +1 Mechanics, Electronics and Operations.
  +1 Hit and Range, Combat Computer.
  Programming Toolbox (Personal Computer) counts as a Toolbox (+1 bonus (does not Stack)) for all Trained Professional Skills.
  Programming Dedicated Workshop (Software Lab) counts as a Workshop for non Programming Research Spare Time Rolls.
  +1 to all Research Spare Time Rolls.
  +2 to all Rolls connected to electronic security systems (eg: hacking).
  +1 Hit, Combat Computer.
  Strong Hit: Hack (Combat Computer, Hit, only vs Robot) Choose the Target for the Target’s next Attack (must be taken within 1 Turn), no 
  self harm.
  +1 Electronics and Operations.
  A spacecraft with a Programming Dedicated Workshop, that you have spent Influence on; gains +1 CPU (Maximum 5).
  +1 Mechanics and Operations.
  -1 Load, Drone.
  Requirements
  Programming
  Benefits
  Must select at character creation or through Surgery.
  Disadvantages
  
  352
  Clinical Medicine
  Pharmacist
  Surgeon
  Field Medic
  Nerve Strike
  Nutrition
  +1 Survival and Psychology.
  +2 to all Medicine Extended Care Healing Rolls.
  You may make 1 free Extended Care Healing Roll per session.
  +1 Survival and Bio Tech.
  You may make 1 free Spare Time Roll per session to acquire a Stim.
  You may spend 1 Fate Point to ignore the negative effects of a single Stim you have used on yourself or another character.
  +1 Survival, Bio Tech and Psychology.
  +2 to Paramedics and Surgery Healing Rolls.
  +1 Survival.
  Paramedics Heals an additional 1 (normally just 3) Point of Attributes Damage.
  +1 Psychology and Bio Tech.
  Strong Hit: Disrupt; works vs Bio Tech Targets.
  +2 End Dmg, Natural.
  +1 Survival, Bio Tech and Psychology.
  +5 Endurance.
  +1 Hit, Natural.
  AI
  Interrogation
  Linguistics
  Memory Splice
  Psi Master
  Psionic Guard
  Read Motives
  +1 Conversation, Leadership and Bio Tech.
  +2 to all non-combat Rolls connected to AI.
  +1 Hit, Drones.
  +1 Leadership.
  +2 to all Leadership Skill Rolls connected to forcing information out of NPCs.
  +2 End Dmg, all Weapons.
  +1 Conversation, Culture, Leadership and Bio Tech.
  Gain 2 Languages of your choice.
  +2 to all non-combat Rolls connected to Languages.
  Select two additional Primary Skills to be Trained in.
  +1 Conversation, Leadership and Bio Tech.
  +2 to all non-combat Rolls connected to Psionics.
  +2 Hit, Psionic.
  +2 Defence vs Psionics.
  Strong Hit: Psionic Guard (Attack, Does not require Hit, Psionic) Remove 1 negative Effect or 
  Debuff from any Target character within sight.
  +1 Hit, Analytical.
  +1 Conversation and Leadership.
  +2 to all Skill Rolls connected to reading NPC’s motives and intentions.
  +2 Combat Order.
  Requirements
  Medicine
  Benefits
  Psionic
  Psionic
  Requirements
  Psychology
  Benefits
  Gain two GM Defined Complications (eg: unwanted 
  memories or personality traits).
  Must select at character creation or through Surgery.
  Disadvantages
  
  353
  Astrometrics
  Ionisation
  Particles & Light
  Radiation
  Rewind
  Warp Time
  Wayfarer
  +1 Engineering and Gunnery.
  +2 to all non-combat Rolls connected to astronomical phenomena.
  A spacecraft with a Awareness or Astronomy Workshop, that you have spent Influence on; gains +1 Sensors (Maximum 5).
  +1 Engineering and Gunnery.
  Ion Weapons gain the Keyword: Disruptor.
  +2 Hit, Particle and Ion.
  +1 Engineering and Gunnery.
  Disruptors deal +2 End Dmg vs Targets for EACH ‘Reduce all Limited Vision and Low Light penalties by’ Step they are gaining from a non ‘Create 
  Light’ source (you are exploiting their sensitive senses).
  +2 Hit, Gauss and Rail.
  +1 Hit and End Dmg, Irradiated.
  A spacecraft with a Mechanics or Planetoids Dedicated Workshop, that you have spent Influence on; gains +1 Engines (Maximum 5).
  +1 Combat Order.
  Strong Hit: Rewind (Attack, Does not Hit, not Splash, Psionic) This (Gun, Shell or Battery) Attack does not use any Ammunition (must have the 
  required Ammunition to make this Attack) and you gain a Free Overwatch Action.
  +1 Combat Order.
  Strong Hit: Warp Time (Attack, Does not Require Hit) Take 5 End Dmg and gain an additional Action after this Action has completed (does not 
  Stack), you may cause no Strong Hits during this additional Action.
  +1 Engineering and Command.
  +2 to all non-combat Rolls connected to Ley Lines.
  +50% non-combat spacecraft travel speed.
  Atmospherics
  Flora and Fauna
  Geology
  Gravitics
  Void Splice
  Ley Vortex
  +1 Survival, Culture and Astronomy.
  +2 to all non-combat Rolls connected to planet atmospheres.
  You and your Allies’ Oxygen tanks last twice as long.
  +1 Survival and Astronomy.
  +2 to all non-combat Rolls connected to Flora and Fauna.
  +50% group non-combat Personal travel speed outside Urban environments.
  +1 Survival.
  +2 to all non-combat Rolls connected to Geology and Minerals.
  All non-Energy, non-Chemical Weapons with the Personalised Modification gain Pen 1 min 3.
  +1 Astronomy.
  +1 Hit, Electro-Gravity and Self-Propelled.
  Electro-Gravity equipment Cost 1 fewer Resources (minimum 2).
  +1 Survival.
  Never requires ‘Environmental Outfit or Equipment: Space’ and one other Environment.
  +1 Combat Order.
  Strong Hit: Ley Vortex (Attack, Splash, Does not Require Hit) Take 5 End Dmg and create a 
  Area of Limited Vision (Light Cover (+2)) until the start of your next Turn. Any character 
  that moves into or starts their Turn inside this Area takes 1 Damage (no Armour) to a 
  random (1d3+3) Attribute.
  Requirements
  Astronomy
  Benefits
  Psionic
  Psionic
  Secret Kn
  Nephilim,
  Palantor
  or Zhou
  Psionic
  Requirements
  Planetoids
  Benefits
  -1 Armour when at 0 Endurance.
  Must select at character creation or through Surgery.
  Disadvantages
  
  354
  Called Shot
  Covering Fire
  Crack Shot
  Dirty Fighter
  Dual Draw
  Fast Draw
  Ley Shot
  Puncture Shot
  Room Sweeper
  Sniper
  Split Shot
  Wild Shot
  Kaltoran
  Psionic
  May add up to +/- 1 to determine what Attribute is Damaged with RoF 1 Critical Hits (normally just 1d6).
  Strong Hit: Covering Fire (Damage, Does not Require Hit, RoF 2+) 1 Ally gains Heavy Cover (+4) or +1 Cover Step until your next Turn.
  Adjacent characters do not grant Cover to your Target.
  Ignore your Target’s Front Cover (not Environmental or LImited Vision Cover).
  Gain Strong Hit +1 vs Bleeding, Prone or Suppressed Targets. Or vs any Target during a Surprise Round.
  -1 Load, Dual Wield.
  +4 Hit, Surprise Round.
  All Weapons have -1 Draw time.
  You may spend 1 Fate Point to make any of your non Psionic Weapons count as Psionic and gain +2 End Dmg until your next Turn.
  +1 End Dmg, all Weapons.
  You may spend 1 Fate Point to apply the Bleeding Effect to a Target that you have caused Attribute Damage to this Turn.
  +2 End Dmg, Shotgun.
  +1 Splash, Shotgun.
  +1 Range, RoF 1.
  Strong Hit: Pinning (Damage, Does not Require Hit) Non-Nemesis Target character in Entrenched Cover is Suppressed.
  +1 End Dmg, RoF 2+.
  Rof 2+ Attacks may use 1d6 per 2 spaces when Spread Firing (normally 1d6 per 1 space).
  +1 Hit, Small.
  Snap Shot gains the Minor Effect: Hit +Extra RoF Dice.
  Personal Combat Skill Traits (May Select 2 per Category)
  Requirements
  Small Arms
  Benefits
  Blast Zone
  Bounce Shot
  Cook Grenade
  Coordinated Strike
  Grav Force
  Kill Zone
  Melt Armour
  Pin Down
  Plant Feet
  Pulverise
  Set Alight
  Shell Shock
  Suppression Fire
  Tank Buster
  +1 Hit, Splash.
  Strong Hit: Critical Hit. Remove ‘not Splash Damage’ requirement (Critical Hit still only effects 1 Target within Splash area).
  Thrown Weapons gain +1 Crit Dmg vs Prone Targets.
  Strong Hit: Bounce (Attack, Hit, Grenade) May move Splash location 3 in any direction (even around corners),
  +2 End Dmg, Thrown.
  Grenades lose Keyword: Slow.
  Strong Hit: Coordinated Strike (Attack, Hit) A character or spacecraft Ally gains Strong Hit +1 vs your Target with their next Attack (must be 
  taken within 1 Turn) (does not Stack).
  Strong Hit: Grav Wall (Attack, Hit, Electro-Gravity) You and all character Allies within 3 of you gain +1 Armour vs Slow until your next Turn.
  Strong Hit: Grav Blast (Damage, Does not Require Hit, Shell or Electro-Gravity) Target character is pushed 3 spaces away from the source of 
  this Attack.
  Strong Hit: Kill Zone (Damage, Does not Require Hit, RoF 3+) ‘End Dmg +2, Shield Dmg +2 and Splash +1’ OR ‘Splash +2’.
  Strong Hit: Melt (Damage, Hit, Burn, First Range Increment or Direct Splash Hit) Reduce Target character or spacecraft’s Armour by 1, until they 
  have Downtime with a Workbench. 
  Strong Hit: Pin Down (Damage, Hit, End Dmg 6+) Non-Nemesis Target character is Suppressed if they receive 6 or more End Dmg from characters 
  that are not you before your next Turn.
  Optional: If you Set Up 2 (and gain Pull Down 1) gain +2 Hit and Range on a non Melee Weapon.
  Str Hit: Pulverise (Damage, Does not Require Hit, Crit Dmg 5+) Permanently reduce 2 sections of physical Environmental Cover within 1 of Target by 1 Step.
  Strong Hit: Set Alight (Damage, Hit, Burn) Make a free Attack against Target character at the start of each of your Turns (at 0 range) until they 
  gain First Aid (Set Alight Effects do not Stack multiple times) OR a Target spacecraft gains an On Fire Effect.
  Str Hit: Shell Shock (Damage, Hit, Crit Dmg 5+) Target character is Suppressed and gains a Move (can not move closer to you) as a Free Action.
  Strong Hit: Suppression Fire (Damage, Does not Require Hit, RoF 3+, Crit Dmg 4+) Non-Nemesis Target character is Suppressed.
  Crit Dmg 5+ Weapons gain: Pen 2 min 4.
  Legion
  Requirements
  Heavy Arms
  Benefits
  
  355
  Combat Stims
  Disruptor Flash
  Fire Platform
  Grav Deflector
  Grav Master
  Hug Cover
  Insignificant Target
  Power Overload
  Prepared
  Reposition
  Running Dodge
  Second Wind
  Sudden Strike
  Swift Shadow
  Tactical Fall Back
  Tactical Care
  Target Painter
  Triangulation
  Vicious
  If you have a Medicine or Bio Tech Toolbox: Performing First Aid grants a character a Recovery and +2 Hit (does not Stack) with their next Attack Roll.
  Your Disruptors gain +1 Critical Damage vs Henchmen.
  Strong Hit: Flash (Damage, Hit, Disruptor) Target character not in Entrenched Cover is Suppressed.
  +1 Slot, Drones.
  Once per Turn one of your Drones may Attack with 2 different Weapons (making two Attacks).
  If you have a Active Electro-Gravity Weapon, Outfit or Utility Item; gain +1 Armour vs Slow.
  +2 Range, Electro-Gravity.
  Gain +1 Armour (May exceed this Trait’s Requirement) while in Environmental Cover.
  Strong Hit: Insignificant Target (Analyse, Hit) Gain +1 Cover Step until your next Turn.
  Strong Hit: Power Overload (Damage, Hit, Disruptor) Target character’s Active non Low Tech or Bio Tech Weapon is Jammed.
  +2 Range, Overwatch.
  Overwatch gains the Minor Effect: +1 Cover Step.
  Strong Hit: Reposition (Attack, Hit, Equipped Weapon is Weight 2 or under) Make a free Move and gain +1 Cover Step.
  Full Move and Charge Actions grant you +1 Armour if you move at least 4 from your starting location.
  You may spend 1 Fate Point to Heal 10 Endurance.
  +2 Recovery.
  Strong Hit: Sudden Strike (Stealth, Hit) Boost next Attack: +1 Crit Dmg (must be taken within 1 Turn).
  You may make 1 free Stealth Action per Turn if you start the Turn Stealthed.
  Take Cover Action grants a Recovery if you don’t move towards an enemy.
  You may Assist (Skill Roll of 10) a single character’s Paramedics Healing Roll with a Tactical Skill Roll to Heal an additional 1 (normally just 3) 
  Point of Attribute Damage (does not require you to have a Toolbox).
  +2 End Dmg, Lock On.
  Strong Hit: Scramble (Combat Computer, Does not Require Hit) Remove a Locked On Effect from an character Ally.
  All of your Drones gain Lock On +4.
  Strong Hit: Triangulation (Attack, Hit, Non Bio Tech Drone) Target character is Locked On.
  Strong Hit: Vicious (Damage, Does not Require Hit) You gain +2 Hit against this Target character or spacecraft for the remainder of the Combat.
  Secret Kn
  Armour 0-3
  Armour 0-2
  Corporation
  Min Int 3
  Min Move 3
  Armour 0-3
  Min Move 3
  Armour 0-3
  Legion
  Nephilim
  Requirements
  Tactical
  Benefits
  Brawler
  Field Tested
  Flesh Foreman
  Flesh Weaver
  Frenzy
  Loyal Bond
  Lucky Edge
  Martial Arts
  Misdirect
  No-One Falls
  Perfect Throw
  Push Forward
  Requiem
  Special Ammo
  Special Shell
  Pushed Targets are pushed +1 distance.
  Strong Hit: Stunning Blow (Damage, Hit, Blunt, Melee) Non-Nemesis Target character is suppressed.
  -1 Load (minimum 1), Prototype.
  -1 Weight (minimum 1), Prototype.
  +2 Movement, Combat Flesh.
  +1 Armour, Bio-Tech Drone.
  Strong Hit: Frenzy (Damage, Hit, First Range Increment or Melee) +1 (non spacecraft) Armour and Combat Order until your next Turn.
  A single Companion gains +1 Armour and End Dmg.
  Strong Hit: Lucky Edge (Attack, Hit) Ignore the next (non spacecraft) Strong Hit: Critical Hit against you, before your next Turn (does not Stack).
  +1 RoF, Melee.
  Strong Hit: Disarm (Block or Impair, Hit) Target must spend a single Draw Action before they may use a currently Activated non Gauntlet Weapon.
  Twice per Turn: if you take Endurance Damage from an Attack you may deal 3 Endurance Damage to an Adjacent (non Ally Drone or Compan-
  ion) character as a Free Action and you take 3 less Endurance Damage from the Attack.
  +2 Hit, Companion.
  If a Companion would die, you may spend 1 Fate Point to have them miraculously avoid Death.
  You may spend 1 Fate Point (before Attack Roll is made) to Boost a Thrown Attack: +1 End and Crit Dmg (does not Stack).
  When you take a Take Cover Action, all of your Drones and Companions may make a free Move.
  +2 Hit, Flesh.
  Recovery and Take Cover Actions resurrect a destroyed Combat Flesh Drone Body within 10 (it cannot Attack until your next Turn).
  +1 Hit, Personalised.
  Strong Hit: Special Ammo (Damage, Hit, not spacecraft) Pick one: Target is knocked Prone OR Splash +1 OR Target isLocked On OR +2 End Dmg.
  You may spend 1 Fate Point to change the Variation (equal or lower Cost (ignore any Spare Time Roll Cost requirements)) of your Shell Weapon 
  for a single Attack.
  Min Str 3
  Min Foc 3
  Corporation
  Nephilim
  Nephilim
  Kaltoran
  Armour 0-3
  Min Ref 3
  Secret Kn
  Min Foc 3
  Min Per 3
  Min Per 4
  Secret Kn
  Min Int 3
  Min Int 3
  Requirements
  Exotic
  Benefits
  
  356
  Vehicle System Skill Traits
  It Never Ends
  Jury Rig
  Pre-Prepped
  Shields Up
  Weak Circuits
  Stealth Ship
  Deck Hand
  Power Flow
  Organic Systems
  +1 Mechanics and Electronics.
  You may make a free Patch Job System Roll each Turn at -2.
  +1 Mechanics, Electronics and Medicine.
  You may adjust the Attribute Location of any Damage dealt to your spacecraft by +/- 1 
  (calculated after all other adjustments, eg: Scan) (does not Stack).
  +1 Mechanics and Electronics.
  Your spacecraft gains +1 Regen.
  Your spacecraft’s Combat Jump System Roll requires 3 Successes (normally 4).
  +1 Electronics.
  Strong Hit: Shields Up (Engineering, Success) Regen Shields.
  If your Attack Deals Engine, Power or CPU Attribute Damage, deal 5 additional Shield Dam-
  age to your Target.
  +1 Electronics.
  If your Size 1-3 spacecraft is the Aggressor in a Combat (started the fight), your opponents 
  may not make any Attack Rolls against your spacecraft or make any Operations 
  System Rolls, during their first Turn.
  Strong Hit: Get Back Out There! (Engineering, Success) Rebuild one Fighter Body, this Fighter 
  Body may be Launched instantly.
  +1 Electronics.
  Divert Power System Rolls deal 1 less Shield Damage to your spacecraft (Stacks).
  Strong Hit: Power Flow (Engineering, Success) Another character gains +2 to their next 
  System Roll (must be taken this Turn).
  +1 Mechanics, Electronics and Medicine.
  A single Nephilim spacecraft that you have spent Influence on; gains +2 Regen (does not Stack).
  Your spacecraft has -1 Regen.
  Min Int 3
  Secret Kn
  Not Legion
  Not Palantor
  Requirements
  Engineering
  Benefits
  Disadvantages
  Ace
  Speed Freak
  Tactician
  Lots of Shouting
  Hold the Line
  Formation
  Lone Wolf
  Evasive Manoeuvre
  Brace for Impact
  Strong Hit: K-Turn (Manoeuvre, Success, Size 1-2) Rotate 90o.
  Strong Hit: Barrel Roll (Command, Success, Size 1-3) Move sideways, 1 Space.
  +1 Resolve.
  You gain +2 to all System Rolls while you are at Velocity 5 or 6.
  +1 Leadership.
  All Fighters Launched from your spacecraft gain +2 Hit and +1 Defence (does not Stack).
  +1 Leadership.
  Strong Hit: Lots of Shouting (Command, Does not Req Success) Your Velocity counts as 1 
  lower and your CPU counts as 1 higher to determine System Roll Order until the end of 
  your next Command Phase (Stacks).
  +1 Resolve and Leadership.
  +2 Defence vs Boarding.
  Strong Hit: Hold the Line (Command, Success) +1 Armour vs Boarding.
  +1 Leadership.
  Gain +1 Defence for each Ally spacecraft (not Ordnance) that are within 3 of you.
  Gain +1 Hit for each Ally Fighter that is within 3 of you while you are Piloting a Fighter.
  +1 Resolve.
  All of your Weapons gain +2 Shield Dmg if you are Piloting a Fighter or are in a Size 1 or 2 
  spacecraft with no Ally spacecraft (including Fighters) within 4 spaces of you.
  +1 Resolve.
  Strong Hit: Evasive Manoeuvre (Command, Success) Your spacecraft gains +1 Defence and all 
  Weapons gain -1 Hit per your current Velocity until your next Turn (does not Stack).
  Strong Hit: Brace for Impact (Command, Success, Size 3+) Until the end of your Turn all of your 
  spacecraft’s System Rolls are at -2 and your spacecraft’s Attributes may not take more 
  than 1 Damage from any single source.
  You have -2 to all System Rolls while you are at 
  Velocity 1 or 2.
  Not Kaltoran
  Not Corporation
  Min Foc 3
  Requirements
  Command
  Benefits
  Disadvantages
  
  357
  Disruptor Pulse
  Careful Aim
  Blast Shot
  Fresh Round
  Munitions Logistics
  Ship Defender
  Flak Wall
  Overload Shields
  Precise Shot
  Newtonian Gunner
  +1 Shield and End Dmg, Energy.
  Strong Hit: Disruptor Shell (Warhead or Battery, Hit, not Energy) Target loses all Locked On Effects it has applied to other spacecraft and it takes 
  2 Shield Dmg.
  Strong Hit: Careful Aim (Battery, Does not Require Hit) Gain +1 Hit with all Weapons for the remainder of this Combat (Stacks).
  +1 Shield Dmg, Battery.
  Strong Hit: Blast Shot (Battery, Hit) Reduce Size 1-3 Target’s Velocity by 1 or Rotate them 45o.
  +1 Hit, Battery.
  Gain +2 Hit AND End or Shield Dmg on your next Attack (this Combat) after Reloading a (not Load 0) Weapon (does not Stack).
  +1 Physical.
  All Batteries (not Ammunition: ‘RoF x1’) on your spacecraft; gain additional Ammunition equal to its RoF.
  +1 Physical.
  Strong Hit: Ship Defender (Battery, Does not Require Hit) Make a free Attack with a Point Defence Weapon that has not Attacked this Turn.
  +1 Physical.
  +1 Crit Dmg vs Warheads, all Weapons.
  Strong Hit: Flak Wall (Battery, Does not Require Hit, Flak) Create 2 spaces of Dust Cloud 2 away from your Target.
  +1 Shield Dmg, Battery.
  Strong Hit: Overload Shields (Warhead or Battery, Hit) Reduce Target’s Regen by 1 for the remainder of the Combat (Stacks).
  +1 Physical.
  +1 Shield Dmg, Battery.
  Strong Hit: Precise Aim (Operations or Battery, Success) Gain +2 Shield Dmg vs a Target with your next Attack (must be taken within 1 Turn).
  You can use Newtonian Physics to change the facing of your spacecraft without changing your flight direction!
  If your Size 1-4 spacecraft does not Rotate during your Turn, all characters may treat your spacecraft’s Rear Arc as its Side Arc.
  Strong Hit: Nose to Nose (Manoeuvre, Success, Size 1-2) If your spacecraft does not Rotate this Turn, all characters may treat your spacecraft’s 
  Rear Arc as its Front Arc until your next Turn.
  Min Int 3
  Secret Kn
  Requirements
  Gunnery
  Benefits
  Spacecraft Hacker
  Concussive Blast
  Re-Route
  Efficient Supplies
  Ley Power Flow
  Counter Measures
  Hull Breach
  Navigator
  Tweak Trajectory
  +1 Programming.
  Strong Hit: Hack Spacecraft (Operations, Success) Increase or Decrease a Locked On Target’s 
  Velocity by 1 OR deal 3 Shield Dmg to them.
  If you fail an Attack Roll against a Target with a Warhead, you may Destroy that Warhead 
  Body and push your Target 1 Space in any direction.
  +2 Shield Dmg, Warhead.
  You may spend 1 Fate Point to temporarily Heal all spacecraft Attribute Damage on your 
  spacecraft for 1 Turn and grant +2 to all System Rolls until the end of the Turn.
  +1 Psychology and Planetoids.
  Your spacecraft gains +2 Resupply.
  Your spacecraft gains +1 Regen.
  +1 Hit, Warheads.
  Strong Hit: Ley Distortion Shield (Operations, Success) All of your spacecraft’s Fighters and 
  Warheads gain +2 Armour until your next Turn (does not Stack).
  Strong Hit: Ley Blast (Operations, Success) You and any opponent take 5 Shield Dmg.
  +1 Astronomy.
  Any Ordnance with the Locked On Effect on them have Strong Hit -1 vs your spacecraft 
  (does not Stack).
  +1 Engineering and Planetoids.
  Strong Hit: Hull Breach (Warhead, Hit, 1 use per RoF) Until your Target Successfully performs 
  a Damage Control System Roll: They take 1 Crew Damage (no Armour), lose 1 On Fire 
  Effect and lose 1 Boarded Effect at the start of each of their Turns.
  +1 Programming, Astronomy and Planetoids.
  Your spacecraft may ignore the effects of any Environmental Object or Dust Cloud that it 
  ends its movement in (but not those it passes through).
  +1 Programming and Astronomy.
  Strong Hit: Tweak Trajectory (Operations, Success) Move one of your spacecraft’s Warheads 
  or Fighter Bodies, 2 in any direction.
  Your spacecraft requires +1 Combat Jump Success 
  (normally 4).
  Psionic
  Secret Kn
  Requirements
  Operations
  Benefits
  Disadvantages
  
  358
  Weapons
  Hit
  Hit
  +1
  -2
  -2
  +1
  -2
  -4
  -4
  +2
  +2
  Clips
  Clips
  4
  2
  1
  2
  3
  4
  1
  3
  3
  3
  3
  5
  Crit
  Crit
  3
  5
  3*
  4
  3
  5
  4
  4
  4
  4
  4
  3
  Load
  Load
  1
  1
  1
  2
  1
  2
  2
  2
  2
  2
  2
  1
  End Dmg
  End Dmg
  3
  6
  8
  3
  4
  6
  10
  4
  6*
  4
  4
  6
  Ammo
  Ammo
  RoF x6
  RoF x1
  RoF x1
  RoF x4
  RoF x3
  RoF x3
  RoF x1
  RoF x3
  RoF x5
  RoF x3
  RoF x4
  RoF x1
  Rng
  Rng
  4
  1
  1
  5
  3
  5
  -2
  4
  2*
  1
  4
  2*
  RoF
  RoF
  1
  1
  1
  1*
  3 (+2d6)
  1
  1
  1
  4 (+3d6)
  3 (+2d6)*
  2 (+1d6)
  2 (+1d6)
  Wgt
  Wgt
  1
  1
  1
  2
  1
  4
  2
  3
  4
  3
  2
  3
  Cost
  Cost
  1
  1
  1
  2
  2
  4*
  14t*
  2
  4**
  4
  3
  2
  Small Arms
  Heavy Arms
  Pistol
  Grenade
  Disruptor Grenade
  Rifle
  Submachine Gun
  Cannon
  Satchel
  Puncture Rifle
  Auto Cannon
  Chemical Thrower
  Assault Rifle
  Shotgun
  Small
  Splash 2, Small, Slow, -2 to all Weapon Modification Spare Time Rolls.
  Splash 1, Small, Slow, Energy, Blunt, Strong Hit (5-6) *+2 Crit Dmg vs Robots, -2 to all Weapon Modification Spare Time Rolls
  Strong Hit: Disrupt (Hit) Debuff ALL Damaged Targets Active Non Low Tech, Non Bio Tech Weapons: Lose Ammunition equal to RoF
  *Strong Hit (5-6) with all RoF 1 Attack Rolls
  Jam (-1)
  *Strong Hit (5-6) vs Targets within first Range Increment
  Splash 1, Slow, Maximum Range = Rng x20 (normally Rng x10), *Cost Spare Time Roll 14t
  When fired at a spacecraft use; Hit +2, Shield Dmg 2, Crit 2 and Rng 2
  *1 Use: Splash 4, Slow, Pen 4 min 2, May make a Heavy Arms Skill Roll of 12 to place Satchel and time a delayed explosion
  Slow, Pen 2 min 3, Maximum Range = Rng x5 (normally Rng x10)
  Jam (1-3), *Optional: (Set Up 1, Pull Down 1, +2 Rng and +2 End Dmg), **Cost Spare Time Roll 14t
  Slow, Jam (1-5), Low Tech, All Targets have -1 Cover Step, *If you perform a Spread Fire with this Weapon: add +1d6 to each Attack Roll
  Weapon Type
  Weapon Type
  Gun
  Shell, Thrown
  Thrown, Disruptor
  Gun
  Gun
  Gun or Shell (Pick One)
  Shell, Thrown
  Gun
  Gun
  Chemical
  Gun
  Gun or Shell (Pick One)
  Hit
  +Int
  +Int -2
  +Int
  -2
  +1
  -2
  Clips
  -
  -
  Inf
  +1
  -
  Crit
  -
  -
  -
  2
  Load
  0
  1
  2
  0
  End Dmg
  -
  -
  -
  -1
  2
  +2
  Ammo
  Inf
  Inf
  10
  Inf
  Rng
  Foc
  Foc +4
  Foc
  +1
  -1
  3
  +1
  RoF
  1
  1
  1
  2 (+1d6)
  Wgt
  -
  0
  1
  1 (+4)
  1 (+0)
  1 (+0)
  2 (+4)
  2 (+14)
  Cost
  Auto
  14t
  2
  0+
  2+
  1
  2+
  3+*
  Tactical
  Mind
  Targeting Laser
  Tactical Computer
  Turret
  Swarm Drone
  Crawler
  Combat Drone
  Assault Drone
  Natural, No Variations or Modifications
  Small, Strong Hit (5-6)
  Strong Hit: Target Lock (Hit) Target is Locked On.
  Lock On +2, Strong Hit (5-6)
  Strong Hit: Plot Trajectory (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Range +1.
  Strong Hit: Target Lock (Hit) Target is Locked On.
  Strong Hit: Weak Spot (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Endurance Damage +1.
  Strong Hit: Tactical Scan (Hit, Locked On) Until your next Turn, Debuff Target: -1 Cover Step (minimum Light Cover).
  Defence: 8, Armour: 4, Movement: -, Slots: 4, Bodies: 1, Lock On +6, Set Up 2, Pull Down 1, Arc of Fire 180, Robot
  Defence: 18, Armour: 3, Movement: 6, Slots: 2, Bodies: 1, Lock On +4, May be Set Up as a single Thrown Action (Rng = Str), Robot
  Defence: 14, Armour: 2, Movement: 4, Slots: 0, Bodies: 1, Lock On +2, Energy, May be Set Up as a single Thrown Action (Rng = Str), Robot, No Variations.
  Defence: 12, Armour: 4, Movement: 4, Slots: 3, Bodies: 1, Lock On +4, Robot
  Defence: 8, Armour: 6, Movement: 2, Slots: 6, Bodies: 1, Lock On +4, characters can not move through Assault Drone, Robot, *Cost Spare Time Roll 12t
  Weapon Type
  Analytical
  Combat Computer
  Combat Computer
  Drone
  Drone
  Drone
  Drone
  Drone
  
  359
  +2
  -2
  3
  3
  3
  2*
  2
  1
  3
  5
  RoF x6
  RoF x4
  2
  3
  1
  1
  0
  2
  3*
  3
  Electro-Grav Gauntlet
  Disruptor Rifle
  Gauntlet, Electro-Gravity, Blunt, Armour vs Slow +1, No Variations, *Cost Spare Time Roll 14t.
  Lock On +6, Jam (1-5), Energy, Blunt, *+2 Crit Dmg vs Robots.
  Strong Hit: Float Target (Hit) Debuff Target: -1 Cover Step, reduce all Movement by 2 (minimum 0) and Push moves Target 1 additional space until your next Turn.
  Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech, Non Bio Tech Weapons: Lose Ammunition equal to RoF.
  Melee, Impairment
  Disruptor
  +2
  +3
  +1
  +1
  1 (+6)
  2 (+8)
  1+*
  4+*
  Assistant
  Body Guard
  Defence: 16, Armour: 2, Movement: 4, Slots: 2, Bodies: 1, *Cost Spare Time Roll 8t.
  Strong Hit: Helpful (Does not Req Hit) A single Ally gains Hit +2 on their next Attack (must be taken within 1 Turn).
  Defence: 14, Armour: 4, Movement: 4, Slots: 5, Bodies: 1, *Cost Spare Time Roll 12t.
  Controller may make Skill Rolls via this Companion at +0 (Companion can not Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll).
  Controller may make Skill Rolls via this Companion at +0 (Companion can not Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll).
  Companion
  Companion
  Hit
  +1*
  +1
  *
  -2*
  -2
  +2
  -2
  -4
  -2
  -2
  +1
  -1
  -2
  Clips
  -
  -
  -
  -
  -
  -
  10
  -
  -
  1
  -
  - (3**)
  Crit
  Str -1
  2
  2
  3
  4
  5
  3*
  3
  5
  4
  0
  4
  3
  4
  3
  Load
  0
  1
  1
  0
  1
  2
  1
  1
  2
  2
  1
  1
  2
  2
  1
  End Dmg
  Str -1
  4*
  4*
  3*
  4*
  6*
  3*
  4*
  5
  2
  6
  5
  3
  3
  3*
  Ammo
  -
  -
  -
  -
  -
  -
  1
  -
  -
  4
  Inf
  - (6**)
  Rng
  -
  -
  -
  -
  -
  -
  -1
  3*
  1**
  4
  -
  -
  -
  3
  3
  (1*)
  RoF
  2 (+1d6)
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  2 (+1d6)
  2 (+1d6)*
  Wgt
  -
  1
  3
  1
  2**
  5
  1 (+8)
  3
  1
  4
  2
  0
  1
  2
  3
  1
  Cost
  Auto
  Free
  -
  12t
  1
  2
  1+
  1*
  2***
  5
  -
  -
  -
  14t
  3
  12t
  Exotic
  Limbs
  Baton
  Metal Chair
  Wrist Blade
  Balanced Weapon
  Large Weapon
  Combat Flesh
  Combat Bow
  Infestor Whip
  Lab Prototype
  Plasma Torch (Mechanical Toolbox)
  Sedative (Medicine Toolbox)
  Exposed Wires
  Field Prototype
  Beta Prototype
  Thrown Weapon
  Natural, Small, Blunt, No Variations or Modifications.
  Small, Gauntlet, *If you have 4 or more Strength: +1 End Dmg.
  Blunt, *If you have 4 or more Strength: you deal +1 End Dmg and have -2 Hit.
  Blunt, *If you have 5 or more Strength: +1 End Dmg.
  *If you have 5 or more Strength: +2 End Dmg and -2 Hit, **Only ever requires 1 Hand (unless you have the Dual Wield Modification).
  Slow, *If you have 5 or more Strength you may have: +2 End Dmg and -1 Hit.
  Defence: 8, Armour: 4, Movement: 2, Slots: 2, Bodies: 1, Bio Tech.
  Slow, *Analyse Action Grants +2 Damage and Range (Max +2), Maximum Range = Rng x5 (normally Rng x10), *Cost Spare Time Roll 14t.
  Bio Tech, Strong Hit (5-6), No Variations, *If you have 4 or more Strength: +1 End Dmg, **Max range 5, ***Cost Spare Time Roll 14t.
  Splash 1, Prototype, Slow, Set Up 1.
  Strong Hit: Melt Armour (Hit) Reduce Targets Armour by 1 (minimum 2).
  Blunt
  Strong Hit: System Shock (Hit) Target is Suppressed.
  Prototype
  Prototype.
  Small, -2 to all Weapon Modification Spare Time Rolls, *If you have 4 or more Strength: +1 End Dmg, **Optional Weapon Type: Thrown (RoF 1).
  Strong Hit: Massive Bash (Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1.
  Strong Hit: Stealth Strike (Hit) Attack does not break Stealth.
  Strong Hit: Stealth Strike (Hit) Attack does not break Stealth.
  Weapon Type
  Melee, Impairment
  Melee
  Melee
  Melee
  Melee
  Melee
  Drone
  Shell
  Melee, Impairment
  Gun
  Melee
  Melee
  Melee
  Gun
  Gun
  Melee, *Thrown
  +2
  -
  -
  3
  4
  -
  -
  4
  5
  -
  -
  -
  -
  1
  1
  2 (+8)
  2 (+10)
  1*
  2*
  Legion Hound
  Nephilim Beast
  Defence: 16, Armour: 3, Movement: 12, Slots: 0, Bodies: 1, No Variations or Modifications, *Cost Spare Time Roll 10t.
  Defence: 8, Armour: 5, Movement: 6, Slots: 0, Bodies: 1, Bio Tech.
  *Cost Spare Time Roll 12t, You may spend 1 Fate Point to rebuild this destroyed Companion outside of combat without Downtime.
  Companion, Melee
  Companion, Melee
  
  360
  Gun Variations (May Select 1, Gun Only)
  Shell Variations (May Select 1, Shell Only)
  Hit
  -2
  -2
  Clips
  Inf
  +2
  Crit
  -1
  +1
  +1
  -1
  Load
  *
  +1
  -1
  End Dmg
  +1
  +1
  Ammo
  -1 xRoF
  -1 xRoF
  -1 xRoF
  Rng
  +1
  +1
  +1
  RoF
  +1 (+1d6)
  +2 (+2d6)
  Wgt
  Cost
  +0
  +1
  -1
  +1*
  +1**
  +1*
  +0
  +1
  Variations
  Self-Propelled
  Gauss
  Particle
  Burst Spores
  Irradiated
  Rail
  Ion
  Spine Launcher
  Low Tech, Works in Liquid
  Jam (1-5), Energy, Does not Work in Void
  Bio Tech, Splash +1 OR +1 End Dmg (choose on Variation selection), *Cost Spare Time Roll 10t
  Low Tech, *Take 5 Endurance Damage every Action you spend Reloading or Un-Jamming this Weapon, **Cost Spare Time Roll 14t
  **May not be taken by characters without Endurance (Henchmen, Drones or Companions)
  Lock On +2, Jam (1-5), *Cost Spare Time Roll 14t
  Energy
  Bio Tech
  Weapon Type
  Chemical
  Hit
  +2
  +2*
  Clips
  Crit
  -3
  -2**
  -1
  -1
  Load
  End Dmg
  -3
  -2
  -1
  +2
  Ammo
  Rng
  +1
  RoF
  Wgt
  Cost
  +0
  -1
  +0
  +0
  +0
  Variations
  Kinetic
  Dummy
  Snare
  Dispersion
  Shrapnel
  Low Tech
  Low Tech, Blunt.
  Low Tech, *Never add Str to your Hit, **any Escape vs Grab is done vs Defence 12+Crit Dmg, **you never count as Grabbing Target.
  Splash +1, Low Tech.
  Strong Hit: Fake Shock (Hit) Target is Suppressed.
  Splash +1, Low Tech.
  Weapon Type
  .
  Impairment**
  Chemical
  +1
  -1
  -
  -2
  -
  -2
  +1
  -1
  14t
  Smoke
  Electro-Gravity
  Splash +1, Low Tech, Creates an Area of Limited Vision (Light Cover (+2)) for 3 minutes, Does not Work in Void.
  Electro-Gravity, Blunt.
  Strong Hit: Float Targets (Hit) Debuff All Targets: -1 Cover Step, reduce all Movement by 2 (minimum 0) and Push moves Targets 1 additional space until your next Turn
  Jam (1-3)
  
  361
  Chemical Variations (May Select 1, Chemical Only)
  Hit
  -2
  +1
  Clips
  Crit
  -2*
  -1*
  +1
  Load
  End Dmg
  +1
  *
  +1
  Ammo
  Rng
  RoF
  Wgt
  Cost
  Cost
  +0
  +0
  +1**
  +1
  10t
  Variations
  Napalm
  Synthetic Poison
  Neurotoxin
  Antimonic Acid
  Cryo-Gel
  Burn, Does not Work in Void
  Bio Tech, *+2 Damage vs Targets at 0 Endurance, Does not Work in Void
  Bio Tech, *Critical Hit Attribute Damage Location 1d3+3 (normally 1d6), **Cost Spare Time Roll 14t
  Strong Hit: Neurotoxin (Hit, 1 use per RoF) Non Robot Target takes 1 Attribute Damage (no Armour) to a random (1d3+3) Attribute.
  Burn
  Bio Tech
  Strong Hit: Freeze (Hit) Debuff Target: Reduce all Movement by 1 (minimum 0) until they receive a First Aid Healing Roll.
  Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of their Turn until they receive Paramedics or 
  Extended Care (Synthetic Poison Effect can Stack up to 4 times).
  Weapon Type
  Gun Size Variations (May Select 1, Not Drone or Melee)
  Hit
  Clips
  -1
  -1
  Crit
  -1
  -1
  Load
  -1
  +1*
  *
  End Dmg
  -1
  -1
  Ammo
  Rng
  -2
  -1
  -1
  RoF
  Wgt
  -1*
  -**
  Cost
  -1
  +1
  -1
  Variations
  Tiny
  Body Mounted
  Mounted Weapon
  *If Weight is under 2 it is ‘Small’, +4 to hide Weapon
  Gauntlet, **-2 Draw time, Immune to Strong Hit: Disarm
  *Drawn with Attached Weapon (0 Hands for this Weapon), *+1 Reload, **Weight 1-3 Weapons only, 
  ***Not Thrown Weapon without Launcher Modification
  Strong Hit: Combo Strike (Hit) Make a free Attack with Main Weapon at the same Target with Hit -2
  Choose a Weapon of Weight 2 or more for this Weapon to be Attached to, Attached Weapon has -1 Hit and +1 Weight
  Weapon Type
  ***
  
  362
  Melee Shape Variations (May Select 1, Not Thrown, Melee Only)
  Hit
  -2
  Clips
  Crit
  -1
  Load
  +1
  *
  End Dmg
  -1
  Ammo
  Rng
  2*
  RoF
  Wgt
  -**
  Cost
  +0
  -1
  Variations
  Long
  Bayonet
  *Max range 2, +2 Hit with Overwatch
  Choose a Weapon of Weight 2 or more for this Weapon to be Attached to, Attached Weapon has -1 Hit and +1 Weight
  Weapon Type
  ***
  Melee Variations (May Select 1, Melee Only)
  Hit
  +1
  -1
  -2
  +1
  Clips
  Crit
  -1
  Load
  +1
  End Dmg
  +1
  *
  +1
  Ammo
  Rng
  RoF
  Wgt
  -1
  Cost
  +0
  +0
  +0
  +0
  +1
  Variations
  Composite
  Claw
  Injector
  Hammer
  Arc Fire
  Blunt, *Deal +2 Endurance Damage vs Targets with Armour 4 or greater
  Slow, Gain Strong Hit +1 if you are behind your Target, *Chemical Variations that do not work in the Void can work in the Void
  Energy, Burn, Stealth -2, Pen 2 min 3
  Weapon Type
  Chemical*
  *Drawn with Attached Weapon (0 Hands for this Weapon), **Weight 1-3 Weapons only, ***Not Thrown Weapon
  -2
  -1
  +1
  Body Mounted
  Gauntlet, Immune to Strong Hit: Disarm
  Drone Variations (May Select 1, Drone Only)
  Hit
  -2
  -4
  -2
  -2
  Clips
  +2
  +2
  Crit
  -2
  Load
  End Dmg
  +1
  -2
  Ammo
  Rng
  -1
  +2
  -1
  -1
  RoF
  Wgt
  +1 (+2)
  +1 (0*)
  -1
  (0*)
  Cost
  +1
  14t
  14t
  *
  +1
  +0
  -1
  Variations
  Armoured
  Anti Grav
  Synth Steel
  Security System
  Horror
  Utility
  Holographic
  Defence: -2, Armour: +1, Movement: -1, Grants Heavy Cover (+4) to any adjacent characters behind it
  Armour: -1, Drone may Fly (may only Hover with a passenger if it has 4 or more Slots)
  Armour: +2, Energy, May be Set Up as a Prep Action (Rng = Int), *Requires 0 extra Equipment Slots to carry.
  Armour: -1, You may spend 1 Fate Point to rebuild all of this Drones destroyed bodies outside of combat without a Workbench or Downtime
  May be Set Up as a Thrown Action (Rng = Str -1), *Requires 0 extra Equipment Slots to carry.
  Lock On +8, Set Up +20, Pull Down +20, *Cost Influence not Resources, *Cost Spare Time Roll 14t
  Strong Hit: Distraction (Attack, Hit) Debuff Target: Strong Hit -1 on their next Attack if they do not Attack you or include you within a Splash area.
  Defence: +2, Bio Tech, Lose Robot
  Slots: -1, Counts as a Toolkit for all of your Trained Professional Skills, Equipped with all Toolboxes that its Controller has,
  Controller may make Skill Rolls via this Drone (Drone cannot Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll).
  Weapon Type
  -1
  -1
  14t
  Nano-Bone
  Bio Tech, Lose ‘Blunt’, Pen 1 min 3,
  
  363
  Research Gun Variations (May Select any 1, ‘Gun Prototype’ Only, May not Select Gun Variations)
  Prototype Gun Variations (Must Select 1 From Each Area, ‘Gun Prototype’ Only)
  Hit
  Hit
  Hit
  Hit
  -2
  +1
  +2
  -2
  -2
  -4
  -2
  -2
  -1
  -2
  -16
  Clips
  Clips
  Clips
  Clips
  2
  4
  6
  6
  -1
  Crit
  Crit
  Crit
  Crit
  -1
  +1
  +1
  -2
  -1
  *
  +4*
  Load
  Load
  Load
  Load
  +1
  -1*
  End Dmg
  End Dmg
  End Dmg
  End Dmg
  +2
  +2
  -2
  +2
  +1
  +2
  +2
  +1
  +3*
  Ammo
  Ammo
  Ammo
  Ammo
  RoF x4
  -RoF x1
  RoF x4
  -RoF x1
  RoF x1
  RoF x3
  -RoF x1
  -RoF x1
  Rng
  Rng
  Rng
  Rng
  +1
  +1
  -1
  -1
  -1
  +2
  -2
  -1
  -1
  +1
  +4
  RoF
  RoF
  RoF
  RoF
  +1 (+1d6)
  +1 (+1d6)
  +2 (+2d6)
  +2 (+2d6)
  Wgt
  Wgt
  Wgt
  Wgt
  -1*
  +1
  +1
  +2
  +1
  -1
  +2
  Cost
  Cost
  Cost
  Cost
  +1
  10t
  10t
  10t
  12t
  14t
  12t
  12t
  14t
  16t
  16t
  14t
  16t
  +3
  +2
  +1
  -1
  Variation
  Barrel Variations
  Targeting Variations
  Loader Variations
  Trash Launcher
  Well Made
  Iron Sight
  Balanced Magazine
  Cut Down
  Multi
  Spray
  Small Rounds
  Auto Targeter
  Gyro Stabiliser
  Oversized
  Large Manual Feed
  Backpacker Feeder
  Archon Gene Shredder
  Arc Beam
  Psi Reaper
  Void Cannon
  Orbital Bombardment Array
  Requires: Secret Knowledge (Mechanics: Loading Systems), Slow, *You may loot Clips from any Weapon and use them with this Weapon.
  If you perform a Spread Fire with this Weapon: add +2d6 to each Attack Roll.
  Jam (1-5).
  *Small if Weight 1.
  Slow, *May change Gun to Shell
  Jam (1-5)
  Splash 1.
  Lock On +4, Lose Low Tech.
  Requires: Secret Knowledge (Medicine: Archon Weaponry), *Deals no Damage to Robots, Burn, Pen 4 min 1
  Requires: Secret Knowledge (Electronics: Fusion), Energy, Set Up 1.
  Requires: Secret Knowledge (Psychology: Psionics), All Successful Attack Rolls Debuff Target: Strong Hit -1 on next Attack (within 1 Turn).
  Requires: Secret Knowledge (Astronomy: Ley Lines), Slow, Splash +2. *+1 Crit Dmg vs (Robots, Psionics or Targets with the Shield Keyword).
  Requires: Secret Knowledge (Planetoids: Atmosphere), Lock On +10, Splash +3, Slow, Set Up +2, Limited inside use, *Attack Dmg delayed by 1d6 Turns.
  Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech, Non Bio Tech Weapons: Lose Ammunition equal to RoF.
  Weapon Type
  Weapon Type
  Weapon Type
  Weapon Type
  *
  Psionic
  Disruptor
  -1
  +1
  -RoF x1
  +0
  Grav Render
  Requires: Secret Knowledge (Programming: Electro-Gravity), Electro-Gravity, Set Up +1, All Successful Attack Rolls Push all Targets 1 or 2 spaces.
  +2
  +4*
  -1
  +1
  -1
  +2
  -1
  Jam (1-5)., Set Up 1, *-1 Reload Time (Full Draw Time)
  +1
  -1
  +1
  Nephilim Borer Beetle
  Requires: Secret Knowledge (Bio Tech: X’ion Weaponry), Bio Tech, Slow, 
  Strong Hit: Bore (Hit) Target takes 1 Attribute Damage (no Armour) at the start of your Turn until they receive First Aid.
  
  364
  Weapon Modifications (May Select any Amount, Not Melee)
  Hit
  +1*
  -2
  -1
  -1
  +1
  -4
  +1
  -1
  -2
  -1
  -2
  -2
  +1
  +2
  -2
  Clips
  +1
  -1
  +2
  -1
  -1
  +1
  +1
  Crit
  +1
  *
  +2*
  Load
  +1
  End Dmg
  +4
  +2
  -1
  +2
  Ammo
  +RoF x1
  -RoF x1
  Rng
  -1
  -1
  +1
  +1
  *
  -2
  +2
  +1
  -1
  +1
  +1
  RoF
  *
  *
  *
  +1 (+1d6)
  Wgt
  *
  +1
  +1*
  +1
  +1
  *
  Cost
  12t
  -1*
  +1
  +1
  16t
  14t
  18t
  14t
  18t
  14t
  12t
  14t
  14t
  8t
  10t
  14t
  +1
  +1
  +5*
  +5**
  12t
  +1**
  +1
  +0
  10t
  Modifications
  Personalised
  Low Quality
  Modular
  Advanced Modification
  Retractable
  One Spare Clip
  Archon Round
  Temporary Advanced Ammo
  X’ion Round
  Laser Sight
  Tactical Sight
  Telescopic Lens
  Targeting Matrix
  Flash Light Attachment
  Tripod
  Suppressor System
  Dual Wield
  Launcher
  Archon Tech
  X’ion Tech
  Extended Clip
  Spare Clip
  Advanced Ammo
  Shortened Clip
  Extended Barrel
  *Hit -4 when used by others
  *Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Weapon
  May Change Weapon Variations (paying any additional Cost) once per session during Downtime and don’t lose spent Spare Time Points,
  +2 to all Weapon Modification Spare Time Rolls
  Add 1 of the following Keywords: Bio Tech, Blunt, Burn, Energy, Low Tech or the Weapon Type: Psionic.
  Jam (1-5), +2 to hide Weapon, *Two less Equipment Slots (minimum 1)
  **May aquire multiple times, *+1 Slot for every 2 Spare Clips
  Optional, For one session only
  Optional, *For a single RoF 1 Attack, Strong Hit +1, Pen 1 min 4
  *May be taken by Melee Weapons that can be Thrown
  Optional, For one session only
  Optional, Bio Tech, Slow, *For a single RoF 1 Attack, Splash +2
  Analyse Action grants this Weapon +Int Hit Boost along with other benefits.
  *Not Thrown, Your Mind gains +4 Range while this Weapon is Drawn
  Lock On +2, Lose Low Tech.
  Optional, Create Light: Reduce Low Light Cover penalties by 2 Steps in Splash 3 of your Target and against you.
  *Not Thrown, Optional, Set Up 2, Pull Down 1, Arc of Fire 45, *Half Range Penalties while Prone with Sighted Shot Action
  Strong Hit: Suppressed Shot (Attack, Does not Req Hit) This Attack cannot be seen by any character.
  Optional, *Attacks from this Weapon (Crit 4 or less and RoF 1) do not break Stealth.
  Optional, *1 Handed Weapons only (usually Weight 1), **If Gauntlet: takes 2 Gauntlet Slots, **Not Thrown
  *Thrown Only, *May use Snap Shot or Sighted Shot (Can not use Throw Action), *May have a single Gun Size Variation
  Archon Tech, Lose Low Tech, Strong Hit +1, *Requires Secret Knowledge to build if not found
  X’ion Tech, Bio Tech, Slow, *Can only cause a Strong Hit: Critical Hit on a Target with 0 Endurance, **Requires Secret Knowledge to build if not found
  *Not Thrown Weapons
  Weapon Type
  *
  *
  **
  *
  *
  *
  
  365
  *Cost +2 Resources for NPCs (and should rarely be taken on a Weapon that does not have the Keyword: Natural)
  Melee Modifications (May Select any Amount, Melee Only)
  Hit
  +1*
  -2
  +2
  -2
  Clips
  (0*)
  Crit
  +1
  Load
  -1
  +1
  +1
  End Dmg
  +1
  -1
  Ammo
  (1*)
  Rng
  (0*)
  RoF
  +1 (+1d6)
  *
  Wgt
  +1
  *
  +1*
  Cost
  12t**
  22t*
  -1*
  +1
  +1
  14t
  10t
  14t
  +1
  16t
  Modifications
  Personalised
  Master Crafted
  Low Quality
  Advanced Modification
  Retractable
  Dedicated Maintenance
  Guards
  Targeting Matrix
  Dual Wield
  Aerodynamic Balance
  *Hit -4 when used by others, **Can not be aquired with a Wealth Spare Time Roll
  *Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Weapon
  Add 1 of the following Keywords: Bio Tech, Blunt, Burn, Energy, Low Tech or the Weapon Type: Psionic.
  +2 to hide Weapon, Disruptor Strong Hits Jam this Weapon, *Two less Equipment Slots (minimum 1)
  For one session only
  Defence vs Impair +2
  Lock On +2, Lose Low Tech
  Optional, *1 Handed Weapons only (usually Weight 1)
  *Optional Weapon Type: Thrown (RoF 1, +1 Ammo if you have the Dual Wield Modification).
  Weapon Type
  Thrown*
  +2
  -2
  +2*
  -1
  +2
  +1
  +5*
  +5*
  Archon Tech
  X’ion Tech
  Archon Tech, Strong Hit +1, *Requires Secret Knowledge to build if not found
  X’ion Tech, Slow, Bio Tech, *Can only cause a Strong Hit: Critical Hit on a Target with 0 Endurance, *Requires Secret Knowledge to build if not found
  Drone & Companion Modifications (May Select any Amount, Drone or Companion Only)
  Hit
  -2
  -1
  +2
  Clips
  Crit
  Load
  End Dmg
  +1*
  -1
  Ammo
  Rng
  -1
  RoF
  +1 (+1d6)*
  Wgt
  (**)
  Cost
  +2***
  +1
  -1*
  +1
  +2
  14t
  Modifications
  Multiply
  Defence System
  Low Quality
  Enhanced Mobility
  Multispectral Sensors
  Fine Tune
  Bodies: +1 *-1 End Dmg and RoF per destroyed or non Attacking Body, **+Weight is multiplied by Bodies, ***May purchase multiple times
  Defence: -2, Your single Utility Item may be carried by this Drone/Companion (takes up 0 Slots, Cost must be paid)
  Defence: +2, Movement: +2
  Defence: -2, Reduce ALL of YOUR Target’s Limited Vision and Low Light Cover by 1 Step, YOUR Defence vs Stealth +1
  This Modification is lost if Drone/Companion dies
  Weapon Type
  *Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Drone/Companion.
  
  366
  Outfit (Max 1)
  Clothing
  Emergency Void Suit
  Retractable
  Tactical Armour
  Combat Suit
  Assault Plates
  Mech Suit
  Defence vs Impair +2, *Cost Spare Time Roll 14t
  Defence vs Impair +6, Armour vs Slow -1, *May increase Cost by 2 to decrease Weight by 4, *Cost Spare Time Roll 14t,
  While not wearing this Mech Suit you may wear a Combat Suit (Armour 1, Slots 8, Weight 1, Cost 0).
  +1 Conversation
  Able to function in Space environments.
  +1 Conversation, Not obvious that you are wearing Armour until it is Set Up, Set Up 1, Pull Down 1
  Outfit
  Armour
  0
  1
  2
  1
  2
  3
  5
  Cost
  Free
  10t
  3
  1
  2
  4*
  6*
  Endurance
  +5
  Front Cover
  -1 Step
  Defence
  -1
  -2
  + Cover
  -1 Step
  Slots
  8
  4
  8
  8
  10
  8
  6
  Weight
  0
  3
  0
  1
  2
  4
  5*
  Symbiotic
  Parasitic
  Tungsten Carbine
  Shield Nodes
  Stealth Suit
  Technical Suit
  Environmental Adaptation System
  Scram Suit
  Hardened Shell
  Synth Steel
  Tactical Array Suit
  Grav-Field
  Bio Tech, +2 to all Outfit Modification Spare Time Rolls
  Bio Tech, Removal of this Outfit requires a succesful Surgery Healing Roll
  Armour vs Energy +1
  Shield, -1 Armour when at 0 Endurance, *Cost Spare Time Roll 14t
  Shield, *You always have Light Cover (+2) or +1 Cover Step, **Cost Spare Time Roll 14t
  Counts as a Toolbox (+1) for all Trained Professional Skills, *Cost Spare Time Roll 14t
  Able to function in a specific** hostile environment, **You may spend 1 Fate Point to change this environment as a Free Action
  Shield, Remove any Locked On Effect on you at the start of your Turn
  *Cost Spare Time Roll 14t
  Immune to Pen (Attacks against you never use the Keyword: Penetration)
  *Cover grants you +2 additional Defence.
  *After you receive Strong Hit: Critical Hit you have -1 Armour (resolve Damage first) until you have Downtime and a Workbench,
  -2 to all Outfit Modification Spare Time Rolls
  You and all Allies within 10 gain Lock On +2, *Cost Spare Time Roll 12t
  -1 Armour when at 0 Endurance, *Cost Spare Time Roll 14t
  Shield, Electro-Gravity, Immune to non Direct Hit Damage from Attacks with the Keyword: Splash
  Strong Hit: Invisible Strike (Attack, Does not Require Hit) At the end of your Turn make a Free Stealth Action.
  Variations
  Armour
  -1
  +1*
  Cost
  +0
  -1
  +0
  +1*
  +4**
  +1*
  +1*
  +0
  +1
  +0
  +2*
  +1*
  Endurance
  -5
  +10
  Front Cover
  Defence
  +1
  +2
  + Cover
  +1 Step*
  Slots
  -2
  -2
  -2
  -2
  Weight
  +1
  -1
  +1
  +2
  -1
  +1
  Outfit Variations (May Select 1, Outfit Only)
  Haze Mesh
  +1
  *
  
  367
  Outfit Modifications (May Select any Amount, Outfit Only)
  Personalised
  Low Quality
  Auto Med System
  Tactical System
  Environmental System
  Body Mounted Light
  Anti Grav Pack
  Archon Tech
  Jet Pack
  X’ion Tech
  Pack Space
  Custom Fit
  *Slots -2 and Weight +2 when used by others
  *Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Weapon
  *Must be aquired by the character using this Outfit (Modification lost if looted from another character).
  May use 1 Stim during your Turn as a Free Action, +1 Recovery
  Short Range Comms
  Able to function in a specific hostile environment
  Optional, Reduce Low Light Cover penalties by 2 Steps in Splash 3 of any area and against you.
  Take no falling Damage from 20 meters, may spend 1 Fate Point to land from any distance (eg: orbit)
  You may spend 1 Fate Point to gain Movement +2 and fly for 1 Turn (or for 1 minute out of Combat).
  Bio Tech, +2 to all Outfit Modification Spare Time Rolls, *Cost Spare Time Roll 16t
  -1 Armour when at 0 Endurance, *Cost Spare Time Roll 16t
  Armour
  +2
  Cost
  14t
  -1*
  14t
  8t
  10t
  8t
  +1
  +6*
  +2
  +6*
  10t
  18t*
  Endurance
  Front Cover
  Defence
  -1
  +1
  +2
  -1
  -2
  + Cover
  +1 Step
  -1 Step
  Slots
  +2*
  -2
  -1
  -1
  -1
  -2
  +2
  -2
  +2
  +2
  Weight
  *
  +1
  -2
  +2
  +1
  +1
  -1
  Spikes
  Any adjacent character who is Grabbing you takes 5 Endurance Damage at the start of each of your Turns
  -2 Conversation and Stealth
  14t
  Modifications
  
  368
  Utility Items (Max 1)
  Large Combat Shield
  Burst Shield
  Shield Emitter
  Mobile Cover Field
  Mobile Stasis Wall
  Adjustable Camo Net
  Personalised Weapon Pack
  Legion Ghost Cloak
  Med Spray
  Ammunition Pack
  Multispectral Visor
  Drone Control Module
  Archon Tactical Array
  Omni Targeting Computer
  Tactical Headset
  Gauntlet, you may not Move and Attack with a 2 Handed Weapon (Weight 2+) in the same Turn, -1 RoF with Limbs,
  grants Heavy Cover (+4) to adjacent characters that are behind you
  Shield, Gauntlet, Take Cover Action grants you Immunity to Critical Hits while you have Endurance and are Gaining a Cover bonus
  Gauntlet, Shield, Take Cover Action grants You or an Ally within 5: Heavy Cover (+4) or +1 Cover Step until your next Turn
  Shield, Set Up 1*, Pull Down 1, *Creates Heavy Cover (+4) in two connecting adjacent spaces
  1 use, Shield, Set Up 1,* *Creates up to 3 spaces of impassable and impenetrable Terrain in an adjacent space for 1 hour.
  Stealth +2
  All of yours Weapons have -1 Draw (Full Reload and Un-Jam)
  Shield, Stealth +2, *Gain Light Cover (+2) or +1 Cover Step if you do not move for your Turn (you may Stealth)
  Gauntlet, Paramedics Heals an additional 1 (normally just 3) Point of Attributes Damage.
  All of your Weapons gain +1 Clip, You may spend 1 Fate Point at any time to grant you or an adjacent Ally +1 Clip
  Reduce all of your Target’s Limited Vision and Low Light Cover by 1 Step, Defence vs Stealth +2
  If you Control 1 Drone with 1 Body; that Drone Costs -1 Resource
  Gauntlet, Shield, Defence vs Stealth +2, Short Range Comms
  If you perform a Spread Fire Attack against a Target with the Lock On Effect on them: gain +1d6 to your Attack Roll
  Short Range Comms, all of your Weapons gain Lock On +1
  Utility Items
  Armour
  Cost
  12t
  1
  3
  2
  18t
  10t
  16t
  1
  1
  1
  1
  12t
  22t
  14t
  14t
  Endurance
  Front Cover
  Heavy (+4)
  Light (+2)
  Defence
  +2
  +1
  + Cover
  +1 Step*
  Slots
  -2
  -2
  +2
  Weight
  4
  0
  2
  0
  1
  0
  2
  1
  1
  3
  0
  2
  0
  0
  0
  Stabiliser
  Gauntlet, *Reduce penalties to your Armour while at 0 Endurance by 2 (to a minimum of -1)
  *
  1
  0
  
  369
  
  370
  Misc Items and Services
  16t
  2x 14t
  12t
  18t
  12t
  14t
  18t
  16t
  8t
  12t
  18t
  14t
  20t
  10t
  14t
  2x 10t
  2x 14t
  14t
  8t
  14t
  14t
  12t
  14t
  14t
  14t
  12t
  10t
  8t
  14t
  Gain access to a single Dedicated Workshop for 1 session.
  Requires Workshop, Heals 8 points of 1 Attribute and a Major Condition (eg: lost limb). May Retro to a Implant Trait.
  Able to function in a specific hostile environment (eg: Climbing gear, tent, cooking equipment, etc...).
  Able to translate common languages. -2 to Conversation, Leadership and Culture skills when used.
  Maps local area and tracks Allies.
  +1 to a single Trained Primary Skill (does not Stack), required for some Skill Rolls.
  Small, +1 to a single Trained Professional Skill (does not Stack), required for some Skill Rolls.
  +2 to a single Trained Primary Skill (does not Stack), also counts as a Workbench and Workshop, required for some skills.
  1 use, Small, You or an adjacent Ally Heal 10 Endurance and can not Move next Turn.
  1 use, Small, Armour +2 for 3 Turns and then take 1 Attribute Damage (Location 1d3+3, no Paramedics).
  1 use, Small, Armour +2 for 1 combat and then take 2 Attribute Damage (Location 1d3+3, no Paramedics).
  1 use, Small, Take 1 Focus Damage (not reduced by Armour) and Buff next Attack: Strong Hit +1 (within 1 Turn).
  Small, Counts as a Toolbox (+1, does not Stack) for all Trained Professional Skills.
  Rent 4 Cargo space for up to 3 sessions.
  Gain temporary aid of 1d3 Enforces for 1-2 sessions (GM discretion and controlled).
  Requires Toolkit, Repair 1 point of every Attribute and Minor Conditions (eg: virus).
  Requires Workshop, Repair 8 points of 1 Attribute or Major Condition (eg: Replicator Drone infestation).
  Requires Workshop, Change 1 spacecraft Weapon / Trait / Attribute point, Influence Cost = Size.
  2 uses Load 1, Thrown (Range 3), Reduce Low Light Cover penalties by 2 Steps in Splash 4 and by 1 Step in Splash 8.
  Long Range Comms (400+km).
  Drone, Defence: 8, Armour: 2, Movement: 4, Weight 1 (+0), Slots: 0
  Small, Counts as Toolkit for 4 Professional Skills.
  Choose 1 Trained Primary Skill, also counts as Workbench, required for some skills,
  1 use, Small, Paramedics Heals an additional 2 (5) Points of Attributes Damage (normally just 3).
  1 use, you do not sleep for 1 night. gain 1 Spare Time Point
  1 use, Small, Take 5 Endurance Damage and Boost next Turn Attacks: Hit +4 (within 5 minutes) (does not Stack).
  7 days food and water (14 days if you are Trained in Survival).
  Food and Water for 2 Days (1 week if you are Trained in Survival).
  Up to 6 days travel for up to 5 character’s.
  Access to Dedicated Workshop
  Surgery
  Specific Environmental Equipment
  Translator
  GPS and Mapping Computer
  Toolbox
  Small Toolbox
  Dedicated Workshop
  Stim Cocktail
  Street Draz
  Pure Draz
  Psi Stim
  Omni Tool
  Access to Storage Space
  Enforcer Backup
  Maintenance
  Rebuild
  Change Out
  2 Flares
  Satellite Backpack
  Non-Combat Drone
  Multi Tool
  Workshop
  Flesh Rejuvenator
  Pack of Draz
  Clear Shot
  Food Supplies
  Survival Rations
  Long Distance Spacecraft Travel
  -
  -
  2
  1
  1
  2
  0
  4
  0
  0
  0
  0
  1
  -
  -
  -
  -
  -
  1
  3
  -
  1
  1
  0
  2
  0
  4
  1
  -
  Weight
  Cost
  Services:
  Description
  10t
  Gain access to a single Workshop for 1 session.
  Access to Workshop
  -
  Weight
  Cost
  Medical and Spacecraft Repair
  Description
  2x 12t
  Requires Toolkit, Heals 1 point of every Attribute and a Minor Condition (eg: poison).
  Extended Care
  -
  Weight
  Cost
  Environmental Equipment:
  Description
  6t
  Small, Load 1, Create Light: Reduce Low Light Cover penalties by 2 Steps in Splash 3 of any area and against you.
  Flash Light
  1
  Weight
  Cost
  Computer Equipment:
  Description
  12t
  Short Range Comms (100km).
  Head Set
  1
  Weight
  Cost
  Tools:
  Description
  6t
  Small, Choose 1 Professional Skill, required for some Skill Rolls.
  Toolkit
  1
  Cargo
  Weight
  Cost
  Cost
  Workshops:
  Stims:
  Description
  Description
  10t
  12t
  Required for some skills.
  1 use, Small, +4 to a single Medicine Healing Roll.
  Workbench
  Advanced Medical Supplies
  0
  1
  8t
  1 use, +6 Spacecraft Resupply, can be turned into 6 units of ‘Food Supplies’.
  Pallet of Supplies
  1 Cargo
  
  371
  18t
  14t
  6t
  14t
  14t
  14t
  14t
  6t
  14t
  14t
  14t
  14t
  6t
  14t
  14t
  14t
  14t
  6t
  14t
  14t
  14t
  14t
  6t
  14t
  14t
  14t
  14t
  6t
  14t
  14t
  +1 to Leadership Skill Rolls (does not Stack), required for some Leadership Skill Rolls.
  Required for some Leadership Skill Rolls.
  Required for some Programming Skill Rolls.
  +1 to Programming Skill Rolls (does not Stack), required for some Programming Skill Rolls.
  Required for some Programming Skill Rolls.
  +1 to Awareness Skill Rolls (does not Stack), required for some Awareness Skill Rolls.
  Required for some Awareness Skill Rolls.
  Required for some Astronomy Skill Rolls.
  +1 to Astronomy Skill Rolls (does not Stack), required for some Astronomy Skill Rolls.
  Required for some Astronomy Skill Rolls.
  +1 to Culture Skill Rolls (does not Stack), required for some Culture Skill Rolls.
  Required for some Culture Skill Rolls.
  Required for some Bio Tech Skill Rolls.
  +1 to Bio Tech Skill Rolls (does not Stack), required for some Bio Tech Skill Rolls.
  Required for some Bio Tech Skill Rolls.
  +1 to Survival Skill Rolls (does not Stack), required for some Survival Skill Rolls.
  Required for some Survival Skill Rolls.
  Required for some Planetoids Skill Rolls.
  +1 to Planetoids Skill Rolls (does not Stack), required for some Planetoids Skill Rolls.
  Required for some Planetoids Skill Rolls.
  +1 to Conversation Skill Rolls (does not Stack), required for some Conversation Skill Rolls.
  Required for some Conversation Skill Rolls.
  Required for some Electronics Skill Rolls.
  +1 to Electronics Skill Rolls (does not Stack), required for some Electronics Skill Rolls.
  Required for some Electronics Skill Rolls.
  +1 to Resolve Skill Rolls (does not Stack), required for some Resolve Skill Rolls.
  Required for some Resolve Skill Rolls.
  Required for some Psychology Skill Rolls.
  +1 to Psychology Skill Rolls (does not Stack), required for some Psychology Skill Rolls.
  Required for some Psychology Skill Rolls.
  Uniform with Insignia
  Conference Room
  Hand Computer
  Portable Computer
  Software Lab
  Criminology Kit
  Forensic Lab
  Hand Telescope
  Telescope
  Observatory
  Digital Encyclopedia
  Library
  Sample Jar
  Chemistry Kit
  Genetic Engineering Lab
  Cooking Set
  Kitchen and Pantry
  Prospectors Pick
  Geology Kit
  Surveyor’s Lab
  Briefcase of Clothes
  Voice Analysis System
  Soldering Iron
  Electricians Tool Belt
  Repair Workspace
  Psi Inhibitor
  Sanctuary
  Emotion Reader
  Neural Probe
  Neural Analysis Lab
  0
  1
  1
  2
  1
  2
  1
  1
  2
  1
  2
  1
  1
  2
  1
  2
  1
  1
  2
  1
  2
  1
  1
  2
  1
  2
  1
  1
  2
  1
  Weight
  Weight
  Cargo
  Cost
  Cost
  Cost
  Example Toolkit:
  Example Toolbox:
  Example Workshop:
  Description
  Description
  Description
  18t
  14t
  6t
  14t
  14t
  14t
  14t
  6t
  14t
  14t
  +1 to Wealth Skill Rolls (does not Stack), required for some Wealth Skill Rolls.
  Required for some Wealth Skill Rolls.
  Required for some Mechanics Skill Rolls.
  +1 to Mechanics Skill Rolls (does not Stack), required for some Mechanics Skill Rolls.
  Required for some Mechanics Skill Rolls.
  +1 to Physical Skill Rolls (does not Stack), required for some Physical Skill Rolls.
  Required for some Physical Skill Rolls.
  Required for some Medicine Skill Rolls.
  +1 to Medicine Skill Rolls (does not Stack), required for some Medicine Skill Rolls.
  Required for some Medicine Skill Rolls.
  Bank Card
  Office Space
  Wrench
  Mechanics Toolbox
  Spacecraft Repair shop
  Sports Kit
  Gym
  Bandages
  First Aid Kit
  Med Bay
  0
  1
  1
  2
  1
  2
  1
  1
  2
  1
  
  372
  Build
  Extra Section
  Corporation 
  Kaltoran
  Legion
  Nephilim
  Remnant
  Palantor
  Twi-Far
  Zhou
  You are an additional Section of another spacecraft (with your own seperate 
  Attributes, Weapons, Stats and System Rolls) of at least Size 3.
  Each spacecraft Section occupies the same space and always moves together.
  You gain all Benefits and Disadvantages of the other Sections’ Builds.
  No Section can be Destroyed unless two (or ALL if NPC) Sections have an 
  Attribute reduced to -5 (-0 if NPC).
  All Sections’ Attributes can never be reduced below -5 (-0 if NPC).
  At the start of a Combat, each character must decide what Section they are in.
  All Sections gain: Strong Hit; To your Stations! (System Roll, Success) Move a 
  character to a different Section of your spacecraft.
  Only one Section has Resupply, all Sections use this Resupply.
  +4 Cargo.
  +1 Spacecraft Perk.
  +2 Defence vs Ordnance.
  You may move through Liquids (your spacecraft is a submarine)!
  +1 Secret Cargo.
  Patch Job System Roll may be successfully rolled twice per Turn (normally once).
  If your spacecraft is at least Size 3: one Dedicated Workshop requires 2 less 
  Cargo space (minimum 2).
  On Fire Effect deals Damage at the end of your Turn (normally at the start).
  One non Bio Tech Weapon gains +1 Hit and -1 Mount.
  Your spacecraft is partially Biological (eg: Bio Tech Workshops may be used for 
  out of combat Repair Rolls).
  You may make 1 free System Roll each Turn at +0 (no Strong Hits).
  +4 Resupply.
  +2 Defence vs Boarding.
  (data missing)
  (data missing)
  (data missing)
  (data missing)
  Only one spacecraft Section may make Command System Rolls 
  each Turn.
  All negative Effects applied to any Sections (eg: Locked On, 
  On Fire or Boarded) are applied to all Sections (removal 
  of an Effect, removes it from all Sections).
  If any Attribute is at -5 (-0 if NPC) or below, then no System 
  Rolls can be made by that Section.
  All Sections have -1 Defence (Stacks).
  -1 Maximum all Attributes.
  -2 Quick Fix Repair Rolls.
  -2 Maximum Crew.
  On Fire Effect deals 2 Attribute Damage (normally 1) to 2 
  random Attributes (roll 2x 1d6).
  -2 Maximum CPU.
  -2 Cargo.
  -1 Spacecraft Perk (may remove an Automatic Perk).
  Your spacecraft has a GM defined personality.
  NPCs will easily remember your spacecraft.
  -2 Maximum Sensors.
  -2 Rebuild Repair Rolls.
  Build (Must Select 1)
  Requirements Benefits
  Disadvantages
  Min Size 3
  Spacecraft Lists
  NPC Build
  -3 Spacecraft Perks.
  -1 Maximum Hull, Engines and Crew.
  Requirements
  Benefits
  Disadvantages
  Mechonid
  +5 Shields.
  +1 Armour vs Boarding Parties.
  NPC
  
  373
  Hunk of Junk
  Luxury
  Assault
  Military
  Hanger Bay
  +1 Secret Cargo.
  -10 Influence Cost.
  All characters that have spent Influence on this spacecraft gain +2 Recovery.
  +2 Resupply.
  +2 Spacecraft Perks.
  +2 Regen.
  If you end your Turn in, or pass through the same space as another spacecraft 
  that is not 2 Sizes bigger than you; deal 1 Attribute Damage (no Armour) to 
  the other spacecraft and Move them 1 space in any direction (normally they 
  move themselves).
  -1 Mount, Batteries and Warheads.
  +1 Defence.
  -2 Mount, Fighter.
  +1 Bodies, Fighter.
  NPCs like to mock your ship!
  This Trait requires an additional Spare Time of 14t to Change Out.
  -1 (-2 if you are an NPC) Attribute Point.
  -2 Defence if you are an NPC.
  +5 Influence Cost (in addition to this Trait’s Cost).
  -2 to all Repair Rolls (not including Patch Job).
  Max Hull 3
  Not NPC
  Not Kaltoran
  Min Hull 2
  Not Corporation
  Min Hull 3
  Min Hull 4
  Requirements
  Hull
  Benefits
  Disadvantages
  Spacecraft Attribute Traits
  No Jump Drive
  Stationary
  Solar Sails
  Thrust Vectoring
  Ley Line Drive
  Boosters
  Displacement Drive
  -10 Influence Cost.
  Your Engine Attribute is immune to Damage.
  +1 Armour.
  +4 Cargo.
  +10 Resupply
  +2 Spacecraft Perks
  +1 Weapon Slot
  At the start of your Turn (before moving your current Velocity) and within a Sys-
  tem with a Sun, you may gain a free 45o Rotation away from the Sun AND 
  increase your Velocity by 1.
  Strong Hit: Thrust Vectoring (Engineering, Min Velocity 2, Success) Make a free 
  45o Rotation and reduce your Velocity by 1.
  +50% Non-Combat travel speed.
  Gain +1 Defence per Combat Jump Success (up to +4).
  +2 Defence vs Ordnance.
  Strong Hit: Boost (Engineering, Success) Increase your Velocity by 1 and immedi-
  ately move forward 1 space.
  Under a flip-up shield is a large, round red button that takes a firm push to 
  activate. The button itself can have a variety of labels, most commonly 
  “Never Press this Button!”
  All characters on a spacecraft may spend 1 Fate Point to instantly move your 
  spacecraft 2d6 Jump Days Travel in a random Direction. If you have no 
  Shields while doing this, take 2 Power Damage (no Armour).
  Lose Jump Drive Spacecraft Perk.
  x10 travel time outside of Combat.
  You (and any connecting Sections) may never voluntar-
  ily increase Velocity (which starts at 0), but you may 
  decrease it.
  You (and any connecting Sections) may never Rotate.
  Lose Jump Drive Spacecraft Perk.
  -100% Non-Combat travel speed
  Max Size 2
  Min Crew 2
  Max Eng 2
  Not Legion
  Not Twi-Far
  Min Eng 3
  Secret Kn
  Min Eng 4
  Min Pow 3
  Not Corporation
  Secret Kn
  Requirements
  Engines
  Benefits
  Disadvantages
  
  374
  No Shields
  Dispersion Shield
  Fractal Shields
  Wrap Shield
  Directed Shields
  Archon Shields
  +1 Attribute Point per 2 Size (rounded up).
  +2 Defence.
  You may never take more than 5 Shield Damage from a single Attack.
  You may never take more than 5 Attribute Damage from a single Attack while 
  you have Shields.
  Twice per session you may take no Attribute Damage from an Attack that 
  reduces your Shields to 0.
  +2 Defence.
  Strong Hit: Direct Shields (Operations, Success) While you have Shields; gain +1 
  Armour vs the first Attack that Hits you before your next Turn (Stacks).
  +1 Armour
  +2 Regen
  You have no Shields (they can NEVER be increased).
  You will be Destroyed if you use the Jump Drive Spacecraft Perk.
  +2 Influence Cost (in addition to this Trait’s Cost).
  +10 Influence Cost (in addition to this Trait’s Cost), +10 Influence 
  Cost if you are an NPC.
  Min Pow 2
  Max Pow 3
  Min CPU 4
  Min Pow 4
  Min CPU 4
  Secret Kn
  Requirements
  Power
  Benefits
  Disadvantages
  Slave Crew
  Drone Crew
  Officer
  Technical Crew
  Combat Crew
  Veteran Crew
  At any time during your Turn you may take 1 Crew Damage (no Armour, and may 
  be Repaired with Patch Job) and make a free System Roll at +2.
  -5 Influence Cost.
  All characters that have spent Influence on this spacecraft gain +2 to all Drone 
  Spare Time Rolls.
  Reduce all Crew Attribute Damage by 1 to a minimum of 1.
  Your spacecraft gains a NPC officer.
  You may make 1 free System Roll each Turn at +2 (no Strong Hits).
  All characters that have spent Influence on this spacecraft gain +1 to all non 
  Wealth Spare Time Rolls.
  +1 Crit Dmg, Boarding Party.
  +1 Engineering OR Operations (chosen on Trait selection).
  All characters that have spent Influence on this spacecraft gain +1 Hit to all 
  Drones and Companions.
  +2 Hit, Boarding Party.
  +1 Command OR Gunnery (chosen on Trait selection).
  All characters that have spent Influence on this spacecraft gain +1 Range to all 
  Drones and Companions.
  +2 Hit, Boarding Party.
  +2 Defence vs Boarding Parties.
  Your NPC crew may betray you!
  +5 Influence Cost (in addition to this Trait’s Cost).
  -2 Hit, Boarding Party.
  +2 Influence Cost (in addition to this Trait’s Cost).
  Min Size 3
  Max Crew 3
  Min Crew 2
  Min Size 2
  Min Crew 3
  Min Crew 3
  Min Crew 4
  Secret Kn
  Requirements
  Crew
  Benefits
  Disadvantages
  
  375
  Manual Aim
  Corporate Crap
  Crack Targeter
  Auto Targeter
  Dedicated Server
  Decentralised Nodes
  Combat Tuned
  Long Range Array
  Jump Interdiction
  Sensor Probe
  Supply Drop
  +Per Hit, Warheads and Batteries.
  +Foc Range, Batteries.
  -5 Influence Cost.
  Gain 1 extra Trait.
  -5 Influence Cost.
  Scan Boosts next Attack: +3 Shield Dmg.
  +1 Shield Dmg, all Weapons.
  Calibrate may apply 2 Locked On Effects per Success (normally 1).
  All Weapons gain Lock On +1.
  +1, all System and spacecraft Attack Rolls.
  Workshops and Dedicated Workshops grant an additional +1 bonus to Skill Rolls.
  Reduce all Damage to your Power, CPU and Sensors by 2 to a minimum of 1.
  +1 Shield Dmg, all Weapons.
  +2 Range, Batteries.
  At the End of your Turn, remove 1 Combat Jump Success from a spacecraft that 
  has the Locked On Effect applied to them.
  Strong Hit: Jam System (Operations, Success) All Locked On Targets have -2 to 
  their Operations Rolls until your next Turn.
  All Weapons gain Lock On +2.
  Strong Hit: Survey Probe (Planetoids, Success) Gain a technical readout of a 
  planetoid’s atmosphere and material composition.
  Strong Hit: Deep Space Probe (Astronomy, Success) If you spend 1 Fate Point you 
  gain information on any spacecraft within 6 days jump travel of you (if on 
  the Sector Map) or 1 days jump travel (if on a System Map).
  Strong Hit: Tracking Probe (Operations, Success) You may track a Target space-
  craft’s location for 2d6 days (or GM defined duration).
  If your spacecraft is appropriatly positioned (ie: in orbit of a planet) any characters 
  that have spent Influence on this spacecraft may spend 1 Fate Point to call 
  down a Supply Drop to a GM Defined location.
  This Supply Drop may move one Cargo space of equipment from the spacecraft 
  to the character’s location and 2 Clips of Ammunition (another character 
  may spend an additional Fate Point to increase the Clips by 4).
  +1 Resupply.
  -2 Hit, Warheads and Battery.
  -3 Range, Battery.
  May not perform the Calibrate, Seeker or Scan System Rolls.
  May not gain any benefits from the Locked On Effect.
  -2 Patch Job.
  -2 Hit, Batteries
  -1 Shield Dmg, Batteries.
  Illegal in many cultures!
  Max CPU 2
  Not NPC
  Max CPU 1
  Min CPU 2
  Min CPU 3
  Min Sen 3
  Min CPU 4
  Min CPU 4
  Requirements
  CPU
  Benefits
  Disadvantages
  Min Sen 2
  Min Sen 2
  Min CPU 3
  Min Sen 3
  Min Sen 4
  Min CPU 2
  Requirements
  Sensors
  Benefits
  Disadvantages
  
  376
  Spacecraft Perks
  +5 Shields (Size 1-2)
  +1 Cargo
  +2 Resupply
  Deep Space SOS Beacon
  Escape Pods (Size 3-5)
  Shuttle (Size 4-5)
  Brig (Size 3-5)
  Armoury
  Additional Rooms (Size 3-5)
  Ejection Seats (Size 1-2)
  Comm System
  Life Support
  Jump Drive
  Docking Clamp (Size 2-5)
  Airlock (Size 2-5)
  Corridors (Size 3-5)
  Small Rooms (Size 3-5)
  Large Rooms (Size 5)
  (May not be taken by NPCs).
  Your spacecraft is equipped with several small, but valuable distress beacons.
  If you spacecraft is Destroyed, all player characters may take an Escape Pod to avoid Death.
  Your spacecraft comes equipped with a small (less than Size 1) space worthy Shuttle. Able to ferry a small crew to and from a plan-
  etary surface.
  Your spacecraft has a dedicated jail area, with multiple cells. 
  A fully stocked Armoury allows your crew to regain all used Clips and Ammunition during their Downtime.
  Your spacecraft has several more rooms than a spacecraft of its size would normally have.
  If your spacecraft is Destroyed all player characters will be safely ejected and avoid Death as long as they have an Outfit suitable for the 
  void of space.
  Your spacecraft is equipped with a Radio.
  Your spacecraft is equipped with air filtration, artificial gravity, waste disposal, temperature control and a myriad of other systems to allow 
  life inside the safety of its hull.
  Your spacecraft is capable of opening a Jump Portal.
  Your spacecraft is able to dock with other spacecraft.
  Your spacecraft has air cycle chambers that allow its crew to exit and enter from hostile environments.
  Your spacecraft is large enough to feature open chambers and corridors which its crew can use to walk around inside.
  Your spacecraft has several small rooms that can be used for a wide variety of purposes (eg: bedrooms).
  Your spacecraft has several very large rooms inside its considerable bulk.
  Heavy Fighter
  Small Frigate
  Balanced
  Hybrid Build
  Destroyer
  Dreadnought
  Freighter
  Gain +1 Armour while you are moving at Velocity 4 or more.
  You may make 1 free Command System Roll each Turn.
  +2 Defence.
  +1 Armour vs Boarding
  +1 to all System Rolls.
  +1 Defence.
  +1 Attribute Point.
  You may select a second spacecraft Build.
  +1 Size.
  +1 Shield Dmg, all Weapons.
  +2 Size.
  +1 Armour.
  Reduce all Damage to Engines by 1.
  +2 Size.
  Maximum of 2 characters on this spacecraft (normally unlimited).
  -2 Size.
  -1 Armour.
  Maximum of 4 characters on this spacecraft (normally unlimited).
  -1 Size.
  +10 Influence Cost (in addition to this Trait’s Cost).
  +5 Influence Cost (in addition to this Trait’s Cost).
  +10 Influence Cost (in addition to this Trait’s Cost).
  +1 Mount, all Weapons.
  -1 Weapon Slot.
  Max Crew 2
  Not Legion
  Secret Kn
  Max Eng 2
  Not Kaltoran
  Min Hull 4
  Not Legion
  Requirements
  Size
  Benefits
  Disadvantages
  Optional
  Automatic
  Description
  Description
  
  377
  Spacecraft Weapon Lists (May Select up to Your Weapons Slots)
  Hit
  Hit
  -4
  -4
  -2
  +Crew
  -4
  -4
  -2*
  Clips
  Clips
  -
  -
  -
  -
  -
  -
  -
  -
  Crit
  Crit
  5
  4
  2
  4
  1*
  3
  5
  5
  Load
  Load
  0
  0
  0
  0
  -
  0
  0
  0
  Shield Dmg
  Shield Dmg
  5
  4
  2+Bodies
  Bodies
  -
  3
  10
  5
  Ammo
  Ammo
  -
  -
  -
  -
  -
  -
  -
  -
  Rng
  Rng
  -
  -
  1
  1
  -
  Sensors
  -
  -
  RoF
  RoF
  1
  1
  Bodies
  Bodies
  1
  Bodies
  1
  1
  Mount
  Mount
  2
  2
  4
  4
  -
  2
  3
  3
  Cost
  Cost
  6
  5
  8
  8
  Auto
  5
  5
  2
  Operations
  Command 
  Rocket
  Missile
  Combat Squad
  Bomber Squad
  Boarding Party
  Sentry
  Torpedo
  Mines
  Defence: 16, Armour: 1, Movement: 4, Bodies: 6, Front Arc (normally Front and Side), Strong Hit (5-6)
  Defence: 16, Armour: 1, Movement: 6, Bodies: 6, Front Arc (normally Front and Side), Strong Hit (5-6)
  Defence: 12, Armour: 2, Movement: 2, Bodies: 4, Front Arc (normally Front and Side), Strong Hit (4-6)
  Defence: 16, Armour: 1, Movement: 3, Bodies: 3, Front and Side Arc, Lock On +2, all Allies within 2 of a Combat Squad Body gain +2 Def vs Ord
  Defence: 14, Armour: 1, Movement: 2, Bodies: 2, Front and Side Arc, Lock On +2
  No Variations or Modifications, *Treat Target as if it had no Shields or Armour
  Defence: 12, Armour: 4, Movement: 0, Bodies: 1, Full Arc (normally Front and Side), Lock On +6
  Defence: 12, Armour: 1, Movement: 0, Bodies: 10, Rear Arc (normally Front and Side), Strong Hit (5-6),
  *You must immediately make 1 Free Attack (even mid movement) against any non Ally Target with the Locked On Effect that comes within 2.
  Weapon Type
  Weapon Type
  Ordnance, Warhead
  Ordnance, Warhead
  Ordnance, Fighter
  Ordnance, Fighter
  Boarding
  Ordnance, Fighter
  Ordnance, Warhead
  Ordnance, Warhead
  -
  3
  0
  2
  -
  -
  2 (+1d6)
  1
  4
  Swarm
  Defence: 12, Armour: 0, Movement: 3, Bodies: 15, Front and Side Arc, May Launch 3 Bodies at once (normally 1),
  Launched Bodies must be placed in adjacent spaces to each other
  Ordnance, Warhead
  Hit
  -2
  +1
  -4
  Clips
  Inf
  -
  Inf
  Inf
  Crit
  4
  2
  4
  4
  Load
  1
  0
  1
  1
  Shield Dmg
  4
  1
  3
  5
  Ammo
  RoF x4
  Inf
  RoF x3
  RoF x1
  Rng
  Sensors
  1
  Sensors
  Sen +2
  RoF
  2 (+1d6)
  2 (+1d6)
  1
  1
  Mount
  2
  1
  2
  3
  Cost
  5
  2
  5
  5
  Gunnery
  Burst
  Point Defence
  Blaster
  Artillery
  Front and Side Arc, Lock On +2, Strong Hit (5-6)
  Front and Side Arc, Lock On +4, Strong Hit (5-6), -1 Weapon Slot
  Front and Side Arc, Lock On +2
  Full Arc (normally Front and Side), Lock On +2, +2 Defence vs Ordnance, The first Warhead each Turn that fails an Attack Roll against you is Destroyed
  Weapon Type
  Battery
  Battery
  Battery
  Battery
  
  378
  Battery Variations (May Select 1, Battery Only)
  Hit
  +1
  +2
  +1
  Clips
  Crit
  *
  -1
  Load
  Shield Dmg
  +1
  -1
  +2
  Ammo
  Rng
  -1
  +1
  RoF
  Mount
  +1
  -1
  +2
  Cost
  +2
  +0
  +2
  +2
  +1
  +0
  +5
  Variations
  Toxic
  Crack
  Bile
  Flak
  Pulse Laser
  Living Weapon
  Electromagnetic
  Low Tech, *When you deal Attribute Damage; Deal 1 additional Crew Attribute Damage (no Armour)
  Jam (1-5)
  Bio Tech
  Bio Tech, Burn
  Strong Hit: Nephilim Horror (Hit) Apply 1 Boarded Effect to Target.
  Low Tech, +2 Defence vs Ordnance
  Energy, Burn
  Weapon Type
  Fighter Variations (May Select 1, Fighter Only)
  Hit
  +2
  Clips
  Crit
  Load
  Shield Dmg
  Ammo
  Rng
  RoF
  **
  Mount
  Cost
  +5
  Variations
  Manned Fighters
  Defence: +2, Armour: +1, Bodies: -1, a player character may Pilot one of these Fighters, **+1 RoF per player character that is Piloting a Fighter. 
  ***Piloting player character may spend 1 Fate Point to avoid Fighter Body Destruction (and their Death)
  Weapon Type
  ***
  Warhead Variations (May Select 1, Warhead Only)
  Hit
  +1
  +2
  Clips
  Crit
  -1
  Load
  Shield Dmg
  *
  Ammo
  Rng
  RoF
  Mount
  Cost
  +0
  +2
  Variations
  Explosive
  Infested
  *Bio Tech and Burn OR Robot and +1 Shield Dmg
  Strong Hit: Horrors (Hit) Apply 1d3 (only 1 if Swarm Warhead) Boarded Effects to Target.
  Weapon Type
  -2
  -1
  +0
  +0
  Nephilim Swarm
  Synth Steel Bots
  Bio Tech, May Attack during the Turn they are Launched
  Bodies: +1, Energy
  -2
  -1
  -2
  -2
  -1
  -1
  +1
  +0*
  +5
  Micro
  Nuke
  Armour: -1, Defence: +2, Strong Hit -1, +1 Weapon Slot, *Size 1-2 spacecraft only.
  Defence: -2, Low Tech, If you have unlaunched Bodies and take Hull Attribute Damage: then you take 1 random (1d6) Attribute Damage (no Armour)
  Bodies: +6, Energy, after a failed Attack Roll; Destroy this Body.
  -1
  -1
  +0
  Energy Charge
  
  379
  Battery Modifications (May Select any Amount, Battery Only)
  Warhead Modifications (May Select any Amount, Warhead Only)
  Hit
  Hit
  -2
  -2
  -2
  +1
  Clips
  Clips
  Crit
  Crit
  +2
  Load
  Load
  Shield Dmg
  Shield Dmg
  +2
  +1
  Ammo
  Ammo
  Rng
  Rng
  RoF
  RoF
  +1 (+1d6)
  Mount
  Mount
  +1
  Cost
  Cost
  14t
  +2
  +15*
  +2*
  14t
  Modifications
  Modifications
  Expanded Munitions
  Digital Targeting Array
  X’ion Tech
  Weapon Bank
  Improved
  Lose Low Tech, Lock on +4
  X’ion Tech, Bio Tech, *Can only cause a Strong Hit: Critical Hit on a Target with 0 Shield, *Cost Spare Time Roll 16t
  Weapon Type
  Weapon Type
  Fighter Modifications (May Select any Amount, Fighter Only)
  Hit
  -2
  -2
  Clips
  Crit
  -1
  Load
  Shield Dmg
  -1
  +2
  +2
  Ammo
  Rng
  +1
  RoF
  Mount
  Cost
  +2
  +0
  +5
  +2
  +0*
  Modifications
  Digital Targeting Array
  Long Range Weaponry
  Seige
  Overloaded Warhead
  Large Bay
  Lock on +4
  Lock On +2
  Bodies: +2
  Defence: -2, Armour: +1, Bodies: -1, Movement: -1
  Defence: -4
  Bodies: +2 -1 Weapon Slot, *May purchase multiple times
  Weapon Type
  -2
  +1
  +1
  +1
  +1 (+1d6)
  +2*
  14t
  14t
  Weapon Bank
  Improved
  Improved
  Defence: +2, -1 Weapon Slot, *May purchase multiple times
  -4
  -2
  +1
  +15*
  Archon Tech
  Archon Tech, Lose Low Tech, Lock on +6, Strong Hit +1, *Cost Spare Time Roll 16t
  Battery Mount Variations (May Select 1, Battery Only)
  Hit
   
  -2
  Clips
  Crit
  +1
  Load
  Shield Dmg
  Ammo
  Rng
  -1
  RoF
  Mount
  Cost
  +5
  +2
  Variations
  Forward Mount
  Omni Mount
  Front Fire Arc only (normally Front and Side)
  Full Arc (normally Front and Side)
  Weapon Type
  +2
  +2
  Broadside Mount
  Side Fire Arcs only (normally Front and Side)
  -1 Weapon Slot, *May purchase multiple times
  
  380
  60, 61, 136,
  382
  107, 108-111
  76
  310-313
  21, 198, 256
  122, 392
  100, 109,
  281, 361
  281, 362
  124, 178
  17, 187
  84, 130
  153, 376
  51
  78, 162
  78, 107
  124
  147
  30, 31, 32, 34
  35, 90
  35, 164
  47
  181
  379
  379
  378
  378
  49, 124
  276
  256
  88, 91
  76
  111
  124
  162, 180
  177
  124
  280, 360
  175
  277, 283
  150
  8, 256
  30, 31
  340
  28, 30, 31
  111
  281
  281, 361
  362
  122
  158
  294
  280
  Index
  Access
  Acknowledgements
  Actions
  Addiction
  Adventure Examples
  Alabaster
  Ammunition
  Analyse
  Antimonic Acid
  Arc Fire Melee
  Arc of Fire
  Archon
  Armour
  Armoury
  Astronomy
  Attack Roll
  Attacking
  Attribute 1d3+X
  Attributes, Spacecraft
  Attributes, Personal
  Avoiding Death
  Avoiding Destruction
  Awareness
  Batteries
  Battery Modifications
  Battery Mount Variations
  Battery Variations
  Bile Battery
  Bio Tech
  Biology
  Black Reach Nebula
  Bleeding
  Blind
  Block
  Blunt
  Boarding
  Bombard
  Burn
  Burst Spores
  Calibrate
  Carapace
  Cargo
  Cerebus System
  Character Creation
  Character Lists
  Characters
  Charge
  Chemical
  Chemical Variations
  Claw Melee
  Clips
  Collision
  Combat Balance
  Combat Equipment Overview
  Combat Jump
  Combat Order
  Combat Overview
  Combat Skills
  Command
  Command System Roll
  Communications
  Companions
  Complications
  Composite Blades
  Conditions and Effects
  Conversation
  Corporation
  Cover
  Crack
  Creating a Spacecraft
  Creating Weapons and Outifts
  Critical Damage (Crit Dmg)
  Critical Hits
  Cryo-Gel
  Culture
  Daily Life
  Damage
  Damage Control System Rolls
  Deaf
  Death
  Dedicated Workshop
  Defence
  Dice Rerolls
  Direct Crew
  Dispersion Shells
  Divert Power
  Downtime
  Drawing Weapon
  Draz
  Drone Variations
  Drone/Companion Modifications
  Drones
  Dumb Fire
  Dummy Shells
  Eden
  Electro-Gravity
  Electromagnetic Battery
  Electronics
  Endurance Damage (End Dmg)
  Energy
  Energy Charge Warhead
  Enforcers
  Engineering
  Entrenched Cover
  Environment Conditions and Effects
  Environmental Adaption System
  Environmental Gear
  Equipment
  175
  101
  71
  52
  53, 174
  174
  134
  105
  62, 309
  281, 362
  76
  44
  21, 198, 340
  86
  378
  142
  117
  88, 122
  87
  281, 361
  45, 280
  274
  87
  175
  76
  90, 91
  138
  84, 282
  35
  174
  281, 360
  175
  95
  144
  328
  362
  365
  104, 277
  175
  281, 360
  260
  124, 219, 281, 360
  378
  48, 275
  122
  125
  378
  334
  53, 175
  86
  73, 160
  282, 366
  134
  113
  Equipment Slots
  Escape
  Everyday Skills
  Example Misc Items and Services
  Example Opponents
  Example Outfits
  Example Utility Items
  Example Weapons
  Exhausted
  Exotic
  Explosive Warhead
  Extended Care
  Fate
  Feral Nephilim
  Fighter
  Fighter Modifications
  Fighter Variations
  First Aid
  Flesh
  Flight
  For One Session Only
  Free Actions
  Front Cover
  Full Burn
  Full Move
  Game Types
  Gauntlet
  Gauss
  Gehenna
  GM’s Guide
  Grabbed, Grabbing
  Grav-Field
  Gravity
  Gun Size Variations
  Gun Variations
  Gunnery
  Habrixis Sector
  Halo Nebula
  Hammer, Melee
  Hardened Shell Outfit
  Haven System
  Haze Mesh Outfit
  Healing
  Heavy Arms
  Heavy Cover
  Henchmen Opponent
  Impair
  Implants
  Infested Warhead
  Influence
  Injector Melee
  Ion
  Irradiated
  Jam
  114
  111
  43
  137
  315
  128
  131
  118
  76
  52
  92, 93, 136
  378
  35, 64, 90, 164
  322
  180
  379
  378
  92, 93, 136
  204, 359
  134
  125
  100
  86, 130
  174
  108
  29
  114, 125, 134
  125, 280, 360,
  262
  291
  76
  283
  161, 366
  361
  360
  53, 177
  8
  264
  362
  366
  9, 256
  366
  92, 93, 136
  52
  86
  296
  111
  33, 249, 276
  378
  30, 31, 54, 58, 143
  362
  280, 360
  280, 360
  125
  
  381
  Jump travel
  Kadash
  Kaltoran
  Kinetic Shells
  Languages
  Large-Scale Combat
  Launch Ordnance
  Lead The Target
  Leadership
  Legion
  Level
  Ley Lines
  Liberty Belt
  Light Cover
  Lilith
  Limited Vision
  Living Weapon Battery
  Load Time (Load)
  Lock On, Locked On
  Lose X
  Lost Limb
  Low Tech
  Manned Fighters
  Manoeuvre
  Mech Suit
  Mechanics
  Mechonids
  Medicine
  Melee Actions
  Melee Modifications
  Melee Shape Variations
  Melee Variations
  Micro Warhead
  Minor Interaction
  Misc Items and Services
  Mishpacha
  Modifications
  Monopoly Belt
  Movement
  Multiply, Multiple bodies
  Nano-Bone Blades
  Napalm
  Natural
  Nemesis Opponent
  Nephilim
  Nephilim Swarm Fighters
  Neurotoxin
  Non-Combat Spacecraft Travel
  NPC Actions
  Nuke Warhead
  On Fire
  Operations
  Opponents Examples
  Outfit
  288
  266
  23, 212, 340
  281, 360
  36
  304
  173
  177
  44
  25, 228, 340
  32
  278
  259
  86
  268
  76, 86
  378
  122
  76, 125
  125
  76
  125
  378
  174
  283, 366
  48, 277
  275, 316
  50
  111
  365
  362
  362
  378
  73
  136, 370
  270
  116, 125
  258
  72
  365
  281, 362
  281, 362
  125
  300
  27, 242, 340
  378
  281, 361
  151
  293
  378
  164
  53, 175, 176
  315
  126, 129, 366
  Outfit Lists
  Outfit Modifications
  Outfit Variations
  Overburden
  Overwatch
  Pallet of Supplies
  Paramedics
  Parasitic Outfit
  Particle
  Patch Job
  Penetration (Pen)
  Perks
  Physical
  Places of Interest
  Planetoids
  Prep
  Preparation
  Primary Skills
  Professional Skills
  Programming
  Prone
  Prototype
  Prototype Gun Variations
  Psionics
  Psychology
  Pulse Laser Battery
  Race
  Rail
  Range Increment (Range)
  Ranged Actions
  Rate of Fire (RoF)
  Reactors and Propulsion
  Repair Roll
  Research
  Research Gun Variations
  Resolve
  Resources
  Resupply
  Retractible Armour
  Retro
  Rewarding Players
  Robot
  Rotate
  Scan
  Scram Suit
  Secret Cargo
  Secret Knowledge
  Sector Map
  Seeker
  Self-Propelled
  Sensors
  Setting Guide
  Shell Variations
  Shell Weaponry
  366
  367
  366
  115
  110
  137
  92, 93, 136
  283, 366
  280, 360
  175, 360
  125
  60, 152, 309, 376
  46
  256
  50
  108
  177
  43
  48
  49
  76
  68, 116, 126
  363
  33, 278
  50
  378
  340
  280, 360
  78, 122
  110
  81, 122
  288
  145
  68
  363
  46
  30, 31, 54, 56
  151
  282
  32
  306
  33
  173
  175
  283, 366
  150
  68
  8
  175
  280, 360
  286
  183
  360
  281
  Shield
  Shield Nodes
  Shields
  Shrapnel Shells
  Sighted Shot
  Skilled Opponent
  Skills
  Small Arms
  Smoke Shells
  Snap Shot
  Snare Shells
  Spacecraft
  Spacecraft Build
  Spacecraft Combat
  Spacecraft Combat Scale
  Spacecraft Combat Turn
  Spacecraft Creation
  Spacecraft Destruction
  Spacecraft Lists
  Spacecraft Opponents
  Spacecraft Overveiw
  Spacecraft Perks
  Spacecraft Propulsion
  Spacecraft Repair
  Spacecraft Size
  Spacecraft Traits
  Spacecraft Turning
  Spacecraft Weapons
  Spare Time Points
  Spine Launcher
  Splash
  Splice
  Spray Fire
  Stealth
  Stealth Suit
  Strafe
  Strike
  Strong Hit (x-y)
  Strong Hits (Combat)
  Strong Hits (Primary Skills)
  Suppressed
  Surgery
  Surprise Round
  Survival
  Symbiotic Outfit
  Synth Steel
  Synth Steel Bot Fighters
  Synthetic Poison
  System Rolls
  Tactical
  Tactical Actions
  Tactical Armour
  Tactical Array Suit
  Continued on next page >>
  135
  283, 366
  287
  281, 360
  110
  298
  30, 31, 38, 43-53
  52
  281, 360
  110
  281, 360
  285
  144
  155
  156
  170, 171
  143
  164
  372
  302
  141
  152
  288
  135, 164
  148
  144, 373
  173
  145, 178, 377
  30, 31, 54, 64
  281, 360
  127
  33, 249, 276
  110
  109, 126
  283, 366
  174
  111
  126
  82, 88, 89
  42
  76
  92, 93, 136
  101
  47
  283, 366
  205, 277, 366
  378
  361
  168, 170, 173
  52
  108
  282, 366
  283, 366
  
  382
  Acknowledgments
  Created by
  Wade Dyer (Design Ministries)
  Writing
  Jye Lambert (Setting)
  Nicolas Logue (Setting)
  Ryan Schoon (NPCs)
  Simon Nolen (Flavour Text)
  Stuart McNabb (Short Stories)
  Additional Writing by
  Adam Paciorek
  Edited by
  Joshua Yearsley
  Artwork
  Alexandrescu Paul
  Clonerh Kimura (Cover)
  Fyodor Ananiev
  Niam Chou
  Sarunas Macijauskas
  Tan Ho Sim
  Additional Artwork by
  Eren Arik
  Grzegorz Pedrycz
  Jin Kim
  Johnathan Chong
  Kay Huang
  Tyler Thull
  Special Thanks
  Chris Burch (Modiphius Entertainment)
  Frank Mikes
  Geordie Irvin
  Logan Dyer
  Mark Taylor
  Timothy Roven (www.tabletopaudio.com)
  www.kickstarter.com
  Take Cover
  Technical Suit
  Technology
  The Unknown
  Theatre of the Mind
  Throw
  Tools
  Toxic Battery
  Trade Box
  Trade Goods
  Traits
  Traits, Attributes
  Traits, Everyday Skills
  Traits, Fate
  Traits, Influence
  Traits, Level
  Traits, Personal Combat
  Traits, Professional Skills
  Traits, Resource
  Traits, Vehicle System
  Tungsten Carbine
  Turns and Actions
  Tweaking the Game
  Utility Items
  Var System
  Variations
  Vehicle System Skills
  Vehicle System Traits List
  Velocity
  Volley
  Warhead
  Warhead Modifications
  Warhead Variations
  Wealth
  Weapon Keyword
  Weapon Modifications
  Weapon Stats
  Weapon Types
  Weapon Variations and Modifications
  Weapons
  Weapons Lists
  Weight (Wgt)
  Workbench
  Works in Liquid
  Workshop
  X’ion
  108
  283, 366
  273
  279
  96, 166
  110
  370
  378
  66
  54, 66
  31, 32, 33, 341
  344
  346
  341
  341
  341
  354
  350
  341
  356
  277, 366
  100
  307
  126, 368
  8, 256
  116
  53
  356
  158
  177
  181
  379
  378
  43
  124
  364
  122
  102
  116
  118, 280, 358
  358, 377
  123
  138
  126
  370
  193
  
  383
  Special Thanks to These Backers 
  Who Have Given So Much More 
  Than Just Their Money
  Alister House
  Brett Bond
  Cameron Haggett
  Chris Buckley & the Friday Night Imaginers
  Christian Lasala
  Christian Lasala
  Christopher West
  Dabney Bailey
  David Beaudoin
  Dylan Okeefe
  Edwin KH Pau
  Erica Pisani
  Heather Avery
  Ivlev Raul-Tiberiu
  Jake Radcliffe
  Jay Lapham
  Joe Robinson
  Joshua Ramsey
  Ken Creelman
  Lachlan Kingsford
  Luke Pullar
  Michael Buckley Jr
  Mihai Bolda
  Nicholas Price
  Patrick “Bollywood” Sayet
  Pawel Daruk
  Ross Tuddin
  Tom Killingbeck
  Backers Who Contributed Their Ideas
  Aaron Massung
  Adrick Trotter
  Alan Miles
  Aljoscha Anolke
  Andrew Gorman
  Andrew Maak
  Ben Meyer
  Benjamin Berger
  Brennan See
  Bryan S
  Chris Garland
  Christoffer Sevaldsen
  Conor Degroot
  Dallas Scriven
  Daniel Rhodes
  Daniel Sweatman
  David Williamson
  Geordie Irvin
  Grant Chapman
  Ido Schwartz
  Jacob Arthur
  James Hodden
  James K Mann
  Jean-Christophe RANNOU
  Jere Manninen
  Jeremy Kear
  John R. Smith
  Jonathan McCulley
  Joshua Bekker
  Kami Saotori
  Katelyn Gigante
  Lachlan McDonald
  Lorri Lambert
  Luke Beard
  Lyam Botting
  Martin Lilja
  Nathan Milfull
  Nirmal Frankcombe
  Patrick Venable
  Pawel Daruk
  Peter Liebert
  Remi Fayomi
  Robert D McCuaig
  Romall Smith
  Shea Shortridge
  Stephen Lewis
  Stuart Ellingson
  Terry Standley & Winn Muller
  Vegar Farsund
  Victor Smith
  Wei-Ying Ma
  Wren Willis - Zairthos
  Early Adopter Recognition
  Adam Caverly
  Adam Paciorek
  Anders Stafberg
  Andrew Cotgreave
  Andrew Phillips
  Bill Heron
  Brooke Bennett
  Carl Walter
  Charles Crowe
  Christian Nord
  Cole Leadon
  Darren Buckley
  Dominik Dalek
  Erich Lichnock & Rachel Jerilyn Teng
  Felix Egner
  Fredrik Oskarsson
  Geoffrey Ford
  Guillaume Gregoire
  Hugh Ashman
  Ingo Beyer
  Jacob Wade
  Jan Rosa
  Jarrod McQueen
  Johan Karlsson
  John McNabb
  John Murray
  Jon Finn
  Jonathan Hyde
  Jose Manuel Romeo Cajal
  Joseph Robles
  Joshua Ramsey
  José Manuel Palacios Rodrigo
  Lars Holgaard
  Leath Sheales
  Maurice Strubel
  Murrell Sippy
  Myles Milner
  Neil Mahoney
  Nicholas Price
  Olivier Darles
  Oscar Simmons
  Patrick Kraft
  Phil Ward
  Philip Rosberg
  Pierre-Marie Coustumer
  Ross Webb-Wagg
  Rune Wandall-Holm
  Ted Childers
  Titus Lambert
  Tobias Niemitz
  Wade Geer
  Yehuda Halfon
  
  384
  See:
  www.fraggedempire.com
  for a full list of Fragged Empire products,
  free resources and tutorials.
  
  385
  Betrayed by your creators, you are a genetically engineered remnant,
  emerging from the ruin of genocidal war.
   www.fraggedempire.com
  Created by Wade Dyer
  The Setting
  4 Playable Races
  The Rules
  Post-Post-Apocalyptic
  Cultural Tension
  Genetic Engineering
  Exploration
  Nephilim
  Legion
  Corporation
  Kaltoran
  Tactical Miniature Combat
  Non Setting Specific
  3d6 Resoluiton
  Research
  Buy & Sell Trade Goods
  Spacecarft
  Nonlinear Progression
  Best for Long
  Sandbox Games
  Customizable Equipment
  The Fragged Empire: Core Rule Book has everything that you will need to play or run a
  science fiction tabletop roleplaying game in the Fragged Empire setting.
  It contains rules for creating player and non player characters, equipment, and spaceships.
  There are rules for personal and space combat, as well as trade and research. Included is a
  full setting guide with sample NPCs and a game master's guide.
  The worlds of a distant post-post-apocalyptic future await.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Empire - Core Rule Book.pdf