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English Pages [196] Year 2020
ROGERS, WHITE FOR USE WITH
& The Worlds of 2000 AD
CREDITS
Writing: Ben Rogers, John White Additional Material: Andrew Peregrine Cartography: Mik Holmes and Xanditz System Design: Russ Morrissey | Line Manager: Marc Langworthy Editing: Kimberly Nugent | Layout and Graphic Design: Andrew O’Hara Publishing Administrator: Jessica Hancock Special Thanks: Richard August, Ian Hollingsworth, Darren Pearce, Anthony Porter, Gordon Rennie, Dan Voyce, Huddersfield University Gaming Society Playtesters: George Bingham Davis, Alf Fairweather, Richard Lees, Jessica Hancock, Marc Langworthy, Russ Morrissey, Kristien O’reilly, Chris Osborne, Andrew Peregrine, Carl Pickles, Harry Rogers 2000 AD® and Rogue Trooper® are registered trademarks © 2020 Rebellion 2000AD Ltd. All rights reserved. All imagery and characters © 2020 Rebellion 2000 AD Ltd. Artwork used with permission of the copyright holder. www.2000AD.com The game contains no Open Game Content. This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental Published by EN Publishing under license by Rebellion EN Publishing, PO Box 1858, SOUTHAMPTON, SO18 6RX Printed by “Standartu spaustuve” www.standart.lt Vilnius, Lithuania. Version 1.1 ISBN: 978-1-912007-59-2 SKU: ENP2102
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CONTENTS // INTRODUCTION......................................................... 4 // CH/1: PRIOR SERVICE AND FUTURE CAREERS.................... 7 / / / / / /
SPECIES...................................................................................................................................................7 ORIGINS.................................................................................................................................................. 15 CAREERS............................................................................................................................................... 17 G.I. ORIGINS.........................................................................................................................................32 MILLI-COM ADVANCED G.I. PROGRAMS.................................................................................33 NEW SKILLS AND EXPLOITS....................................................................................................36
/ / / / / / / / /
STARTING MONEY AND EQUIPMENT.......................................................................................38 GENERAL GEAR................................................................................................................................39 G.I. BACKPACK...................................................................................................................................42 WEAPONS............................................................................................................................................44 ARMOUR.................................................................................................................................................52 VEHICLES.............................................................................................................................................54 DRUGS....................................................................................................................................................58 CYBERNETICS....................................................................................................................................59 GENETICS.............................................................................................................................................60
// CH/2: TOOLS OF WAR................................................ 38
// CH/3: NU EARTH...................................................... 63
/ FEATURES OF NU EARTH...........................................................................................................63 / UNIQUE LOCATIONS ON NU EARTH........................................................................................67 / ROGUE TROOPER TIMELINE........................................................................................................80
// CH/4: BEYOND NU EARTH........................................... 82
/ NU EARTH SYSTEM.........................................................................................................................82 / OTHER SYSTEMS & PLANETS...................................................................................................86
// CH/5: ROGUE TROOPER CAMPAIGNS............................. 92
/ TYPES OF CAMPAIGN.....................................................................................................................92 / CAMPAIGN TONE / LOCATIONS.................................................................................................95 / NU EARTH ENCOUNTERS.............................................................................................................96
// CH/6: ALL HELL ON THE DIX-I FRONT............................ 104 // CH/7: MISSION DOSSIER........................................... 116 / / / /
THE DEVIL TANK / OLD TROPES IN NEUROPA................................................................116 WONDER WEAPONS.......................................................................................................................119 GHOSTS IN THE MACHINE......................................................................................................... 120 THE PERILS OF BUCKY AURORA............................................................................................121
// CH/8: BEYOND NU EARTH MISSION DOSSIER.................. 132
/ SPY IN THE CITADEL...................................................................................................................132 / HUNTED BY NU-OKTOBER......................................................................................................... 144
// CH/9: ALLIES AND ENEMIES....................................... 157 / ROGUE TROOPER............................................................................................................................ 158 / ALLIES AND ENEMIES.................................................................................................................160
// APPENDIX: GLOSSARY OF NU EARTH TERMS................... 187 // INDEX.................................................................. 189 // CHARACTER SHEET.................................................. 193
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CH/0: INTRODUCTION
Nu Earth, a former paradise to mankind’s colonists, is now a hellish world that has been devasted by biological and chemical weaponry. Norts and Southers, two warring factions, are locked in what is claimed to be humanity’s longest war ever. Orbital weapon platforms in space blast unshielded settlements to rubble, colossal tanks grind the hapless legions of infantry into the poisonous mud of battlefields whilst armadas patrol lifeless oceans of polluted scum-like water. The Southers believe they have finally found a means to win the war. The cloned G.I.s (Genetic Infantrymen) are faster and stronger than normal soldiers, trained to perfection as shock troopers, and capable of surviving without a cumbersome environment suit in the toxic environments the war has created. Even death cannot stop their contribution to the war, as their death merely triggers the downloading of their personality, memories, and skills into a chip implanted in their
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skull. They are then incorporated into a comrade’s equipment which the trooper can operate, surviving as an electronic ghost until they are rehoused in a new cloned body. How can they possibly fail to bring victory to the Southern Cross Confederacy? Rogue Trooper allows players to take the role of the men and women caught up in the war. They may play as the elite, blue-skinned G.I. clones engaged on military missions against the totalitarian armies of the Nordland regime or as simple ‘suits’ – soldiers of either side in gruelling campaigns where the slightest rip to their chemsuit will bring a swift but agonizing death with no chance of resurrection. Others may choose characters that are marred or blessed with the scientific manipulation of human DNA including an assortment of beast-like super soldiers, stunted miners and tree-swinging ape men. The war claims millions of human lives,
so droids will also find themselves caught up in the schemes and violence of their organic masters. Other characters can be callous profiteers, criminals trying to make a fortune through heists and scams in the galaxy wide misery of war, or even deserters who have turned to banditry in the wilderness. Finally, amongst the hapless civilian populations are determined citizens, striving to stay alive despite a variety of threats and hoping to remain free of being drafted into the remorseless slaughter.
CONTENT WARNING The Rogue Trooper comic strip tours a war-torn planet that is overshadowed by the brutality of combat between two unrelenting factions. The horrors of battle are prevalent, to the point that they have had a deep ecological impact on Nu Earth itself. It is highly recommended that groups discuss the nature of the game before each campaign or scenario begins, with GMs adjusting the content and tone of the game according to the players’ concerns. GMs should also consider having some means on hand for players to quietly indicate whether they are becoming increasingly uncomfortable with a particular scene or narrative during play. The Rogue Trooper universe is an extensive place, with many options to explore the various factions away from the Nu Earth setting. Investigation, espionage and mercantile-style campaigns are an excellent option for taking the game away from the war for Nu Earth. (See Chapter Four: Beyond Nu Earth and Chapter Eight: Beyond Nu Earth Mission Dossier for advice and examples.) The backdrop for Rogue Trooper also features an intense war between the Norts and Southers, or Southern Confederacy, to use the latter faction’s full title. While the battles and sites that Rogue visits during his tour of Nu Earth draw parallels with those of our own Earth’s history, neither this roleplaying game or the material itself seek to glorify war or elevate certain factions of our own past. They often serve to deliver the opposite, in fact.
USING THIS BOOK The Rogue Trooper supplement gives information for both Gamemasters and players, supplementing or replacing those provided in Judge Dredd and the Worlds of 2000 AD, allowing an exciting and authentic campaign to be run on the poisoned world of Nu Earth and even some of the distant worlds that are caught up in the war. New races, careers and equipment are provided along with guidelines for adventures that can be adapted to the Gamemaster’s personal vision. The book has nine chapters that provide rules and background material for your game:
CHAPTER ONE – PRIOR SERVICE & FUTURE CAREERS Delving into character creation first, players and Gamemasters can create one of the G.I. clones that were designed to fight on Nu Earth or can select a character from a variety of other species. New careers, skills and exploits add a distinctive and authentic feel to the unique individuals caught up in a galactic war featured in a Rogue Trooper campaign.
CHAPTER TWO – THE TOOLS OF WAR From a combat knife to a battle tank the size of a factory, the conflict is maintained by a vast arsenal of equipment, and many of these are detailed for use in a game, including the sophisticated devices used by the Genetic Infantry. Technology has finally given mankind the gift of life after death, and now players can survive their character’s death – if they are fortunate.
CHAPTER THREE – NU EARTH
A tour of the planet-sized battlefield known as Nu Earth, including an extensive guide to the deadly environments and different locations on Nu Earth. Many of these offer ideas for including them in Rogue Trooper adventures and list some of the combatants and denizens that might be encountered. A timeline of Nu Earth is also included.
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CHAPTER FOUR – BEYOND NU EARTH
CHAPTER EIGHT – BEYOND NU EARTH MISSION DOSSIER
Stepping away from the poisoned soil of the planet, this chapter takes a look at locations in the Nu Earth system and beyond. Visit the twin moons that orbit the planet or scour deep space for Milli-Com. Tour the Nort heartlands and even make a visit to Earth.
Much like the previous chapter, this one offers two scenarios for the GM and players to enjoy. Although both scenarios take the players far away from the planet’s deadly atmosphere, the dangers they face are just as lethal.
CHAPTER NINE – ALLIES AND CHAPTER FIVE – ROGUE TROOPER ENEMIES CAMPAIGNS If you need partisans of either of the warring factions of Nu Nu Earth is a distinctive setting, and this chapter provides guidelines for running various types of Rogue Trooper campaigns tailored to your adventurer groups. Random encounter tables are also provided to help with plotting your campaign, helping to detail specifics such as terrain, weather and chemical hazards.
Earth, unfortunates who want to be left in peace, conniving opportunists who are out for themselves or deadly creatures that lurk in the wilderness, these pages provide fully stated NPCs that are ready to play.
APPENDIX – GLOSSARY OF CHAPTER SIX – ALL HELL ON THE TERMS A glossary of terms taken from the various comic strips set DIX-I FRONT within the Rogue Trooper universe. Presented in an episodic format, ‘All Hell on the Dix-I Front’ is a Rogue Trooper campaign taken from pages of 2000 AD that allows the GM and players to chart one of the classic storylines from the comic book’s pages.
CHAPTER SEVEN – MISSION DOSSIER Gamemasters are provided with a variety of individual scenario seeds, and several of these can be linked into a series of adventures that occur in the different sectors of a fortress city. ‘The Perils of Bucky Aurora’ is a detailed scenario that can be used to start a campaign.
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Rogue Trooper uses material presented in 2000 AD’s original Rogue Trooper comic strip and the later reboot stories as well as spin-off series such as Venus Bluegenes, The 86ers, Hunted and Jaeger. Most of these stories have been collected as graphic novels, which are available from Rebellion. The stories involving Tor Cyan and another Rogue Trooper, nicknamed ‘Friday’, who was created in a parallel G.I. project in another part of the galaxy, are not referenced in the succeeding chapters of this volume.
CH/1: PRIOR SERVICE AND FUTURE CAREERS The characters created for a Rogue Trooper campaign use the rules in Chapter 3 of the Judge Dredd & the Worlds of 2000 AD rulebook with the alterations and additions noted in this chapter.
SPECIES Whilst the galaxy is populated by numerous intelligent races, the playable races for a Rogue Trooper campaign in this book are comprised of humans and the assorted clones, modified humans, uplifts, and robots they have created to serve their interests.
GENDER Unlike Player Characters based in the MegaCity One of the Judge Dredd & the Worlds of 2000 AD game, the rules for G.I. clones reflect the different bodies, training and role that the powers of Milli-Com ordained for them. GMs and players can choose to disregard this distinction and select either body type or role for a G.I. character.
HUMANS
The vast majority who comprise the armies and civilians on Nu Earth and the galactic empires of the two warring factions are humans. Humans use the species rules on page 24 of the Judge Dredd & the Worlds of 2000 AD rulebook.
STRIGOI
Some of the military caste families of the Nordland Republic have had their genetic makeup manipulated in an attempt to create a race of enhanced super soldiers, and the strain soon
spread amongst a wider range of Nort society. Sadly, this taint in the bloodline carries bestial mutations. Most of those with the gene carry a ‘mark’, a minor cosmetic mutation regarded as a cursed stigma. Many fortunate individuals carry the taint all their lives without mutating further, but others can descend into a cruel and murderous madness, even slaughtering their own families in an effort to spare them from the horror of their own transformation and to wipe the curse from their bloodline. Physical symptoms include uncanny senses and reflexes, misshapen bodies, enlarged canines and extensions of bone that pierce the skin. Whilst the Nordland authorities permit individuals with the taint to pursue careers, they are subjected to scrutiny from the Office of Genetic Purity, and most military units are expected to submit regular genetic purity reports. Unfortunates who succumb to severe mutation are hunted down and killed by the OGP, though some individuals in the military manage to hide their condition for a substantial period of time as a catalogue of atrocities is far from uncommon in the theatres of war. There are even rumours that some legions secretly tolerate heavily mutated strigoi in their ranks as stormtroopers. Civilians succumbing to full mutation are often able to hide themselves in urban slums and remote outposts. Often a transformation in one individual triggers off a chemical reaction accelerating severe mutation in others with the gene taint, even in children. Exposure to stress from psionic interference is also a potential trigger. Some of these mutants are able to co-operate together in feral packs. » Size: Medium » Attributes: Strigoi have 6 points of attribute bonus they can spend in any permutation involving STR, AGI, END, INT but cannot spend more than 2 points in any single attribute. » Skill Choices: acrobatics, bravery, brawling, climbing, fortitude, hardy, hunting, intimidate, perception, resistance, reactions, running, swimming, tracking
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SPECIES ATTRIBUTE BONUSES STR
AGI
END
INT
LOG
WIL
CHA
HUMAN*
LUC
PSI
REP
+2
STRIGOI† ROBOT
+2
G.I. CLONE
+1
DOLL CLONE
+2 +1
+2
+1
+1
+2
+1
+1
+1
BLUE MOONER
+2
SEMI-MOONER‡
+1
SIM
+2
+1
+1
+1
§
+1
-1
*Humans add +2 to a second attribute and +1 to a third. Each bonus must be applied to a different attribute. †Strigoi have 6 points of attribute bonus they can spend in any permutation involving STR, AGI, END, INT but cannot spend more than 2 points in any single attribute. ‡Semi-mooners add +1 to END and +1 to any three other attributes. Each bonus must be applied to a different attribute.
Fully mutated strigoi Player Characters will usually be outcasts who have fled from Nort society or are extremely cunning in hiding their condition from the OGP. The GM might feel that such characters will be difficult to incorporate in a campaign unless they are happy to roleplay escalating madness and risk flying into monstrous rages when they fail to make WIL tests devised by GM.
EXPLOITS
» Strigoi Mutation. The strigoi automatically has an obvious cosmetic or physical blemish such as a snarling mouth, puckered skin, hairy patch of skin or angry eyes, which is tolerated by the OGP. Optionally, the strigoi can choose to roll a mutation on the table on p. 9. They may also forego their bonus exploit at character creation or spend an amount of experience equivalent to an exploit purchase during play to gain extra rolls on the table.
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» Fight or Flight. Strigoi suffer an adrenaline rush during combat that can have polar consequences. Make a DIFFICULT [16] END test at the start of combat. Failure results in one of the following effects. You can always choose to fail the test. » Fight. Gain +1d6 to melee attack rolls, -2 to MELEE DEFENCE and the Angry condition until the end of combat. » Flight. Gain +2 SPEED, +2 MELEE DEFENCE and the Afraid condition until the end of combat. » The strigoi rolls to remove the condition but must roll a 6. When the condition ends, the other bonus is lost.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //SPECIES D66
STRIGOI MUTATION
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UNCANNY EYES. You are able to see in darkness as though it were daylight for 60’.
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EAGLE EYED. Your eyes count as having a telescopic retinal implant.
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SUPERIOR EYESIGHT. You gain 1d6 to visual perception and tracking checks.
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SHARP EARED. You gain 1d6 to audial perception checks.
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KEEN NOSED. You gain +d6 to scent-based perception and tracking checks.
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SENSITIVE TONGUE. You gain 1d6 to taste-based INT checks.
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TOUGH HIDE. Your skin is hard and tough giving you SOAK 5.
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REGENERATION. You can heal wounds that would kill a normal man. As long as you are above 1 HEALTH, you automatically heal 1d6 HEALTH per hour.
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INCREASED METABOLISM. You move a lot faster than normal. Your reactions are increased, and the world seems run at a slower rate for you. You must consume twice the normal amount of food and drink to remain alive. You have three actions per round, although you may not perform any given action (attack, move, etc) more than twice.
D66
STRIGOI MUTATION
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VAMPIRE. You require blood for nourishment. You also have a greater than normal sensitivity to day and ultraviolet lights. Any day you do not consume one pint of blood moves you suffer the Fatigued condition. This is a permanent status and cannot be shaken off. The only way to remove it is to consume a pint of blood. Additionally, you suffer -1d6 to perception checks in daylight.
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BONE SPIKES. You are covered in a layer of spikes that protrude through your skin from your bones. Your natural damage becomes piercing. Anyone or anything that attempts to attack you takes 1d6 damage each time they strike.
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NATURALLY WARY. You gain the Predictive Reflexes exploit.
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TALLER THAN NORMAL. Your height is greater than normal, even taller than the tallest member of the human race. Roll 1d6 to determine your height. On a 1-3 it is 7 feet, on a 4 to 6 it is 8 feet and on a 6 it is 9 feet. You are considered large sized.
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STRONG. You gain 1d6 to your STR.
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FAST. You gain 1d6 to your AGI.
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VIGOROUS. You gain 1d6 to your END.
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PERCEPTIVE. You gain 1d6 to your INT.
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D66
STRIGOI MUTATION
51-52
FERAL. Your appearance is unsettling and grants you 1d6 to intimidate checks.
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CLAWS. Your unarmed attack increases by 1d6 and becomes piercing damage.
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BITE. Your unarmed attack increases by 1d6 and becomes piercing damage. ANIMAL FEATURES. You have a variety of mammalian features, typically those of a cat, bear, wolf or bat. The features may give you an extra ability – cat’s eyes could give you the ability to see at night, a bear-like pelt cold make you immune to cold-based environments and act as SOAK 5 against cold damage, a wolflike jaw could give you an extra 1d6 damage, and bat-like ears might allow you to use echo location.
G.I. CLONES
After decades of research and the cloning of several prototypes, the Souther genetic scientists finally managed to perfect a human clone that could operate on the surface of Nu Earth without the need of a clumsy chemsuit. Inside the vast military space station of Milli-Com, the Genetic Infantry clones are individually gestated in tubes in a laboratory know as ‘The Nursery’. Superficially identical to either its clone-brothers or sisters, each has an athletic build, blue skin, a white mohawk of hair and eyes that lack a discernible pupil or iris. They also receive a wide range of genetic enhancements devised by the Gene-Genies, as the genetic scientists are termed. Most importantly of all, they are installed with biochips — small, computerised devices capable of storing their personalities, complete with their essential skills and memories. When the G.I. dies, the chip can be housed in a replacement clone body.
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D66
STRIGOI MUTATION
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PACK MASTER. You are a natural leader amongst your kin. You gain 1d6 to all CHA based tests on other strigoi.
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SENSE KIN. You can use INT tests to identify others with the strigoi taint within a range of INTx5’.
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ATMOSPHERE PROCESSOR. You can breathe in a variety of gaseous atmospheres, surviving areas that would normally kill humans. You are immune to all gases as long as there is enough oxygen in the air to survive. In an atmosphere without any oxygen you would still suffer like a nonmutant.
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RADIATION RESISTANCE. You are immune to radiation damage.
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ROLL FOR TWO MUTATIONS. If you roll 66 again reroll the result.
GENETIC INFANTRY CLONE
The male clones were created as an elite, military strike force, equipped with a wide arsenal of specialist weaponry and subjected to indoctrination methods designed to instil duty, honour, obedience and a drive to kill Nort soldiers. Consequently, once released into combat many find it hard to adapt to long periods of peace or comfort. » Size: Medium » Attributes: STR +1, AGI +1, END +2, INT +1, WIL +1 » Skill Choices: [developmental], [physical]
EXPLOITS
» Biochip. The G.I. has a biochip installed inside their head. » Encoded Survival. G.I.s cannot make a deliberate attempt to take their own lives. » Fast Healing. Clones heal an extra 1d6 HEALTH each day. » G.I. Immunity. Clones are immune to radiation plus all known acids and poisons, including alcohol.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //SPECIES
» G.I. Senses. Clones have enhanced senses and central nervous systems that grant +2 to all DEFENCES and +1d6 to initiative checks. » G.I. Vision. The G.I. can see using infra-red and lowlight vision for 60’. » Ingrained G.I. Skill Package. You come into being with existing skills and abilities. Choose one category from the following: [combat], [physical]. You gain four skills at one rank from the chosen category. » Nictitating Membrane. G.I.s are immune to snow blindness. They also shake off the Blind condition on a 4,5, or 6 (instead of a 5 or 6). » Tough Hide. The blue-skinned clones have a natural armour SOAK of 5. » Unencumbered. G.I.s feel uncomfortable and impeded when wearing any armour but a G.I. helmet. They cannot use LUC dice whilst wearing armour.
‘DOLL’ G.I. CLONE
Although the female G.I.s were originally engineered with lithe bodies intended to assist with stealth and assassination roles, the Milli-Com top brass eventually decided that they should perform non-combat roles. Female G.I.s have had to cope with sexist terms such as ‘dolls’, ‘general issue bed-warmers’ and ‘Milli-Com R&R units’ and are forbidden to have liaisons with male G.I.s. Worst yet, they were regarded as fair game for the attentions of the military base’s senior officers. Following the Quartz Zone massacre, it was decided that female G.I.s could be assigned to military training and were assigned to roles they individually showed an aptitude for. » Size: Medium » Attributes: AGI +2, END +1, INT +1, WIL +1, CHA +1 » Skill Choices: [developmental], [physical]
EXPLOITS
» Biochip. The G.I. has a biochip installed inside their head. » Encoded Survival. G.I.s cannot make a deliberate attempt to take their own lives. » Fast Healing. Clones heal an extra 1d6 HEALTH each day.
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» Unencumbered. G.I.s feel uncomfortable and impeded when wearing any armour but a G.I. helmet. They cannot use LUC dice whilst wearing armour and never gain armour skills.
ROGUE TROOPER TERMINOLOGY In Rogue Trooper, terms are frequently used that combine slang terms from historical wartime periods. Some of these terms, such as Dolls to mean female G.I., are in keeping with the source material but will rightly be considered patronizing and misogynistic at today’s modern RPG table. Others are just plain unacceptable. We encourage GMs and players both to adjust the source material to suit their table, use terms that make the playing experience enjoyable for everyone, and even coin your own slang in keeping with wartime dialects.
BLUE MOONER
» G.I. Immunity. Clones are immune to radiation plus all known acids and poisons, including alcohol. » G.I. Senses. Clones have enhanced senses and central nervous systems that grant +2 to all DEFENCES and +1d6 to initiative checks. » G.I. Vision. The G.I. can see using infra-red and lowlight vision for 60’. » Ingrained Doll Skill Package. You come into being with existing skills and abilities locked into your individual genecodes. Choose one category from the following: [combat], [physical], [subterfuge]. You gain four skills at one rank from the chosen category. » Nictitating Membrane. G.I.s are immune to snow blindness. They also shake off the Blind condition on a 4,5, or 6 (instead of a 5 or 6). » Captivating Presence. G.I.s gain +1d6 to all social checks. Tough Hide. The blue-skinned clones have a natural armour SOAK of 5.
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Early Souther genetic experiment on one of Nu Earth’s Blue Moon produced a race of hardy but stunted individuals with tough, blue-hued hides. As research in enhanced clones continued, the Blue Mooners became an under-class that was used as cheap labour in off-world mining projects. Their numbers have increased as they bred, and some of them have drifted into travelling bands of entertainers, though wherever they stop they treated with disdain as ‘freaks’ by both Southers and Norts. » Size: Small » Attributes: END +2 » Skill Choices: mining, survival, zero-g, [performance]
EXPLOITS
» Dark Sight. The Blue Mooner can see in darkness for 60’. » Evasion. Blue Mooners are nimble and adept at dodging. They gain a +2 bonus to either their MELEE DEFENCE or their RANGED DEFENCE. This bonus does not stack with other exploits that increase DEFENCE scores. » Insulation. The Blue Mooners are immune to cold-based environmental effects and increase their natural SOAK to SOAK 5 from cold damage.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //SPECIES » Nictitating Membrane. Blue Mooners are immune to snow blindness. They also shake off the Blind condition on a 4,5, or 6 (instead of a 5 or 6). » Thick Skinned. The Blue Mooner has a natural +2 SOAK. » Zero-g. Blue Mooners gain zero-g as a natural movement mode, able to move in zero-g at their full speed with no checks needed.
SEMI-MOONER
Some hybrids of humans and Blue Mooners exist. They are generally social inferiors to humans but have a wider range of backgrounds and starting careers than their Blue Mooner parent and sometimes end up in roles as intermediaries between the two races. The character is of Medium size (though they will be on the short side) with eyes similar to a human’s, though the iris has an opaque quality. » Size: Medium » Attributes: END +1, +1 to any three other attributes » Skill Choices: any
EXPLOITS
» Intermediary. Through experience as a go-between for Blue Mooners and humans or a confident arrogance, the semi-Mooner gains a +1d6 bonus on all CHA based rolls used to influence Blue Mooners. » Leather-like Skin. The semi-Mooner has a natural +2 SOAK.
SIMS
The product of Nort genetic engineering, Sims are hairy, hulking brutes whose DNA is heavily laced with that of apes. Their masters have found them to be a vicious rabble, useless as conventional troops, but effective as trackers or expendable shock troops in forested regions. Some of these ape men have proved unable to focus on carrying through missions and have gone AWOL, hiding out in the forests of Nu Earth. » Size: Medium » Attributes: STR +2, AGI +1, END +1, INT +1, WIL -1 » Skill choices: brawling, intimidation, survival, tracking
EXPLOITS
» Enduring. Sims are noted for their resilience. When taking a new career, a Sim may optionally exchange one of the listed four attribute increases for END, as long as it doesn’t result in a duplicate attribute advancement. » Great Leap. Sims have double the normal jump distance and take half damage from falls. » Natural Climbers. Sims CLIMB at full speed, with no checks needed. » Nu Earth Immunity. Sims are immune to radiation plus all known acids and poisons, with the only exception being a gas developed by the Norts to tackle uncooperative specimens. » Primitive Intellect. Unless the linguistics skill is taken, a sim can only communicate in grunts and one syllable words. » Weak-willed. Attacks that target and beat a Sim’s MENTAL DEFENCE inflict +1d6 damage.
OTHER RACES IN ROGUE TROOPER CLONES The technology to produce clones has been channelled by the Norts and Southers into creating individuals who can work or fight in hostile environments. If a GM wants to include any clone Player Characters as detailed in Judge Dredd and the Worlds of 2000 AD, the characters originate from locations beyond Nu Earth.
MUTANTS Although the strigoi are a type of mutant Player Character, the GM may wish to include mutant Player Characters or NPCs in his Rogue Trooper campaign that have a wider range of mutations. Such individuals could be the results of extreme genetic experiments or unfortunates born in or near the Twisted Zone referenced in Chapter 2. The Judge Dredd & the Worlds of 2000 AD rulebook and The Cursed Earth supplement provide rules for mutants.
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OPTIONAL RULE: LANGUAGES IN ROGUE TROOPER The Souther Confederacy’s language is English whilst the Norts use Nordlander. GMs who decide that having two different languages will make running adventures harder can choose to use one or more of the following options in a campaign: » PCs can include skill with another language as one of their species skills. » PCs are assumed to be reasonably fluent in the two languages.
ROBOTS Robots fulfil a variety of occupations in civilian enterprises and undertake supporting roles for the military such as labourers and medics. Reputedly, attempts to use colossal war droids early in the war ended in disaster. Their use as full combatants in the armies of Nu Earth theatre is certainly limited, even amongst the Nort forces who lack the greater reserves of manpower available to their Souther foes. Droids are regarded as pieces of equipment and have no rights of citizenship or employment, though some individuals who work with them sometimes adopt a relationship similar to that held with human compatriots. Robot characters use the rules in Judge Dredd & the Worlds of 2000 AD and can also use those in the Robot Wars supplement. Most will initially have Asimov circuits installed, prevent them from harming humans.
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» PCs have access to a translating device or interpreter. » During key scenes, there are always NPCs present with competency in two languages. » The two factions both speak English, though the Norts speak it with a distinctive accent and occasional foreign sounding exclamations. The different Nort warclans use private battlecants to speak amongst themselves, and the G.I.s also invented a private battle language of their own whilst training on Milli-Com. The garrisons of the different Neuropa sectors all speak English, though sometimes it is comically mangled up with faux accents and odd foreign words, requiring a ‘foreign’ listener to make a Standard [7] INT or LOG (linguist) check to make enough sense of what they hear.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //ORIGINS ORIGINS The following origins can be chosen, along with those detailed in the Judge Dredd & the Worlds of 2000 AD rulebook. Some include prerequisites for an individual to belong to a Nort or Souther faction, which must be met, besides race.
EXPERIMENT [2D6+6 YEARS]
» Prerequisites: None » Attributes: STR +1, AGI +1, END +1, LOG +1 » Skill Choices: [physical] You were the subject of tests and experiments by scientists and doctors, whether created or merely altered. Your childhood was spent in a lab.
EXPLOITS
» Programming. You have been specifically bred and engineered for a purpose. At the start of a fight, your ‘programming’ kicks in, granting you a +2d6 INITIATIVE bonus.
COLONIAL CHILD [2D6+6 YEARS]
» Prerequisites: Human, Strigoi, Semi-Mooner, Blue Mooner » Attributes: STR +1 END +1, INT +1, WIL +1 » Skill Choices: carrying, driving, hardy, riding, [outdoor] You grew up in a frontier family trying to make a living from the poisoned land.
EXPLOITS
» Tamer of the Wilderness. You gain 3 outdoor skills at one rank. (This does not increase a skill above one rank.)
MILITARY BRAT [2D6+6 YEARS]
» Prerequisites: Human, Semi-Mooner, Strigoi » Attributes: END +1, LOG +1, WIL +1, LUC +1 » Skill Choices: carousing, rifles, pistols, survival, [vehicle]
EXPLOITS
» Tactical. You gain 3 ranks (2d6) in the tactics skill. You spent time getting shuffled around from military base to military base or otherwise learning from soldiers.
MILITARY CASTE [2D6+6 YEARS] » Prerequisites: Nort Human or Strigoi » Attributes: INT +1, WIL +1, CHA+1, REP +1
» Skill Choices: bravery, carousing, fortitude, hunting, rifles, swords, stealth You were born into one of the military clans of the Nordland Republic. You are heir to a long history of service in the military and government of the Republic and are expected to uphold the honour and traditions of your clan.
EXPLOITS
» Notable Clan. You gain a 1d6 bonus to any CHA or REP tests made to influence any Nort who does not have this origin and has a smaller REP pool.
NERD [2D6+6 YEARS]
» Prerequisites: Human or Robot » Attributes: LOG +2, LUC +1, REP +1 » Skill Choices: [computers], bureaucracy, cryptology, gaming, [scientific] You’ve been obsessed with computer systems.
EXPLOITS
» White Hat. You are practiced at hacking and anti-hacking techniques. You can actively provide a computer system with a +4 ELECTRONIC DEFENCE score and gain a 1d6 bonus to electronic attacks.
SERVICE DROID [2D6+6 YEARS]
» Prerequisites: Robot » Attributes: AGI +1, LOG +2, CHA +1 » Skill Choices: accounting, astrogation, computers, cooking, driving, engineering, linguistics, medicine, navigation You were created to perform a specific service – perhaps as a repair droid, domestic bot, astromech, or a translator.
EXPLOITS
» Unsuspicious. Everybody trusts a service droid. It doesn’t even occur to them that one might lie or attack. You gain a 1d6 bonus to all attempts to bluff or deceive or to access an ambush turn.
SCION [15 YEARS]
» Prerequisites: Human, Strigoi » Attributes: INT +1, CHA +1, REP +2 » Skill Choices: [artistic], [gaming], [social], [sporting], [trivia] You had a privileged upbringing in a wealthy family, heir to old money. Located in one of the safest locations in Nu Earth or, more likely, raised on another planet, you have never known hardship.
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EXPLOITS
TALENTED [2D6+6 YEARS]
‘SPECIAL TROOPER’ [1D6+6 YEARS]
EXPLOITS
» Privileged. You gain two sets of exceptional quality clothing and 1,000 bonus credits.
» Prerequisites: Sim » Attributes: STR +1, AGI +1, END +1, INT +1 » Skill Choices: brawling, hardy, intimidate, light armour, rifles You were created and trained for war by your Nort masters. You have grown up within a troop of sims dominated by its most imposing member.
EXPLOITS
» Hierarchy of Dominance. You gain 1d6 in any social skill rolls against another sim you have defeated in a one-toone brawling bout until they manage to defeat you in your turn.
SURVIVOR [2D6+6 YEARS]
The story of your childhood is one of hardship and war zones; you’ve grown a thick hide from conflict or war. » Prerequisites: Human, Strigoi, Semi-Mooner or Blue Mooner » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: [outdoors], running, stealth, [vehicle]
EXPLOITS
» Endurance. You’ve endured a lot, and you have the scars to prove it. You gain +2 natural SOAK.
ORPHAN [2D6 +6 YEARS]
Your childhood was not a happy one. » Prerequisites: Human, Strigoi, Semi-Mooner or Blue Mooner » Attributes: AGI +1, INT +1, CHA +1, LUC +1 » Skill Choices: bluffing, brawling, [performance] running, stealth, thievery
EXPLOITS
» Urchin. You’re familiar with urban backgrounds and can blend in easily. After spending one hour in a new city, you learn the names of some local crime figures
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» Prerequisites: Human, Semi-Mooner or Blue Mooner » Attributes: INT +1, WIL +1, PSI +1 » Skill Choices: insight, [performance], [psionic], stealth You manifested undisciplined psionic ability early in life and struggled because of it. » Psionic Power. You gain one psionic power for which you qualify. (See Judge Dredd & the Worlds of 2000 AD, p. 80).
Psionically gifted individuals are rare amongst humanity, and as other citizens treat them with suspicion or outright hostility, psykers often regard their powers as a curse rather than a blessing. Both Nort and Souther scientists are keen to develop and enhance psionic powers and zealously seek out subjects for their experiments. Psionic powers are more common and developed in some alien races who often find themselves in high demand amongst business corporations. The precogs of the planet Zykik charge astronomical sums for their services. Psykers are also attractive assets to criminal cartels, though intergalactic casinos take precautions against psionic interference.
WAR DROID [2D6+6 YEARS]
» Prerequisites: Robot » Attributes: STR +1, END +2, INT +1 » Skill Choices: [combat], demolitions/explosives, intimidate, scanners You were created to kill and destroy soldiers, war-machines and anything else you were ordered to.
EXPLOITS
» Combat Programming. You can suspend your Asimov circuits with respect to killing and hurting humans if they fit a ‘target profile’ given to you by your human commander. This might be anything from ‘people in the enemy uniform’ to ‘anyone I don’t like’. The downside is that you will open fire on anyone you believe fits the profile.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS CAREERS CIVILIAN Bounty Hunter p. 18
CRIMINAL Marauder p. 18
MILITARY Boot Camp p. 19 Dust Devil p. 19 Filth Columnist p. 19 Gene-Genie p. 20 Kashar Legionary p. 21 Kashan Legionary p. 21 Marines p. 21 Military Diver p. 22 Military Police Officer p. 22 Nagan Legionary p. 23 Officer p. 23 Replicant Droid p. 23 Robe-Runner p. 24 Sniper p. 24 Snow Trooper p. 25 Soldier p. 25 Space Marine p. 25 Special Forces p. 26 Stamel Raider p. 26 Sun Legionary p. 26 Tox-Team Soldier p. 26
NEUROPEAN Frank Trooper p. 27 Happy Camper p. 28 Huntsman p. 28 Rom Trooper p. 28 Scan Trooper p. 29
VARIED Doppleganger p. 29 Explosives Expert p. 29 Guerrilla Fighter p. 30 Medic p. 30 Pilot p. 30 Priest p. 31 Prisoner p. 31 Sailor p. 31
G.I. Origins p. 32
CAREERS Some of the careers are specific to either the Souther or the Nort factions, so players might want to discuss the feasibility of particular choices with other players and the GM. Likewise, many careers, at least for starting characters, are only available to certain races. Careers in Rogue Trooper fall into five categories. Civilian careers are available to any character, but as a vast war is waging across the galaxy, most young, able-bodied adults are expected to join the military unless they are engaged in work that contributes to the war’s effort. After decades of war on Nu Earth, many of its civilians are now miserable refugees who have failed to get off the planet and are now stuck in miserable slums. On other worlds, the situation is less bleak, though the authorities organise drafts of conscripts and assess whether an individual’s career constitutes viable war work. Criminals are often individuals who deliberately manage to avoid military service. Some will be actively sought by the authorities as draft dodgers or criminals whilst others will have found a means of making themselves appear as a valuable entrepreneur who contributes to the war effort. After taking a grade in any criminal career, roll 1d6. On a roll of 1, you must next take the Prisoner career on page 31. Military careers usually start with raw recruits attending a boot camp after which they end up assigned to a combat unit. Those joining an elite unit usually absorb its ethos and are unlikely to transfer to another military unit. Individuals in the military might find themselves embarking on a rise through the ranks, though the chance of reaching a high level of command is remote
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There is a selection of careers for eccentric adventurers who originate from the Southers’ Fort Neuropa garrison. Some careers can be in either the military or a civilian sphere and are referred to in this chapter as Varied careers.
PREVIOUS CAREERS The following careers in the Judge Dredd & the Worlds of 2000 AD rulebook can be used in a Rogue Trooper campaign. References made to Mega-City One and The Cursed Earth can be replaced with other locations and those of Judges with police. Careers marked in italics will be unlikely to exist on Nu Earth itself. Civilian: Blocker, Boffin, Citizen, Employee, Gamer, Journalist, King of the Road, Nark, Private Investigator, Psyker, Scavenger, Sportsperson, Star, Survivalist. Perp (becomes Criminal): Blackmailer, Burglar, Chop Shop Mechanic, Pongo (becomes Conman), Dunk (becomes pickpocket), Mobster, Muscle, Hacker, Heister, Henchman, Hitman, Kidnapper, Mob Boss, Cursed Earth Smuggler (becomes Smuggler), Punk, Spy/Terrorist, Tap Artist (becomes Mugger), Wrecker.
CIVILIAN CAREERS BOUNTY HUNTER [1D6 YEARS]
» Prerequisites: None » Attributes: AGI +1, INT +1, LOG +1, REP +1 » Skill Choices: [combat], computers, intimidate, law, perception, piloting, stealth, tracking As a bounty hunter you spend time tracking down and capturing wanted criminals. Nu Earth itself provides a lucrative, if deadly, market for your talents as rewards are paid for capturing deserters and war criminals.
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EXPLOITS
» Datamining. You can locate a target’s current location down to a specific zone or city by accessing credit, criminal, customs and other records if you have access to a computer link. » Dogged Pursuit. Any END rolls you must make when actively pursuing a target have their difficulty reduced by 5. » Prey. You may choose a particular target species. You gain a 1d6 bonus to attempts to track targets of that species.
CRIMINAL CAREERS MARAUDER [1D6 YEARS]
» Prerequisites: None » Attributes: STR +1, AGL +1, END +1, INT +1 » Skill Choices: [combat], driving, intimidate, stealth, survival Gangs of deserters turning to banditry usually operate from well-hidden, sealed strongholds in the wildernesses of Nu Earth where they stockpile stolen oxygen bottles and loot. As pariahs, they face the threat of summary execution by soldiers of the army they absconded from and are wary of bounty hunters. Consequently, they are totally ruthless in dealing with any witnesses. Most of a gang’s members concentrate on living a day-to-day existence, but some dream of eventually being able to hire smugglers to get them to a remote world. You realise that there is no real hope of ultimate victory in the war, and rather than endure the grinding discipline and dull routine of barrack life or the ever present danger of being killed trying to gain an insignificant hill, you chose to desert and joined a pack of like-minded individuals. Your brothers-in-arms are a rough, motley crew of brigands, but at least you now risk your life for booty.
EXPLOITS
» Ambush Expert. During an ambush turn, you can take a second action. » Dead or Alive. Gain +1 REP. You are notorious enough to have a bounty of 100 x REP in credits placed on your head by either or both the Nort and Souther authorities. You also gain 1d6 in tests to intimidate anyone who has heard of your reputation. » Haul. Your raiding has netted you an extra 2d6 x 100 Cr. You may repeat this exploit once, gaining 2d6 x 100 Cr each time. » Hideout. You know a sheltered area in a remote location of Nu Earth.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS MILITARY CAREERS Many military careers require an individual to have served a career in boot camp.
BOOT CAMP [1 YEAR]
» Prerequisites: human or strigoi » Attributes: AGI +1, LOG +1, WIL +1, CHA +1 » Skill Choices: carrying, rifles, law, survival Citizens across the galaxy are recruited into mankind’s two warring armies. Many still choose to volunteer themselves out of patriotism, but as the conflict drags on, a greater proportion are conscripted and even press gangs are used in some worlds within the Nordland Republic. Despite these drafts, the conflict’s appetite is insatiable, and Souther courts have resorted to giving many criminals the option of military service rather than serving out a sentence in a civilian prison. Some programs send recruits to college to gain degrees before returning to cadet assignments. Nort training camps are especially severe, brutal punishment beatings being meted out with full military authority. You joined the military and completed basic military training.
EXPLOITS
» Basic Training. You gain a basic military chemsuit as used by your army. You also gain one rank in survival, rifles and tactics. » Officer Training [requires Basic Training and REP 1+]. A second stint in the Academy prepares you for command. You automatically gain a military rank and the leadership skill at 1 rank if you do not already have it. You gain +2 REP. Make a Challenging [13] CHA check before advancing any attributes. If you succeed, you automatically gain a second military rank.
DUST DEVIL [1D6 YEARS]
» Prerequisites: Bootcamp, Nort human » Attributes: STR+1 AGI +1, END +1, WIL +1 and each time you take this career, roll 2d6 — on a roll of 12, you gain a medal and +1 REP » Skill Choices: bravery, clubs, hardy, intimidate, knives, spears, light armour, reactions, stealth, survival Although the Norts have a few small units of commandoes that specialise in operating in specific types of terrain, the ‘Dust Devils’ of the Boneyard Desert have taken this to extremes. They prefer to hide themselves in amongst the carpet of bones, sand and ash, erupting in savage ambushes to wipe
out Souther patrols. They are certainly not the sanist of troops, eschewing the use of firearms and grenades, preferring to wield gruesome weapons they have crafted for themselves out of bone and sinew. You gain a serviceable bone melee weapon for each melee skill you possess or just a club, and your chemsuit is now camouflaged for deserts as well as being adorned with pieces of human skeletons.
EXPLOITS
This career includes all the exploits listed for the Soldier career and those listed below. » Desert Lurker. You gain 1d6 to stealth and survival rolls in hot desert regions. » Gifts of the Dead. You can craft personal thrown, piercing or blunt melee weapons from bones and sinew which ignore the improvised penalty. You can also inflict +1d6 damage with one specific type of bone melee weapon.
‘FILTH COLUMNIST’ [1D6 YEARS]
» Prerequisites: Nort Human, toxicology or chemistry, stealth » Attributes: INT +1, LOG +1, CHA +1, LUC +1 » Skill Choices: bluffing, carousing, chemistry, flirtation, medicine, [subterfuge], toxicology The Nort Bio-warfare and Infiltration Unit specializes in covert missions that involve its operatives using an arsenal of drugs and chemical agents that enable them to pose as Souther personnel. Once in position, they administer truth serums to senior officers or sabotage water and air supplies with poisons. As a ‘Filth Columnist’ you are familiar with the Souther military system and their basic weaponry and can speak like a native Souther. You are adept at working on your own initiative on missions that will probably get you summarily shot if your identity is revealed and you fall into the hands of any enemy soldiers.
EXPLOITS
» B.I.U. Concoction. You can spend five minutes to create a concoction with your Tox-Kit which, when ingested or injected, inflicts a specific condition on a target of the chosen species. You cannot choose Disarmed or Disarmoured. You can only choose one specific condition, but you may take this exploit multiple times, choosing a new condition each time. G.I.s will be immune to most concoctions unless they include Agent X or another chemical unknown to Milli-Com scientists. » Gaseous Concoction [requires B.I.U. Concoction]. Your concoction can be thrown in a grenade which creates a 10’
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radius area of gas lasting for 1 minute. This effect attacks any creatures which enter or start their turn in the cloud. » Strong Concoction [requires B.I.U. Concoction]. One concoction you can create using the B.I.U. Concoction exploit now moves targets two stages along that status track.
GENE-GENIE [1D6 YEARS]
» Prerequisites: Souther Human, [medical] » Attributes: LOG +1, INT +1, WIL +1, REP +1 » Skill Choices: biology, computers, chemistry, electronics, hypnosis, [medical], psychology, scanners The Genetic Bio-weapons Corps is a team of Souther genetic scientists based on Milli-Com whose responsibilities include the creation of the G.I. clones and the maintenance of a transplant bank for the most senior military staff. You are one of an elite team of geneticists whose creations were expected to turn the tide of the stalemate on Nu Earth.
EXPLOITS
» Creator’s Knowledge. You gain 1d6 on all psychology rolls you attempt on a specific G.I. if you have spent at least an hour examining the individual data kept on them. » Reboot. You can engineer the Reboot exploit into an organic patient. The operation takes six hours to perform
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on a G.I. and requires a science or medical lab and a Difficult [16] LOG (medicine) roll. Other organic humanoids can be given this operation, but the operating time is doubled and requires 1,000 cr of materials and a Challenging [21] LOG (medicine) check. » Protective Measures. You have placed a failsafe in all of the G.I.s created by Milli-Com. If a G.I. hears you uttering a codeword, they are unable to harm you within the next twenty-four hours unless they can make a Difficult [21] WIL (concentration) roll. » Command G.I. [requires Protective Measures]. You can engineer a hidden command into a G.I. The operation takes six hours to perform on a G.I. and requires a science or medical lab and a LOG (hypnosis) check that beats their MENTAL DEFENCE. Once the conditions for the command to activate occur, the G.I. will act as instructed but will not perform an action which causes itself harm. The G.I. can attempt to shake off the condition every twenty-hour hours requiring a Difficult [21] WIL or PSI (concentration) or (meditation) check. Having to perform an uncharacteristic action, such as killing a friend will also give the G.I. an instant check to throw off the condition. » Spare Body Parts. You have a cloned set of personal body part replacements kept in cryo-genic storage at Milli-Com or another location. This exploit can be taken multiple times.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS After the annihilation of the G.I.s in the Quartz Zone massacre, many Gene-Genies have their skills directed into other projects. Ironically, the successes achieved by Rogue on Nu Earth brought about the winding down of support for the G.I. program, as he showed that a cloned soldier could not be guaranteed to remain a loyal, unquestioning tool of Milli-Com.
KASHAR LEGIONARY [1D6 YEARS]
» Prerequisites: Military Caste and Boot Camp » Attributes: AGI +1, END +1, WIL +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, discipline, hardy, heavy weapons, leadership, light armour, perception, riding, rifles, swords, tactics The Kashar are an important military caste, currently allied closely to the Kashans. Their legionaries’ armour and their officers’ crested helmets are influenced by Old Earth antiquity, and they are organised in units of a hundred men under a Centurion. Discipline is strict, and incompetence or failure can result in an individual being requested to fall on their las blade. As a Kashar, you are issued with a las-knife as your honour blade, and you replace your chemsuit issued at bootcamp with a neo-classical designed one that is the uniform of your legion.
EXPLOITS
This career includes all the exploits listed for the Soldier career and also those listed below. » Medal Hero of the Nordland Republic. You gain +2 REP. » Sidecar Swerve. As a sidecar passenger, you can assist your driver by making timely lurches, flattening yourself and shouting advice. This takes an action, but in his next turn your driver gains 1d6 on all riding checks and +2 to the speed of the vehicle.
KHASHAN LEGIONARY [1D6 YEARS] » Prerequisites: Nort Human or Strigo and Boot Camp » Attributes: STR+1, END +1, WIL +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, carrying, carousing, [combat], discipline, hardy, leadership, perception, survival
The pride of Nordland’s valhalla parades are the well-drilled divisions of Kashans, the Republic’s most famous military elite. Besides recruiting from their own powerful clan, the Kashans accept promising applicants from others into their legions, extending a powerful network of obligations and allegiances. New recruits are collected on worlds governed by senior members of the Khashan clan where they are tempered into a ruthless efficiency thorough rigorous and brutal and training that includes punish beatings, night-time exercises and expending live ammunition in combat exercises. Their numerous battle honours are the envy of the other Nort troops who have to suffer their arrogance, whilst their detractors point out that Khashan victories are marred by an immense catalogue of war crimes. You aspire to be the purest and the best of all that Nordland stands for. Your uniform is decorated with flashes of red trim, and you receive a knife that incorporates the emblem of a lightning bolt.
EXPLOITS
This career includes all the exploits listed for the Soldier career and also those listed below. » Medal Hero of the Nordland Republic. You gain +2 REP. » Slay Them All. You can attack an adjacent prone opponent with a fixed bayonet as a free action.
MARINES [1D6 YEARS]
» Prerequisites: Bootcamp or G.I., Doll or Robot » Attributes: STR +1, END +1, WIL +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, carrying, carousing, [combat], discipline, hardy, leadership, perception, survival Both of the sea-going navies on Nu Earth use marines as integral infantry. The Norts have built their arm into a tough elite of ‘Scum Marines’ commanded by Admiral Torpitz, who are prized enough to have units used on occasional land operations far away from the toxic seas. Whilst serving in the Marines you are issued with a dull green chemsuit and waterproofed weapons and equipment.
EXPLOITS
This career includes all the exploits listed for the Soldier career and also those listed below. » Sea Legs. You adapt to the motion of a ship; this makes you very hard to knock down. When you are knocked prone, you may spend one LUC die to remain standing.
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» Seasick. You are immune to the Sick condition. » Hero of the Nordland Republic [Nort] or Souther Cross [Souther]. You gain +2 REP. » Cutting Gear [Nort]. You escape from a ‘beachball’ landing device as a free action once it has come to a stop.
MILITARY DIVER [1D6 YEARS]
» Prerequisites: Boot Camp, swimming » Attributes: STR +1, AGI +1, END +1, WIL +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP Skill choices: explosives, knifes, hardy, perception, pistols, rifles, tactics, swimming Both navies on Nu Earth make use of specialist diving teams for a wide range of activities including salvage operations, security patrols, sabotage and coastal reconnaissance. The Nort navy in particular place a host of resources into training and equipping their elite squads of ‘Vroogmen’. Unlike other combatants, the waters of the scum seas hold no terrors for you.
EXPLOITS
» Like a Fish. You gain a Swim Speed equal to your regular Speed. » Hold Breath. You can hold your breath for a number of minutes equal to your END dice pool. » Murky Depths. You can see well underwater and in other dark environments, gaining darksight to a distance of 5’ per point of INT. » High Diver. You never take damage when falling into water from any height.
MILITARY POLICE OFFICER [1D6 YEARS] » Prerequisites: Boot Camp » Attributes: STR +1, END +1, INT +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bureaucracy, clubs, driving, interrogation, intimidate, law, pistols, perception You join the ‘Milli-Fuzz’ or a similar security force and begin a career as a uniformed officer. You provide security for headquarters, enforce martial law and hunt down deserters.
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The Nort regime’s State Security Police includes specialist organisations. Office of Genetic Purity. Led by the crippled Colonel-Inspector Nerria, the OGP is feared through the Republic as they are authorized with considerable powers to hunt and exterminate any strigoi who have succumbed to the bestial nature of their mutation. Office of Public Truth. Unpopular, this organisation is tasked with investigating Nort war crimes and bringing perpetrators to justice, though sometimes operatives are ordered to eliminate war criminals rather than bring them to trial. Frequently they find that their investigations are unwanted by powerful establishments that use bureaucratic and underhand means to obstruct OPT activities to shield their colleagues and avoid scandals. EXPLOITS
» Trouble Sense. You are easily able to spot trouble before it happens. You gain a 1d6 bonus to Initiative checks.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS » Out of Place. You know the signs of suspicious behaviour. You gain a 1d6 bonus to checks made to spot unusual or criminal activity. » Freeze! You can compel a target to “freeze!” with a CHA versus. MENTAL DEFENCE check. If successful, the target stops in his tracks and is Dazed until he shakes that condition off. The target must be able to understand you and have an INT attribute of 3 or more. You can only do this to a given target once. » Backup. In an allied urban environment, you can call for backup once per day in the form of 1d6 MPs; they arrive within 5 minutes and follow your orders.
NAGAN LEGIONARY [1D6 YEARS]
» Prerequisites: Nort Human, Strigoi or Semi-Mooner » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: carrying, brawling, intimidate, light armour, reactions, rifles, survival The Norts augment their military forces raising legions from amongst their own nationals by taking them from the prisons and asylums of numerous worlds. Hard-bitten murderers, insubordinate soldiers, political idealists and conscripts from amongst the lowest strata of society — they are expected to fight alongside each other. Nagan troopers present a bizarre, but fearsome, appearance as many choose to wear barbaric adornments such as animal pelts and necklaces of human body parts. Receiving only the most rudimentary training and only armed with rifles, bayonets and primitive melee weapons, they are launched against the Southers in costly infantry assaults, encouraged by their unit standards, braying war horns and whip-wielding officers and all too aware that any wavering can result in a field officer ordering the activation of the explosives implanted inside them. Losses are horrendous, and those who are too weak of will and wit quickly perish. Somehow you have managed to survive a series of bloody campaigns.
EXPLOITS
» Combat Hardened. You gain +2 SOAK. » Human Shield. You learned that survival in the legion involved ruthlessness. Once per day you transfer the damage inflicted on you by an attacker to an adjacent ally you can step behind, push or drag to take the damage and any combat effects. » Army of Rogues. You learn a variety of nefarious skills from your fellow legionaries. Choose four [subterfuge] skills and gain 1 rank in them. This does not increase the rank of an existing skill.
GEAR
The legionary has a small explosive device that has been placed inside them that will kill them instantly. It can be exploded within a five-mile distance by an officer with a transmitting device and the right wavelength.
The GM and player can decide whether the bomb within a Player Character is fortuitously inert or was removed.
OFFICER [1D6 YEARS]
» Prerequisites: Leadership, LOG 5+. » Attributes: AGI +1, INT +1, LOG +1, CHA +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, [combat], insight, interrogation, leadership, perception, stealth, survival, tactics You are a leader of men, women, aliens or robots. You may have served in the front lines yourself or studied tactics and strategy from the safety of academia. But now you are in the field, and your unit will be looking to you for guidance and to get them all home.
EXPLOITS
» Forward Planning. When you and the team have made a plan, each member of the team gains 1d6 for a particular skill while the plan is being executed (relevant to their part of the plan). But if any member of the team diverts from the plan for any reason, the whole team lose this bonus. » Morale Boost. Anyone under your command who has followed your orders gains 1d6 to any WIL or END roll. » Take Command. Once per day you can compel everyone in your nearby area to stop talking and listen to what you have to say. All allies within 30’ of you gain one bonus action.
REPLICANT DROID [1D6 YEARS]
» Prerequisites: Nort, Small or Medium Sized Robot » Attributes: INT +1, LOG +1, WIL +1, CHA +1 » Skill Choices: bluffing, disguise, driving, stealth Replicants are Nort-built droids that resemble human soldiers or civilians that are then sent out to infiltrate Souther territory as spies. ‘Droidinators’ are suicide troops containing an inbuilt bomb. To date, you have avoided having to blow yourself up.
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EXPLOITS
» Organic Appearance. The robot has an outer covering resembling a human or other species, although not so alike that it would fool anyone for long. Small droids will resemble a child or young animal. This is achieved from synthetic or organic tissue that covers the interior endoskeleton. Any injury will clearly reveal the robot’s true nature, as will any interaction for more than a minute or so. » Human Appearance [requires Organic Appearance]. The robot is indistinguishable from a human without a proper medical scan. It even feels warm and mimics breathing, blinking and so on. This exploit may not be taken with any exploit that appears non-human (such as multiple legs) or any armour exploits.
FAULT
An extra exploit from this career can be chosen if the Selfdestruct System fault is chosen. » Self-destruct System. While not popular with intelligent robots, self-destruct systems do exist. They can be combined with a memory backup. When a robot selfdestructs, it spends two actions to activate the systems and then explodes at the start of its next turn. It causes 1d6 heat damage per size category to all within 30’. Alternatively, it is possible to automate the self-destruct system to activate when the robot reaches zero HEALTH.
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ROBE-RUNNER [1D6 YEARS]
» Prerequisites: Small Sized Robot with the Wheels Exploit » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: linguistics, local knowledge, perception As a tireless and expendable messenger, you zip along on dangerous errands between military units and locations when comms are jammed or liable to interception.
EXPLOITS
» Tracks [requires Wheels]. Wheels can be upgraded to Treads, which removes the difficult terrain penalty. » Coming Through! The inhabitants of Souther Forts and cities are used to robo-runners buzzing around and are much less likely to challenge you when they enter any locations in the area. Reduce any difficulties to do so by 5. » Pony Express. You can increase your speed by 50% for a scene. If you take this exploit a second time, you double your speed instead.
SNIPER [1D6 YEARS]
» Prerequisites: Boot Camp, G.I. or Doll, stealth, rifles » Attributes: END +1, INT +1, WIL +1, LUC +1 » Skill Choices: climbing, concentration, perception, rifles, stealth You mastered the art of lying very still for long periods of time and shooting people a long way away. Sniping is a job which requires great endurance, patience, and accuracy.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS SOLDIER [1D6 YEARS]
» Prerequisites: Boot Camp career or G.I., Doll, Sim or Robot » Attributes: STR +1, END +1, WIL +1, REP +1; and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, carousing, carrying, [combat], hardy, leadership, perception, survival The army prides itself on their sense of duty and their courage. Your tour of duty in the army featured deployment to a dangerous environment where you engaged enemy forces in infantry-based ground battles.
EXPLOITS
EXPLOITS
» Vantage Point. You gain an additional 1d6 to attack with a ranged weapon if you are at least 30’ higher than your target. This stacks with the regular +1d6 bonus for high ground. » Steady Eye. All weapon range increments increase by 50%. » Good Position. You cannot be pinned down in combat. » Perfect Aim. The bonus you gain for the Aim exploit increases to +2d6. » Black Hood [Nort]. You have been awarded the black hood of a master sniper. You gain +2 REP.
SNOW TROOPER [1D6 YEARS]
» Prerequisites: Nort, Boot Camp, survival » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: climbing, [combat], driving, perception, skiing, stealth, survival, tracking You join the Nort snow troopers who specialise in operating in Nu Earth’s polar regions, climbing treacherous peaks and traversing vast expanses of snow on power-skis or sno-speeder vehicles. The feeble Southers lack any troops that can match your skills and equipment, and your most dangerous and unrelenting opponent proves to be the weather itself.
EXPLOITS
This career includes all the exploits listed for the Soldier career and also those listed below. » Stalker of the Snows. You gain 1d6 to stealth and survival rolls in regions in cold, winter conditions. » Speed Skier. You gain +2 to your SPEED when using any type of skis. » Hero of the Nordland Republic. You gain +2 REP.
» Combat Hardened. You gain +2 SOAK. » Quick Naps. You’ve learned to manage with little sleep. As long as you get 4 hours, you count as fully rested. » Get on with It. Your unit doesn’t have much patience for whining about bumps, bruises, or scrapes. Once per day you can pause for two actions and recover 2d6 HEALTH. » Shake It Off. Once per day you may automatically shake off a condition as a free action. » Platoon Leader. You grant your entire party a +1d6 Initiative bonus as long as they are within 30’ of you.
The Souther army includes many hard-fighting veteran infantry units, and some regiments such as Rangers and Air Cav are accorded the status of elite troops with specialized skills and roles. However, some of these titles prove to be nominal as combat losses are usually made good by drafts of raw troops and survivors of disbanded units that dilute the overall experience, cohesion and morale. GMs with Blue Mooners or semi-Mooners wanting to use a military career might decide that they can use the soldier career as part of a mercenary outfit on the fringes of the main conflict.
SPACE MARINE [1D6 YEARS]
» Prerequisites: Boot Camp, survival » Attributes: AGI +1, END +1, INT +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: [armour skills], bravery, brawling, demolitions/ explosives, hardy, rifles, survival, tactics, zero-g
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You have undertaken tours of duty on stellar craft, using thruster-equipped armour and specialised assault craft to board enemy vessels.
EXPLOITS
This career includes all the exploits listed for the Soldier career and also those listed below. » Space Sickness. Nearly every astronaut gets sick. You learn to ignore it. You become immune to Sickness conditions. » Zero-G Born. You treat zero-g as a natural movement mode, moving at your full speed. » Hero of the Nordland Republic [Nort] or Souther Cross [Souther]. You gain +2 REP.
SPECIAL FORCES [1D6 YEARS]
» Prerequisites: Boot Camp, G.I. or Doll, stealth or [combat] » Attributes: STR +1, AGI +1, END +1, INT +1 » Skill Choices: acrobatics, climbing, [combat], escape arts, running, stealth, survival, thievery, tracking The pinnacle of special operations, either police, military or freelance, special forces such as the Nort army’s Spektzoi or the Souther S3 intelligence service’s commando units perform dangerous missions of reconnaissance and sabotage deep inside enemy territory. Special Forces need a range of skills beyond the mere ability to kill that is the hallmark of the assassin.
EXPLOITS
» Climber. You gain a CLIMB speed equal to your regular SPEED. » Hostile Terrain. You do not suffer penalties for moving across difficult terrain. » Hustle. Your SPEED increases by 2. » Quick-hide. You can disappear while in plain sight. You can make a stealth check even while under observation to move your speed and become effectively invisible for a round. You may then make regular stealth checks as normal but cannot repeat this feat against the same observer. » Hero of the Nordland Republic [Nort] or Souther Cross [Souther]. You gain +2 REP.
STAMEL RAIDER [1D6 YEARS]
» Prerequisites: Nort, riding, survival » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: riding, rifles, perception, sword, survival, tracking
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You are accepted into the roving bands of stamel riders who terrorise Southers crossing the deserts of Nu Earth.
EXPLOITS
» Hard Rider. You add 1d6 to all tests of endurance riding. » Mounted Pursuer. When riding a stamel whilst chasing someone, your Speed increases by +2. » Steed. The rider starts play with a stamel and riding gear.
SUN LEGIONARY [1D6 YEARS]
» Prerequisites: Nort, Boot Camp » Attributes: STR +1, AGI +1, END +1, WIL +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill choices: bravery, carrying, carousing, [combat], glide chutes, hardy, leadership, perception, survival The Legions of the Sun are elite Nort troops who make airdrops onto enemy territory using drop capsules, anti-grav devices or hang gliders. Lightly armed troops, often deep within enemy territory, they suffer high casualty rates during air dropped operations. Confidence is bolstered by rigorous training, including use of enemy weapons, and the high morale of the entire corps. You receive a replacement chemsuit that is camouflaged for either blue or night sky operations.
EXPLOITS
» Air Tricks. You have superb control over your glide chute or similar devices and are able to reverse direction 180º with a free action. » I Am the Night. You can use your gliding skill instead of stealth to sneak through the air using your glide chute. » Safe Landing. If your chute or anti-grav device is operating, you always land on your feet and may also jettison it as a free action action or can exit a landed drop pod as a free action. » Hero of the Nordland Republic. You gain +2 REP.
TOX-TEAM SOLDIER [1D6 YEARS]
» Prerequisites: Nort, Boot camp » Attributes: AGI +1, END +1, INT +1, LOG +1 » Skill choices: light armour, pistols, rifles, stealth, tactics, toxicology Operating under the partial control of the Scientific Intelligence Department, these uniformed soldiers deal with experiments on toxic weaponry in the field and undertake more conventional military missions than those of filth
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
columnists. Tox-Teams are identified by the insignia of a triangle with a ‘T’ inside on their chemsuits and are armed with dartfiring weapons. Your comrades advise you to keep some lethal poison aside to use on yourself if you face capture.
EXPLOITS
» Toxic Gases. The have been administered a cocktail of drugs to help you resist the effects of the numerous toxins you handle. You gain a bonus SOAK of 5 against poisons. » Poison. With one minute of preparation, you can craft a poison from the ampules you carry and apply it to one weapon. For one minute, that weapon deals +1d6 poison damage; you must deal enough damage to bypass a target’s SOAK to deal this poison damage.
NEUROPEAN CAREERS The inhabitants of the Southern Cross Confederacy’s Fort Neuropa are split into four sectors based on their traditional countries of Old Earth origin. Suffering from a communal form of mental instability, they generally keep to their own sectors and adopt an eccentric culture based on nationalist stereotypes. The long siege they have endured involves long periods of inactivity, causing all the garrisons to devote time to their non-military passions. Each time a player character chooses a Neuropean career with [combat] skill listed they can only choose up to one from this category.
FRANK TROOPER [1D6 YEARS]
» Prerequisites: Souther Human, Fort Neuropa Frank Sector » Attributes: AGI +1, END +1, INT +1, CHA +1 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a medal and a bonus +1 REP » Skill Choices: [arts], [combat], trivia: French Napoleonic history The Frank Sector’s garrison live a life in the Napoleonic Complex, modelling themselves around a romantic notion of nineteenth century France. They have no wish to assist or ask for help from the other sectors of the vast fortress. You are a proud descendant of a great nation. You are issued a colourfully ornamented item of head gear and a blue uniform jacket inspired by Old Earth’s Napoleonic armies. The costume is worn over your chemsuit and weighs 4lbs. It gives a +1d6 perception bonus to an individual visually spotting you, but this is a small price to pay for the glory it gives you.
EXPLOITS
» ‘True Bleu’. When obviously wearing your Napoleonic costume, you gain +2 MENTAL DEFENCE. » Avaunt a la Bayonet. You inflict +1d6 damage with a fixed bayonet melee attack. » ‘Legion Donner’. You are presented with a medal for your services to the Frank Sector. You gain +2 REP.
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HAPPY CAMPER [1D6 YEARS]
» Prerequisites: Southern Human, Fort Neuropa Lim-Ee Sector » Attributes: AGI +1, INT +1, LOG +1, CHA +1 » Skill Choices: [combat], [gaming], [performance], carousing, competitive eating There is no end in sight to the phoney war that has settled on Neuropa, so you have been happy to leave the sporadic conflict to the special forces. Now, you spend your time enjoying the daily entertainments laid on for you. You gain a red coat that is worn over your chemsuit and weighs 2lbs. It gives a +1d6 perception bonus to an individual visually spotting you.
EXPLOITS
» Time for Tea. Once per day, if you rest and spend a couple of turns drinking a satisfactory cup of hot tea you regain +1d6 HEALTH. » Whatever the Weather. You are used to talking about the weather and making the best of the environment. Your resolve gives you +4 to your MENTAL DEFENCE when attempting to withstand conditions caused by weather or chemical clouds. » Bingo! You have had an excellent run of luck on the amusement arcades. You gain a collection of items of general gear and service vouchers worth a LUC roll x100 cr. No single voucher or item can exceed 100 cr value.
HUNTSMAN [1D6 YEARS]
» Prerequisites: Souther human, Fort Neuropa Lim-Ee Sector, REP 1+ » Attributes: AGI +1, END +1, INT +1, REP +1 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a bonus +1 REP. » Skill Choices: carousing, etiquette, light armour, hunting, knives, running, stealth, reactions, tactics, tracking, rifles, survival You are in the special forces, the only Lim-Ees who go into action against the Norts these days. Your hunt doesn’t engage in anything as beastly as war, and instead you raid the Nort lines, bagging a worthy trophy from them and sparing the wounded. You gain a riding cap and a hunting pink jacket. The costume is worn over your chemsuit and weighs 3lbs. It gives a +1d6 perception bonus to an individual visually spotting you, but that’s a small price to pay for doing things correctly.
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EXPLOITS
» In the Pink! You gain a +2 MENTAL DEFENCE when wearing a pink hunting jacket and a riding hat. » Mess Room Trophy. During one hunt you bagged a staff officer and gained an especially impressive trophy that often prompts you to relate an exciting story about your exploits that day. You gain +2 REP. » Tally-ho! Once per day you can focus on one enemy soldier you sight. Any END hunting, running and tracking rolls you must make when actively pursuing the target have their difficulty reduced by 5. » ‘Who Tears Wins’. You carry out the traditions of your hunt’s motto. When using a knife in the first round of a melee against an opponent you can make a Called Shot against a chemsuit’s airpipe without having to pay the 2d6 modifier.
ROM TROOPER [1D6 YEARS]
» Prerequisites: Souther, Fort Neuropa Rom Sector » Attributes: STR +1, END +1, INT +1, CHA +1 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a medal and a bonus +1 REP. » Skill Choices: carousing, [combat], dancing, driving, flirtation, hair dressing, trivia: disco The Italian descendants of Rom Sector operate as conventional troops but devote a lot of their leisure time to disco dancing and fraternising with soldiers from the adjacent Scan Sector. You gain a vivid, lightweight jacket that weighs 1lb and can be worn over your chemsuit when you attend disco nights. It gives a +1d6 perception bonus to an individual visually spotting you.
EXPLOITS
» Party Goer. You gain the skills carousing, dancing and flirtation at 1 rank [1d6]. This does not increase the rank of an existing skill. » Boy Racer. You gain +1d6 to driving checks to catch or outdistance another vehicle. » Cut above the Rest. Once per day, if you spend at least half an hour having your hair groomed, your confidence gives you a +1d6 on all CHA based rolls for the next 1d6 hours or until something disarranges your prized mullet.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS SCAN TROOPER [1D6 YEARS]
» Prerequisites: Souther human, Fort Neuropa Scan Sector » Attributes: AGI +1, LOG +1, CHA +2 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a medal and a bonus +1 REP. » Skill Choices: beautician, carousing, [combat], dancing, flirtation, hairdressing, musical instrument, singing, [sports], trivia: disco The product of a healthy gene pool of settlers, the Scan garrison spend time exercising to keep their bodies in trim for the dancing and partying of the sector’s nightlife scene. You gain a set of gym clothes and a towel that weighs 1lb.
EXPLOITS
» Party Goer. You gain the skills carousing, dancing and flirtation at 1 rank [1d6]. This does not increase the rank of an existing skill. » Scan with a Plan. You gain +1d6 to rolls involving the understanding and assembling or dismantling of any fortifications, structures or fixtures, providing you have access to the correct plan and tools to use. » The Winner Takes It All. Your prowess on the dance hall wins you accolades, admirers and a gaudy crown and sash. Gain +2 REP.
VARIED CAREERS Some specific careers are accessible by various individuals from a wide variety of career categories.
DOPPLEGANGER [1D6 YEARS]
» Prerequisites: Medium Sized Human-like Form » Attributes: INT +1, LOG +1, CHA +1, LUC +1 » Skill Choices: acting, bluffing, disguise, insight, perception The top brass of both the Norts and Southers fear assassination or kidnap and, given the feuds and factions in their own military, not necessarily at the hands of the opposing army’s special operatives. Employing a double resembling an important leader acts as convenient decoy to foil assassins, and they can also be used for simple moral building tours and propaganda broadcasts. Sometimes they are an important pawn in a cunning strategy involving deceiving enemy intelligence. Psycho-conditioning is sometimes used to implant false memories to make performances more convincing and to fool interrogators.
Whether you have an uncanny likeness to someone of importance or are prepared to undertake an assignment using a synthi-skin mask or plastic surgery, you excel in presenting yourself as someone else.
EXPLOITS
» Impersonate. You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus to fool anybody observing you that you are performing the job competently. » Quick Change. You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before. » Method Actor [requires Impersonate]. You become so immersed in the role you adopt that you gain a bonus skill outside of your normal skill set. This skill is chosen from the individual you are trying to emulate and has a number of ranks equal to your CHA score. If your role changes, your skill is re-chosen.
EXPLOSIVES EXPERT [1D6 YEARS]
» Prerequisites: None » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: electronics, explosives, hardy, perception, reactions, thievery You were either a bomb disposal or a demolitions expert. You just love the smell of napalm in the morning. Something about the odour, or maybe the very loud boom explosives make, is very pleasing to you. Of course, you can’t discount the whiz of shrapnel, oh, and the spectacle, the coruscating fireballs...
EXPLOITS
» Home Cooking. You can make an explosive out of regular household items (a minimum of 4 components) with a minute of work. This explosive deals 2d6 heat damage to all within 5’. The explosives can be stored, but only up to four hours. » Booby Trapping. Using a home-cooked device (made as above), a grenade, or similar explosive, you can rig a door, trunk, or object to explode when opened or at a specific time. This takes 2 actions and is obvious. By spending 5 minutes, you can hide it. Anyone activating the booby trap gets an opposed check (their INT versus your AGI) to notice the trap before it is set off. » Boom-Boom! Explosive devices, such as grenades, do +1d6 damage when you use them.
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» Shaped Charge. You know exactly how to target explosives. You may direct any area of effect attack with a radius so that it explodes in a cone in a single direction. The cone size is equal to the diameter (not radius) of the original explosion, so a 5’ radius explosion can be directed into a 10’ cone. » Disarm Bomb. If you have a minute to spare, you can disarm any explosive device. If it is timed, it dramatically happens at the last second. » Duck and Cover. You know how to avoid damage from explosives and similar effects. You take half damage from area of effect attacks. » Don’t Step There! You always notice explosive devices and traps within 10’ of you, even if an attribute check would normally be required.
GUERRILLA FIGHTER [1D6 YEARS]
» Prerequisites: survival » Attributes: END +1, INT +1, LUC +1, REP +1 » Skill Choices: bravery, disguise, perception, pistols, rifles, stealth, survival, tactics Either as a dangerous lone wolf like Rogue Trooper or as part of an organized resistance, you’re experienced with waging war on the go, mounting military strikes and melting away quickly afterward. After taking a grade in this career during the initial character generation, roll 1d6 if you have a subsequent career slot remaining; on a 2 or less, the next career you take must be Prisoner.
EXPLOITS
» Ambush Expert. During an ambush turn you can take a second action. » Blend In. If you are a wanted fugitive or actively being pursued by someone, you can disappear into a crowd twice per day. » Hit-and-Run. You can move from out of line of sight, into firing position, make an attack action, and then back to out of line of sight twice per day. » Always Ready. Sleep in armour with no penalty. Anyone sneaking up on you while you sleep must make a Difficult [16] AGI check to do so. » Sabotage. You can prepare booby-traps using home-made devices as an explosive expert. There is no duration for how long one of your home-cooked devices remains potent, and it may be rigged to go off at any time.
MEDIC [1D6 YEARS]
» Prerequisites: medicine » Attributes: AGI +1, INT +1, LOG +1, CHA +1 » Skill Choices: bureaucracy, computers, medicine, psychology You enter the medical profession either as a civilian or in the military. If you have gained a doctorate at college, you are considered a doctor otherwise you are referred to as a nurse or medic.
EXPLOITS
» Bedside Manner. You gain a medical pouch and a medical scanner. Your long-term care is of such quality that your patient gains an additional 1d6 HEALTH per day. You may only have one patient under your long-term care at a time. » Diagnosis. You gain +1d6 bonus to all scans made with a medical scanner and a +1d6 bonus to identify or treat diseases. Make a Difficult [16] LOG check before advancing any attributes. If you succeed, you discovered a new disease or illness which is named after you and gain 1 bonus REP attribute point. » Healing Hands. Using basic medical equipment, you can heal 1d6 points of HEALTH to an adjacent creature as a single action. Any given creature can only benefit from your healing in this way once per day. » Exceptional Healing Hands [requires Healing Hands]. Your Healing Hands ability increases to 2d6 points of HEALTH. » Resuscitation [requires Exceptional Healing Hands]. You can revive a seemingly dead creature with a LOG check. The creature must have “died” within the last five minutes, and the difficulty value of the check is 20 + the damage of the attack that killed it. The creature wakes up with 1 HEALTH. » Ward Management [requires Bedside Manner]. You are an expert at running and managing a ward or sickbay. The number of patients you can have under your long-term care is increased to the value of your LOG attribute.
PILOT [1D6 YEARS]
» Prerequisites: piloting. » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: astronomy, computers, gunnery, piloting, navigation, reactions You fly combat craft or shuttles over the toxic landscape of Nu Earth.
EXPLOITS
» Evasive Flying. Any vehicle you pilot gains a static DEFENCE bonus equal to the number of dice in your AGI attribute dice pool.
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CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS » Evasive Manoeuvre [requires Evasive Flying]. As an action, you may designate one incoming missile per round and gain an additional +5 DEFENCE against it. » Push the Limits. You can exceed a craft’s normal maximum speed by 50% for 3 rounds. » Stay on Target [requires Evasive Flying]. You gain +1d6 to attacks made with your own craft while in the rear arc of an enemy vehicle. » Threading the Needle. You gain +1d6 to vehicular flying stunts such as flying between two colliding meteors.
PRIEST [1D6 YEARS]
» Prerequisites: religion » Attributes: INT +1, WIL +1, CHA +1, LUC +1 » Skill Choices: bureaucracy, crafting, cryptology, leadership, linguistics, meditation, perception, performing, religion, [trivia] Whilst the constant war and its attendant horrors has turned many of the survivors into bitter atheists, some combatants and civilians find themselves drawn to those who preach salvation. The Nort regime discourages religion, yet the cult of the Three Mothers of Sighs, Tears and Darkness continues. Citizens and soldiers pepper their speech with religious based oaths and exclamations. By contrast, the Souther military actively embraces religion as another tool in its arsenal, and its forces include a small number of chaplains.
Colonel Oliver was a charismatic officer with strong religious convictions who denounced the two warring regimes and sought to lead the Souther and Nort converts in his New Moral Army on a crusade. He was based off planet in a mother ship until it was blown up with demo charges set by a boarding party of Nort space marines. EXPLOITS
» Confessional. Your insights into the morality of living things enables you to draw confessions from others. Given an hour of conversation, you gain a +2d6 bonus to checks designed to gain information from another creature. » Unshakeable Faith. You have faith, a peace of mind and an inner tranquillity which is hard to penetrate. You gain +5 to your MENTAL DEFENCE.
» Respect. Your position in the clergy grants you a certain reverence from others. Sentient opponents able to recognise your occupation take a -1d6 penalty to attack you on their first attack as long as you have not attacked them first.
PRISONER [2D6 YEARS]
» Prerequisites: None » Attributes: STR +1, END +1, INT +1, REP +1 » Skill Choices: intimidation, knives, [subterfuge skills], survival, [unarmed fighting] Your life of crime landed you in prison where you served time or perhaps you were a political prisoner or a prisoner-ofwar. It was a tough environment, and you spent most of your time just trying to survive, although you did make one or two lifelong contacts.
EXPLOITS
» Prison Tough. You are mentally and physically toughened. Each time you go to prison, you gain a permanent +1 bonus to your DEFENCE and MENTAL DEFENCE. » Shiv. You are easily able to improvise weapons using your surroundings, glasses, rocks and so on. You always count as carrying a knife or club. Additionally, you know how to use it. When you do piercing damage with a small knife, you may spend a LUC die to automatically inflict the Bleeding condition.
SAILOR [1D6 YEARS]
» Prerequisites: » Military: Human, Robot, G.I., Doll » Mercantile: None » Attributes: AGI +1 END +1 INT +1 LUC +1 » Skill Choices: [combat], carousing, climbing, clubs, knives, leadership, navigation, sailing, swimming Both the warring powers have navies which fight for control of the polluted seas and undertake patrols in river estuaries. Equipped for modern warfare, they still cherish certain traditions and their own code of honour. The remnants of mercantile fleets are usually subjected to overall command by the military navies but boast a resolute and hardy set of ships crews with a stubborn spirit of independence. At home on the sea, you spent time aboard a ship mastering the art of sailing.
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EXPLOITS
» Any Port. You may take this exploit multiple times. Each time you take it, you may designate an additional port town. At that location, you will have one contact upon whom you can generally rely and one bar at which you can drink for free. » Grog. While you may well enjoy a drink, you never suffer any penalties from intoxication via alcohol. » Lookout. Lookout duty is a mandatory part of a sailor’s life. You gain +1d6 to perception checks. » Sea Legs. You adapt to the motion of a ship; this makes you very hard to knock down. When you are knocked prone, you may spend one LUC die to remain standing. » Seasick. You are immune to the Sick condition. » Sea Weather. You are able to ignore the effects of rain, wind, mist, and fog. You still suffer the effects of acid and toxins.
G.I. ORIGINS All starting G.I.s and ‘Dolls’ have spent years training in MilliCom to prepare themselves for their intended rolls. A starting G.I. or Doll must take the appropriate G.I. Cadet origin career followed by four Milli-Com G.I. Programs.
G.I. CADET [12 YEARS]
» Prerequisites: G.I. [Dolls can choose this after the Quartz Zone massacre] » Attributes: STR +1, END +1, WIL +1, LOG +1 » Skill Choices: brawling, conviction, perception, reactions, rifles, tactics, leadership You were created as a genetically enhanced clone by the Gene-Genies of Milli-Com, and after a rapid period of growth inside a gestation tube, you were removed when you had an approximate physical age of seven years. For the next five years you and your clone brothers undergo rigorous physical, mental and psychological training and are taught to fire rifles and unarmed combat techniques so that you can kill Nort soldiers on Nu Earth. A starting G.I. is required take this career once.
EXPLOITS
» G.I. Curriculum. You gain one rank in each of the following skills: bravery, brawling, conviction, rifles, running.
G.I. ‘DOLL’ CADET [12 YEARS]
» Prerequisites: G.I. Doll » Attributes: AGI +1, INT +1, WIL +1, LOG +1 » Skill Choices: gymnastics/acrobatics, conviction, perception, reactions You were created as a genetically enhanced clone by the Gene-Genies of Milli-Com as a covert operative, but by the time you were removed from your gestation tube at an approximate physical age of seven years, your role was changed to that of a support operative. For the next five years you and your clone sisters undergo rigorous physical, mental and psychological training and are taught a variety of skills you will need on Milli-Com. A starting G.I. Doll is required take this career once but may chose the G.I. Cadet career instead after the Quartz Zone massacre.
EXPLOITS
» G.I. Doll Curriculum. You gain one rank in each of the following skills: electronics, communicators, computers.
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CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS MILLI-COM ADVANCED G.I. PROGRAMS Advanced programs prepare the male cadets for the combat they will face on Nu Earth and build up useful support skills for G.I. Dolls. Each program is two years in length, offers a small selection of specific skills, and a choice of two or more exploits. The programs may also be chosen as careers by experienced player characters if they have access to Milli-Com’s facilities.
BASIC MECHANICS [2 YEARS]
» Prerequisites: G.I., Doll » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: pilot, [technical] Being able to repair damaged equipment or jury rig a device can be a very useful talent to have as G.I.s are envisaged as assault troops who will usually be unsupported when in action. Many Dolls are allocated roles maintaining the G.I. equipment used on Milli-Com.
EXPLOITS
» Assisted Leap. You can add your telekinesis skill to any jump distance you make for 1PP. » Summon Gear. You are issued with a piece of G.I. kit at Milli-Com that replaces a similar item if you have one. You can automatically move the item telekinetically into your hand for a distance of 5’ and an extra +5’ per 2PP spent. » Blip Free [requires ergokinesis]. If you have ergokinesis, you can make yourself immune to sensor detection for a turn by spending 1PP. » Boosted Throw. You can add the size of your telekinesis skill pool to the range increment of a thrown weapon for 1PP. For an extra 1PP per point of size of the object hurled, you can ignore an improvised penalty.
DEMOLITIONS [2 YEARS]
» Prerequisites: G.I. [Dolls after Quartz Zone massacre] » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: concentration, demolitions, electronics
EXPLOITS
» Quick Repair. Using your toolkit, you can spend two actions to quickly repair a vehicle, robot or other mechanical object. You restore 2d6 HEALTH to the object in question. » Tweak. You can increase the SPEED of a vehicle by 2 by spending one minute tweaking its engine and throttle. The increase lasts for one hour, after which the vehicle operates at half SPEED until an hour is spent restoring it. » G.I. Maintenance. You gain +1d6 to skill rolls involving the maintenance and repair of specific G.I. equipment. » Extra Safety Measures. For a cost of 100 cr worth of materials and 20 lbs of weight, you can spend two hours modifying a single crew member position to provide an extra +5 SOAK to an occupant.
BASIC PSIONICS [1 YEAR]
» Prerequisites: G.I. or Doll. [only available to after the Quartz Zone massacre] » Attributes: INT +1, WIL +1, PSI +2 » Skill Choices: concentration, ergokinesis, telekinesis Following the Quartz Zone Massacre, you are able to volunteer yourself on a new discipline of training as the Gene-Genies finally perfect a means of unlocking the psionic potential of the G.I. clones and produce items of equipment receptive to psionic control.
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Lacking artillery and armoured vehicles, G.I.s are usually dependent on using demolition charges for dealing with fortifications and large armoured vehicles.
EXPLOITS
» Shaped Charge. You know exactly how to target explosives. You may direct any area of effect attack with a radius so that it explodes in a cone in a single direction. The cone size is equal to the diameter [not radius] of the original explosion, so a 5’ radius explosion can be directed into a 10’ cone. » Duck and Cover. You know how to avoid damage from explosives and similar effects. You take half damage from area of effect attacks. » Bundle. You can bag, tape or wire a bundle of four identical grenade types, either frag or G grenades, to a booby trap or an improvised missile that does +1d6 damage. » Sixth Sense. You have a sixth sense when it comes to booby traps and gain a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them.
COMBAT RANGE [2 YEARS]
» Prerequisites: G.I. [Dolls after Quartz Zone massacre] » Attributes: AGI +1, INT +1, WIL +1, LUC +1 » Skill Choices: perception, pistols, rifles, tactics Putting in extra hours at the combat ranges is popular with G.I.s who want to hone their marksmanship.
EXPLOITS
» Perfect Aim. The bonus you gain for the Aim exploit increases to +2d6. » Good Position. Enemies do not get ranged attack bonuses against you when they have you in a crossfire. » Up Close and Personal. When firing a G.I. rifle, carbine or sawn-off shotgun, it counts as having the sidearm special trait. » Fire on the Move. When making a move action you can chose to simultaneously fire a pistol, G.I. rifle, carbine or shotgun but incur a -2d6 penalty. You cannot combine this with any other ranged exploit.
G.I. OFFICER TRAINING [2 YEARS] » Prerequisites: G.I. [Dolls after Quartz Zone massacre], leadership » Attributes: WIL +1, LOG +1, CHA +1, REP +1 » Skill Choices: conviction, discipline, pilot, pistols, law, leadership, tactics, training
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The G.I. regiment is commanded by Colonel Logan, a human veteran with a small number of G.I. officers who lead their men on the battlefield. Those identified as having this potential are fast tracked into training for this role. Logan is at odds with the Milli-Com training system. Having entrenched views on the role of officers, they require G.I.s to be moulded into being hidebound, authoritative figures who pay little heed to their men’s opinions and advice preferring to follow a military manual.
EXPLOITS
» Leadership. You are able to donate one or more of your available LUC dice to another character as a free reaction to their attempting an attribute check. You must declare this before they roll the dice. » Take Command. Once per day you can make everyone in your nearby area stop talking and listen to what you have to say. All allies within 30’ of you gain one bonus action. » Message from Milli-Com. You have a useful connection in the chain of command. If you can establish contact with Milli-Com, you can spend a LUC dice to obtain a piece of information you require. This takes 1d6 hours. » The Scheme’s the Thing. If you spend 1d6 turns consulting a book or computer on Souther military tactics, you gain a +1d6 to either your next conviction or tactics check.
MARTIAL ARTS [2 YEARS]
» Prerequisites: G.I. [Dolls after Quartz Zone Massacre] » Attributes: STR +1, END +1, AGI +1, WIL +1 » Skill Choices: brawling, clubs, hardy, knives, martial arts, tactics, throwing Milli-Com has a dojo that offers specialised training discipline where G.I.s can learn advanced melee techniques designed to make them more than a match for any Nort infantryman armed with a bayonet.
EXPLOITS
» Blade and Butt. The individual is skilled at using a rifle or carbine in close quarter combat. He may use his brawling skill to use the gun in melee combat treating it as a club and, if it has a bayonet attached to it, he can also use it as a spear. » Take It on the Chin. You have learned how to take a blow. You gain +2 SOAK to melee attacks. This stacks with any other SOAK. » Breaking Fall. You take half damage from falls, throws, and trips.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS » Impromptu Weapon. No matter the size of an impromptu weapon (so long as it is Tiny or larger), you can deal slashing, blunt, piercing, or blunt damage with it by making a thrown ranged attack. This does not count as an improvised weapon.
PATHFINDER [2 YEARS]
» Prerequisites: G.I. [Dolls after Quartz Zone massacre] » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: climbing, perception, stealth, survival, tracking Some G.I.s have the potential for being taught advanced scout craft to assist their units.
EXPLOITS
» Move without Trace. You know how not to leave tracks. You gain +1d6 to checks related to avoiding or evading trackers and to avoiding detection by non-visual senses such as scent or listening devices. » Vigilant. Constantly vigilant, you are hard to surprise. You gain a +1d6 die bonus to access the ambush turn. » Anti-Surveillance. You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment. » Hostile Terrain. You do not suffer penalties for moving across difficult terrain.
SUPPORT [2 YEARS]
» Prerequisites: G.I. or Doll » Attributes: INT +1, WIL +1, LOG +1, LUC +1 » Skill Choices: bureaucracy, communicators, computers, cooking, cryptography, scanners, surveillance Many Dolls are earmarked by Milli-Com instructors for administrative and monitoring work, though some male G.I.s find computer skills useful in using military hardware and formulating strategies.
EXPLOITS
» Play the System. You know how to deal with the bureaucracy of requisitions. You have double your normal requisition cap. » Systems Familiarity. You gain +1d6 to use Souther military intelligence computer systems. » Aide. You are highly skilled at assisting your superiors. When you make at successful roll to assist in an additive task using any skills from this Advanced Program, the other individual gains a +1d6 to their own roll.
» Secret. You have learnt an important secret about a location, plan or individual on Milli-Com. This will need to be discussed with the GM and may prove dangerous.
‘REST AND RECUPERATION’ [2 YEARS] » Prerequisites: Doll » Attributes: AGI +1, END +1, CHA +2 » Skill Choices: bluffing, carousing, flirtation, [gaming], insight You are subjected to the constant attention of Souther staff officers who want your companionship at the officers’ quarters of Milli-Com. Your original genetic engineering gives you skills of cunning and manipulation that sometimes allows you to turn these situations to your advantage.
EXPLOITS
» Darkest Desire. You are good at figuring out what people really want and getting secrets out of them. All tests to determine what someone really wants gains a +1d6 bonus. » Lil’ ol’ Me? You are good at getting people to trust you and warm to you. You can automatically convince someone you are on their side (or have switched sides) until you either attack or betray them in some way. » Secret. You have learnt an important secret about a location, plan or individual on Milli-Com. This will need to be discussed with the GM and may prove dangerous. » Catch Everyone’s Eye. Although you are a clone, you stand out from the other Dolls. You gain +2 REP.
TRAUMA FIRST AID [2 YEARS]
» Prerequisites: G.I. or Doll » Attributes: INT +1, LOG +1, WIL +1, CHA +1 » Skill Choices: insight, medicine, perception G.I.s operate with limited support, so para-medical trained members of squads are vital to squads that go into action.
EXPLOITS
» Transplant Chip. With a blade and a chip slot in reach you can take two actions to successfully retrieve a dying G.I.’s biochip from their head and place it into a chip slot without needing to make a skill check. » On Your Feet! You can heal an adjacent creature 1d6 HEALTH with two actions. No creature can benefit from this healing more than once per day. » Emergency Trauma Procedures. You can automatically stabilise a creature reduced to less than zero HEALTH with
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NEW SKILLS AND EXPLOITS
Tank Killer [requires Aim]. You know the weak points of armoured vehicles. When making an aimed shot against a land vehicle, you ignore up to 10 points or half of its SOAK. Trademark Item [requires current Military career and Rep 6+]. You have a trademark item that soldiers identify you with. Gain a piece of equipment worth up to REP x 10 cr. Examples include a pearl-handled handgun, a riding crop, a leather trench coat or a monocle. Whilst sporting it you add +1d6 to CHA or REP based rolls used on any individuals in the military.
NEW SKILLS
G.I. AND DOLL EXPLOITS
two actions, ending its death countdown pool. No creature can benefit from this healing more than once per day. » Designated Medic. Your training and your conviction allow you to receive an extra requisition that must be spent on medical gear or drugs that is equal to your medicine dice pool multiplied by 20.
Habitat Engineering [Technical skill]. Knowing how to fix, maintain and optimise environmental systems for colonies and spacecraft.
NEW UNIVERSAL EXPLOITS
Air Conservation. You know how to control your breathing to maximise the oxygen you have available when supplies get low. When suffering from asphyxiation, your END is considered 2 points higher. Blade and Butt [requires brawling skill]. The individual is skilled at using a rifle or carbine in close quarter combat. He may use his brawling skill to use a carbine or rifle-sized gun in melee combat treating it as a club or, if it has a bayonet attached, as a spear. Friend from Foe [requires LOG 5+]. You are familiar with the different tactics, weapons, chemsuits and vehicles used by a variety of combatants. You even know the difference in cigarette brands and ration packs. You gain +1d6 on tests to identify whether something is of Nort or Souther origin. Mask Up [requires AGI 6+] You may immediately put on your helmet or oxygen mask as an immediate reaction if it is within 5’. Part of Me. You are so used to wearing a chemhood that you ignore the -2 DEFENCE modifier. Quick Mount [requires riding skill]. You can mount or dismount from a stamel or other mount as a free action. Seal Up [requires AGI 6+] As an immediate reaction you can get a suit or seal patch from your kit ready for use. Spotter. When assisting a weapon using indirect fire, after you have observed the first shot, you add +1d6 to their rolls to hit the target whilst you are able to relay instructions.
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All Chip Together [requires Biochip]. When working together with up to two other biochips as the kit of a specific G.I. in an encounter, all other chips with this exploit are able to share their LUC pools. Play Dead. The G.I. can slow their heart down until they enter a state where they need a minimal amount of air to survive and appear dead. Determining that the G.I.is actually alive requires a Challenging [13] check with a medical scanner or a Demanding [21] one using an unaided medicine roll. The condition lasts for as long as a slow countdown pool based on END + meditation .Throughout this period, the G.I. is in a conscious enough state to hear his surroundings and can try snap out of the semi-coma at the start of each of their turns with a with a Challenging [13] WIL (concentration) check. Reboot Body. One time only, when the G.I. subconsciously hears someone speak a certain trigger word, his body automatically starts healing itself. The G.I. regains 2d6 HEALTH in their first action of their next turn.
CH/1: PRIOR SERVICE AND FUTURE CAREERS //NEW SKILLS AND EXPLOITS
CHARACTER NAMES Most Southers have names similar to those of the 21st Century’s western cultures, the Norts use Russian or German ones, whilst Sims use names with a single syllable. Robots are usually just assigned a number and letter sequence by their human masters, though those from Fort Neuropa are often given names that use a pun on their robotic nature such as Ro-ger or Robspierre. G.I.s are given a serial number, though as cadets they soon acquire nicknames based on either special skill sets, personality, preferred biochipped equipment or a word play based on the colour blue, the latter being especially common amongst female G.I.s. The cadets on Milli-Com wear fatigues with the first letter of the nickname and their year of physical development. Players are recommended to invent their own G.I. names, and the following examples might provide inspiration: Blue: Aquamarine, Blue Blood, Ice Blue, Prussian Blue, Royal Blue, True Blue, Blue Steel, Whale, Ocean Blue, Lapis, Slate, Azure, Indigo, Cobalt. G.I. ‘Dolls’: Baby Blue, Blue Angel, Blue Eyes, Blue Heaven, Blue Stocking, Forget-me-not Blue, Midnight Blue, Sapphire, Sky. Backpack: Case, Duffel, Duffy, Gladstone, Packmann, Purser, Sackmann, Trotter. Gun: Barrel, Barret, Bullet, Dum-dum, Garrand, Lock, Scope, Shooter, Snipe, Stockman, Trigger. Helmet: Adrian, Attic, Bowler, Capp, Fritz, Liddmann, Morion aka ‘Mori’, Pylos. Skills: Blast, Bones, Driver, Gripper, Hawkeye, Lurk, Quack, Pitcher, Shadow, Spanner, Sparks, Stabz, Tracker, Watchman. Personality: Easy, Grim, Hunter, Keen, Maverick, Moocher, Scrapper, Spartan.
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CH/2: TOOLS OF WAR Military equipment designed for use on Nu Earth is, of necessity, usually of robust construction and incorporates airtight seals and corrosion proof shielding, although prolonged exposure to the atmosphere and poor maintenance may reduce technological items down to Poor or Improvised quality. Buyers visiting important trading worlds will have access to human and alien technologies and find that virtually any item or service or person can be located and purchased if they have enough wealth. On Nu Earth, however, the planet’s industries are geared to providing war materials, and food for most soldiers and citizens is rationed, though officers and influential citizens often have space allocated on cargo shipments that allow them to have some luxury goods to be brought to them. Most individuals find that the range of consumer goods they can be purchase legally is limited, consequently, black marketeers thrive as desperate or unscrupulous individuals pay high prices for smuggled and stolen goods, though many items prove to be in a less than perfect condition.
CURRENCY
In Rogue Trooper the standard unit of currency is the Nu credit [denotated as “cr”] which is used by both humans and aliens. In other locations across space, the GM might decide that the Nu credit is devalued or even worthless and substitute precious metals as a preferred currency, whilst in their own enclaves of the galaxy the Southers use the Southern dollar and the Norts the Nordmark.
The following items in Judge Dredd and the Worlds of 2000 AD are not available: General Gear: Birdie, Boing Cutters, Boing Spray Can, Jet Packs, Riot Foam Cutters, Temporal resonator. Weapons: Disintegrator (pistols), Lawgiver Pistol (pistols), Magnon Pulsar (rifles), Solar Rifle (rifles), Widowmaker 2000 (rifles) Armour: Anti-Mugging Suit, Holocaust Suit, Judge Uniform Shields: Judge Helmet Drugs: Stookie, Zzizz Vehicles: All Justice Department vehicles, Powerboard, Strato-V.
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STARTING MONEY AND EQUIPMENT G.I.s and Dolls receive pay, but this is accumulated in an account held at Milli-Com where it can be spent. G.I.s are not issued with their arms and armour on Milli-Com unless they are required for training or special duties. When deployed to Nu Earth, they are issued with the following items: » G.I. Helmet » G.I. Rifle and Bayonet (Officers use a G.I. Pistol) » G.I. Backpack » G.I. Boot Knife » G.I. Auxiliary Packs » Biochip Support Capsule » Planetary Communicator » Paybook » Book on Tactics » G Ration Pack Other equipment can be issued for G.I.s and other Souther soldiers at Milli-Com or Souther bases, but is usually subject to a Requisition Cap that is similar to one used by Judges in Judge Dredd and the Worlds of 2000 AD — see p. 89 of the core rulbeook. G.I.-only equipment is found in Milli-Coms arsenals, though scavengers might have a few of these items for sale. Other characters receive starting money as per Judge Dredd and the Worlds of 2000 AD. Characters based on Nu Earth that cannot survive without some form of environment suit gain a free chemsuit and hood that can be upgraded to an armoured one with a helmet if their current role or last career was with the Souther military.
Sims in Nort service are unpaid and usually only receive a padded armour suit, frak rifle and a K ration pack when deployed on a mission.
AVAILABILITY
Some items of technology are only available through one of the two factions engaged in the war and are noted as Nort [N] or Souther [S]. Some specialised items are only available to G.I.s through Milli-Com and are marked [GI].
GENERAL GEAR Most of these items make travelling and surviving on Nu Earth relatively easier or safer. Anti-Grav Chute. A device using a localised anti-gravity field which can slow the descent of the operator. Auto-Alarm Cube. A.A.C.s are portable devices which can be placed in dangerous locations and set to give off a warning signal on a frequency used by a specific unit or army. In good conditions, they have a range of up to a hundred miles. Battle Standard. Even in the age of atomic warfare, humanity’s soldiers still revere banners as symbols of their nation and regiment. Those used on Nu Earth are often made with corrosive proof metals. Some are capable of being used as improvised spears. At GM discretion, troops encouraged by them might gain +1d6 to WIL tests or +2 to MENTAL DEFENCE. Bio-Tracker. Security Police device. Using a sample of the DNA of an individual, the device can be used as a scanner to locate them. Camouflage Cape. This waterproof poncho type garment includes a camouflage pattern that gives +1d6 to stealth
checks in the right environment. It can also be rigged up as a simple shelter or secured to other capes to make a tent. Camouflage Netting. This simple form of camouflage allows the concealment of men, equipment and structures and adds +1d6 to any stealth checks if it is positioned carefully and of a suitable design or incorporates local flora. This does not stack with the chameleon property or camouflage schemes on armour. The example given is large enough to hide a heavy truck. Decontam Pack. Each pack contains enough cleaning materials to decontaminate up to ten chemsuits. Digi-Map. Data slate of computerized maps including GPS. Digi-Pinups. Data slate of images for entertainment purposes. Drill. Tiny power drill. Entrenching Tool. A compact shovel that collapses into a neat, portable package. G.I. Auxiliary Packs. With a servitor-equipped backpack to assist them, G.I.s don’t require a wide range of pouches and pockets like normal troops. Surplus rations and equipment can be stowed in two kit pouches worn on a belt that rest against each thigh. Each pack carries up to 10 lbs of equipment and, when worn by a G.I., adds +5lb to their carrying bonus. Gold Microbar. Useful small ingot that can be used for currency throughout the galaxy. They are sometimes added to survival kits of secret agents and G.I.s. Grendel Mask. Six-lensed face masks worn to cover the features of a caste of Nort assassins. They combine the properties of an exceptional quality pair of binoculars with a respirator and a miniaturized augmented reaction armour customisation. Hotline. Chemically treated nylon rope that dissolves ten minutes after being removed from its packaging. Identi-Scan. Small handheld scanners with a single range increment. They typically register identity chips and whether individuals are living beings or robots but can be programmed with visual
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identity records and voice recognition patterns. Las-Cooker. This hardy contraption will cook enough food to serve a large squad of men but is a hinderance to the unlucky infantryman who has to carry it. Las-Flare. These cylinders project a laser light that can be used for signalling or illuminating areas and are often including in kits of survival gear. It is treated as a laser pistol that does no damage. At full intensity, they can be seen at a distance of 10 miles on clear nights, which are not common on Nu Earth. Light Beamer. Small handheld device used to temporarily give the Blind condition to a target within 5’ by shining it at their eyes. Some of these are used as security devices and are installed in small drones. Military Textbook. Both armies like to issue tracts that include a mixture of tactical advice and propaganda. G.I.s can be issued with either Know Your Enemy or The Scheme’s the Thing. Paybook. Essential piece of bureaucracy to an army. Rations. Various quality rations exist that provide three meals for a day. All are packed in tins or sealed wrappers to reduce any contamination. G Rations. Self-heating, if uninspiring, military rations that provide adequate nutrition for a day’s gruelling toil. K Rations. Packages containing a day’s worth of unappetising, but non-perishable, food. Lux Rations. Superior quality ration packs of delicious food that are issued to or purchased by some Souther officers.
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Rocket Pack. These jet packs are used by Nort special forces in assault mission launched from atmo-craft. They operate like jet packs but are larger and heavier with projecting wings. They glide silently for a short duration when the motor is cut and include a parachute for a safe descent. Saddle and Tack. Riding bareback on beasts can prove uncomfortable and tricky, especially to unskilled riders. GMs might like to impose difficulty modifiers on skill checks or impose a fatigue condition on riders without suitable riding gear. The gear listed is suitable for a stamel. Seal Patch Kit. Each packet contains ten playing card-sized and ten two-foot square self-adhesive patches with a tube of sealant solution for repairing sealed structures and suits. Scum Sea Survival Kit. The lightweight kits used by G.I.s contain a survival advice booklet including diagrams of improvised boats and rafts and the following waterproofed items in camouflage colours: compass, signal mirror, whistle, 10 light sticks, two seal-patches, inflatable lifejacket, 30 m of line, 2 m square of plasti-sheeting that can be used for a sail, shelter or moisture collection. The Non-GI version kits incorporate a standard survival pack with the items used in the G.I. kit (less the extra light sticks) and are often in bright colours to facilitate rescue. Sleeping Sentry. Trap devices that can be buried in the ground or installed in a wall. When an intruder without a transponder approaches within 5’ of the device, a mechanical arm makes a grab on them and activates an audio-alarm. The arm has an attack of 4d6 that restrains a target and has STR 10, SOAK 10, HEALTH 10 and MELEE DEFENCE 12. Detecting one, sneaking past or disabling one are all Difficult [16] checks. Swim Fins. Flipper-like swimming footwear that adds 1d6 to swimming tests involving movement and +1 to Swim speed. Suit Patch Kit. Each sealable packet includes ten selfadhesive chemsuit patches and a tiny tube of sealant. Suit Scanner. Suit scanners detect the energy and gas emissions of functioning chemsuits. They are often incorporated in warning devices but prove ineffective against G.I.s. Synthi-Bugle. This music synthesiser device is used to play martial music and by military bands in training camps and on victory parades. It requires two hands to play but comes with a carrying strap. Similar devices are used as hunting horns and taken into battle by Lim-Ee special forces and Nagan legionaries. Synthi-Skin Mask. Realistic face mask disguise with an attached hair piece. Tox Kit. Resembling a medkit to a casual glance, the equipment inside is used by Filth Columnists for carrying and administering a wide range of poisons.
CH/2: TOOLS OF WAR //GENERAL GEAR
GENERAL GEAR ITEM
COST (CR)
WEIGHT (LB)
AVAIL
500
10
L
RATIONS: - LUX RATIONS
AUTO-ALARM CUBE
20
1
M
ROCKET PACK
BATTLE STANDARD
10
8
M
SADDLE AND TACK
BIO-TRACKER
200
1
R
SEAL PATCH KIT
CAMOUFLAGE CAPE
10
0.5
L
CAMOUFLAGE NETTING
50
10
L
DECONTAM PACK
10
0.5
L
DIGI-MAP
20
0.5
L
DIGI-PINUPS
10
0.5
R
DRILL
10
0.5
L
ENTRENCHING TOOL
15
2
L
ANTI-GRAV CHUTE
G.I. AUXILIARY PACKS (PAIR)
4
1
GI
GOLD MICROBAR
300
0.02
M
GRENDEL MASK
4,000
3
R [N]
HOTLINE, 50’
50
5
M [S]
IDENTI-SCAN
200
1
M, R
LAS-COOKER
20
10
L
LAS-FLARE
30
0.5
L
LIGHT BEAMER
30
0.5
R
MILITARY TEXTBOOK
15
0.5
M
1
0.1
M
RATIONS: - G RATIONS
10
4
L
RATIONS: - K RATIONS
6
3
L
PAYBOOK
ITEM
COST (CR)
WEIGHT (LB)
AVAIL
50
10
L
3,000
40
M [N]
30
L
10
0.5
L
SCUM SEA SURVIVAL KIT - STANDARD
100
6
M, R
SCUM SEA SURVIVAL KIT - G.I.
35
2
M
SLEEPING SENTRY
750
20
M, R
5
0.1
L
SUIT SCANNER
150
2
M
SWIM FINS
20
2
L
SYNTHI-BUGLE
75
8
L
SYNTHI-SKIN MASK
50
0.1
T
TOX KIT
75
4
M
WEAPON MOUNT - BIPOD
15
0.5
M, R
WEAPON MOUNT - TRIPOD
50
30
M
WEAPON MOUNT - ANTIAIRCRAFT TRIPOD
50
20
M
WEAPON MOUNT - G.I. MOUNT
75
5
GI
SUIT PATCH KIT
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G.I. BACKPACK
Weapon Mount. Weapon mounts for weapons like rifles or machine guns provide stability by taking the weight and reducing recoil. Tripods elevate the weapon high enough to facilitate shooting from a seated position, and some are configured to allow firing at aerial targets. Similar mounts are useful for holding steady optical-based instruments such as binoculars or range finders. The G.I. mount is a multiple purpose device for a G.I. rifle that can be configured as a bipod, tripod or anti-aircraft mount and leaves a biochipped rifle in a good position to fire independently.
BUBBLE TENT Travellers in the toxic wilderness rely on hemispherical plastisteel shelters that are both portable and pressurized to take rest breaks. Typical examples are similar to the seven-man tents as per Judge Dredd and the Worlds of 2000 AD. They have 15 SOAK but also vulnerability 2d6 [Seal Burster].
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Mark 1 Backpack and Weapon Carrier. The backpack is a useful and rugged piece of G.I. equipment that acts as an armoured and chemically sealed carilot. However, once a biochip is inserted in it, the wearer acquires an amazing variety of support skills and offensive capabilities from his or her travelling companion. If targeted and hit, the backpack is a small sized item with HEALTH 10 and SOAK 10 [20 v acid damage]. Biochip Slot. The backpack can contain a biochip (see p. 59). Scanners. The top of the backpack mounts a pair of sensors that operate as a combined medical and military scanner. The scanners can also simultaneously see forwards and backwards. Servitor Arm. The backpack includes an extendable metal arm with three digits that can be operated by the chip to handle items, typically passing the G.I. a piece of equipment from its interior. The arm has a STR of 1 and an AGI of 2, allowing it to use brawling and grappling attacks, as well as handling tools and arming and throwing grenades. If needed, the arm can crawl along with the backpack at SPEED 2. Micro-Mine Ejector. Micro-mines can be fired to the rear of the pack’s carrier from a device that holds up to forty mines. The mines can be fired singly or in a volley of ten using the heavy weapons skill with RANGE 2 using the scatter square for grenades if a miss is rolled. The pack can spend an action prior to firing the mines to arm them to explode on impact. Volleys of mines that explode on impact or scatter on the ground, use a 10’ radius. Computer Link. The biochip can access the Souther Central Computer Control and comm signals. It also has a cybernetic input jack that it can plug into a computer port. Translation Unit. The biochip can understand, read and talk in most languages. Mark 2 Backpack and Weapon Carrier. The upgraded version is available from ’89.
CH/2: TOOLS OF WAR //G.I. BACKPACK G.I. BACKPACK BACKPACK
COST (CR)
WEIGHT (LB)
AVAIL
SPECIAL
G.I. BACKPACK
15,200
10
G.I.
CHIP SLOT, SCANNERS, SERVITOR ARM, MICRO-MINE, EJECTOR, COMPUTER LINK, TRANSLATION UNIT
G.I. MK 2 BACKPACK*
15,250
10
G.I.
CHIP SLOT, SCANNERS, SERVITOR ARM, MICRO-MINE, EJECTOR, COMPUTER LINK, TRANSLATION UNIT, PROBE
*Only available from ‘89
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Probe. The new design incorporates a drill arm accommodating a micro-camera that sends images to a screen that may protrude from the pack. If targeted and hit, the backpack is a small sized item with HEALTH 10 and SOAK 12 [22 v acid damage].
WEAPONS Most of the weaponry featured in Judge Dredd and the Worlds of 2000 AD is available to player characters in Rogue Trooper. One difference is the common use of las-rounds which usually replace the use of standard bullets and laser beams. Some weapons used by the militaries have immense destructive power. Nuclear missiles can destroy cities, and tidal mines can create localized tsunamis.
SPECIAL TRAITS
Lifts. This device creates a beam that places a target of up to 300lb in a Restrained condition as long as the target remains in its beam. It can also choose to move the beam for a distance up to 10’ for each subsequent action. Escaping the beam requires a Difficult [16] STR roll . Seal Burster. These devices are designed to puncture and ruin sealed structures. They contain a small penetrative explosive charge and a chemical solution that adds 2d6 damage against sealed structures. A success will dissolve a 5’ diameter hole in the sealed target.
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DEVICES
Various weapons are positioned by engineers or dropped from atmosphere craft. Decapitator Drones. Swarms of these floating, shrapnelpacked, grenade-sized bombs are deployed by the Norts to hover above an area of ground. They have sensors that detect the movement of an exposed medium sized manlike individual within 40’, but the individual is undetected if he can make a stealth roll that defeats their sensor’s roll of 3d6. If the roll fails, 1d6 drones will detach themselves flying at SPEED 6 to explode just above the target. Following a detonation, if the target somehow goes to ground in a safe location, the swarm will remain waiting in the vicinity. EMP Mine. A device as small as a bag of luggage or large suitcase, an EMP immediately deactivates all unshielded electronic devices within 20’. The device attacks each item with a 3d6 vs. the item’s DEFENCE, and on a success the device shuts down for 3 turns. Robots are not deactivated, but they do suffer 1d6 ion damage from a successful attack and are stunned. An EMP can only be used once. Hard Rain aka Javalins. Anti-personnel darts released by the Norts in ferocious barrages from robotic atmosphere craft. They are useless against troops under adequate overhead cover, though troops will be loath to leave safety if they have just witnessed a shower of these. Mines. Explosive devices that are hidden in the ground, though jellyfish mines float on water. Detonation is usually due to pressure applied to a trigger plate or wire by an unwitting infantry man walking onto it, though anti-tank mines need the pressure of a vehicle. Limpet mines can be secured to a hard surface.
CH/2: TOOLS OF WAR //WEAPONS MINES WEAPON
DAM.
TYPE
RANGE
COST (CR)
SIZE
WEIGHT (LB)
AVAIL
SPECIAL
ANTI-TANK MINE
2d6
-
-
300
S
12
M
BURST 1, ANTIVEHICLE 3
DECAPITATOR
2d6
-
-
500
S
3
M
BURST 1, +1d6 DAMAGE IF TARGET HAS UNCOVERED HEAD
EMP MINE
-
-
-
2,500
S
8
M
BURST 2, AS EMP DEVICE IN JUDGE DREDD AND THE WORLDS OF 2000 AD
FRAG MINE
2d6
-
-
50
S
2
M
BURST 2
HARD RAIN
2d6+4
PIERCING
-
500*
S
2
M
BURST 3*
JELLYFISH MINE
2d6
-
-
60
S
2
M
BURST 2, FLOATS
LIMPET MINE
2d6
-
-
250
S
2
M
BURST 1, ANTIVEHICLE 2†
MICRO-MINES
2d6
-
-
70
T
0.1
GI
BURST 1 (BURST 2 IN VOLLEY OF 10)
VOLCANO MINE
2d6
-
-
150
S
2
M
BURST 1, COMBUST
*100 missiles. †Extra damage to vehicles is only against a target it is secured to.
MELEE WEAPONS
Chem-clouds often restrict the efficiency of firearms and warfare conducted inside cities, and trenches often brings soldiers in hand to hand range of each other. In a world where most of the combatants need to fight in chemsuits, blades are lethal weapons that don’t needed ammunition clips or suffer from mechanical failure. Many military units, especially in the Nort armies, attach prestige to carrying knives with the emblems of their unit, and Nagan officers find that the lash of a whip gives their soldiers extra encouragement to advance. Axe, Battle Axe (Axes). Some Nort veterans carry these weapons as useful tools for dealing with obstacles. Bayonet. The bayonet is a knife-like weapon that can be fitted to a carbine or rifle to make it a lunging weapon similar to a spear and is often used by Nu Earth soldiers in the heat of combat. Bolas. Uncommon weapon, these weighted ropes are thrown to entangle opponents. Mainly used by Dust Devil
troops, though some hunters sometimes improvise them. Boot Knife. A backup weapon should all else fail, this knife is highly durable, extremely sharp and usually resides in a scabbard attached to the boot. Chainsaw. This tool is used by colonists and military sappers but can serve as a weapon in emergencies. It is sufficiently intimidating to be used by some criminal enforcers and is an exciting novelty weapon for pit fighting. Hammer. Heavy than a standard tool but lighter than a sledge hammer. Hatchet. A small, lightweight axe designed for use with one hand Katana. Deadly sword worn by senior officers in the Nort Forces Orient and sometimes used by Nort Grendel assassins. Knife / Dagger. Knives and daggers range from kitchenware to bayonets and hunting daggers. Las-Sword. Laser swords or sabres are elegant, dangerous weapons. Emitting a characteristic hum, they are produced in a variety of colours.
45
MELEE WEAPONS WEAPON
DAM.
TYPE
COST (CR)
SIZE
WEIGHT (LB)
AVAIL
SPECIAL
AXE, BATTLE AXE
3D6
SLASHING
10
M
6
M
-
BAYONET
2D6
PIERCING
2
T
1
M
-
2D6+2
PIERCING
-
M
-
-
-
0
-
30
M
3
-
RESTRAINS, THROWN
2D6+1
PIERCING
15
T
1
M
-
FIXED BAYONET BOLAS BOOT KNIFE CHAINSAW
3D6
SLASHING
100
L
15
L
-
CLUB
2D6
BLUNT
1
M
3
L
-
ELECTRO-PROD
2D6
ELECTRICITY
100
M
3
R
-
HAMMER
2D6
BLUNT
1
S
2
L
-
HATCHET
2D6
SLASHING
6
S
3
L
THROWN
3D6+2
SLASHING
500
M
6
R
-
KNIFE / DAGGER
KATANA
2D6
PIERCING
2
T
1
L
THROWN
LAS-KNIFE
2D6
HEAT
40
T
1
L
-
LAS-SWORD
3D6
HEAT
400
M
2
M
-
MONOWIRE
2D6
SLASHING
20
S
1
R
-
NEEDLE GLOVE
-
-
50
T
0.1
M [N]
2D6+1
BLUNT
20
M
3
L
STUN
RAPIER
2D6
PIERCING
20
M
2
-
-
SAP
2D6
BLUNT
1
S
2
P
STUN
SCIMITAR
2D6
PIERCING
15
M
4
M [N]
SHURIKEN
NIGHTSTICK
-
-
1D6+1
PIERCING
2
T
0.2
M, R
THROWN
SPEAR
3D6
PIERCING
3
L
6
-
THROWN
RAPIER
2D6
PIERCING
20
M
2
-
-
SHORTSWORD
2D6
PIERCING
10
S
2
M
-
VIBRO KNIFE
2D6+3
PIERCING
100
T
1
M
-
VIBRO SHURIKEN
2D6+3
SLASHING
100
T
1
M
THROWN
WHIP
2D6
SLASHING
12
M
2
L
REACH
WHIP, ENERGY
2D6
FORCE
100
M
2
L
REACH
Monowire. Short, fine wire cord secured to two handgrips for inflicting damage in melee using grappling attacks. Needle Glove. Latex gloves with retractable needles that are used by Filth Columnists. The needles do not inflict damage but can be used to deliver chemicals including tranquillisers and poisons. The needles are equivalent to those fired by a dart gun (see Judge Dredd and the Worlds of 2000 AD, p. 102).
46
Nightstick. Common sidearm of the milli-fuzz. Rapier. The rapier is the classic duelling sword, fast and accurate. Thin and long, often with elaborate hilts and handguards, rapiers are designed for thrusting. Sap. A small, blunt object used to render a target unconscious. This weak melee weapon does a small amount of non-lethal (stunning) damage. If the target is unaware of the
CH/2: TOOLS OF WAR //RANGED WEAPONS attack, however, they must make a Difficult [16] END check or become stunned. Scimitar. A single-edged curved sword, the scimitar is primarily used in mounted combat. Shortsword. A shortsword has a short hilt designed for single-handed use. You can use either the knives or swords skill with a shortsword. Shuriken. Throwing star used as a distraction on an attacker, though some used by assassins have lethal poisons on their blades. Vibro Knife. These knives have vibrating blades that increase their efficiency. Vibro Shuriken. Easily concealed throwing weapon used by assassins.
MELEE WEAPON CUSTOMISATIONS HIDDEN WEAPON (100 CR).
Typically used by assassins and criminals, innocent-seeming devices often incorporate a blade or electrical weapon. It usually takes an action to activate the weapon. The weapon cannot be larger than the device it is incorporated into. The cost of the device and weapon are combined with the cost of customisation.
HEART SEEKER (15,000 CR).
This deadly device is incorporated in piercing weapons used by assassins wanting to strike a killing blow. When a target is hit, the blade’s tip breaks, reducing the rest of the weapon to a normal weapon with the Improvised condition. If the weapon scored at least 2 points of damage after deducting for SOAK on a target with a living heart, the blade tip works its way to the vital organ. The wounded individual takes 2 points of damage at the start of each of their turns and begins an END countdown pool which ends with the death of the victim. The blade tip can be removed with a Difficult [16] AGI +(medical) roll. G.I.s, having two hearts, take 2d6 damage when the countdown pool ends rather than automatically dying.
RANGED WEAPONS
Antique firearms are rare on Nu Earth, though they are found in the homes of a few rich collectors throughout the galaxy. Anti-Stamel Gas. These aerosols hold three doses of a chemical spray engineered to knockout stamels.
Electro-Flare (pistols). Pistol-like device used to fire a single lethal blast of electricity. Frak Rifle (rifles). Air rifles used by sims that fire a dart loaded onto the muzzle. When attached, the dart can also function as a bayonet. G.I. Pistol (pistols). (G.I. personal handheld weapons system, MK. VI/BRT/EW) The standard issue handgun used by G.I. officers. It incorporates a top-mounted scope and a digital readout of range, trajectory, power levels and ammunition level. It can be loaded with a clip of darts or other specialized rounds. Biochips loaded into it can use the pistol’s sights and fire the gun itself if a target is in front or if they have the pistols skill, granting the firer a +1d6 bonus. The chip can also activate the gun’s self-cleaning system. If specifically targeted, the gun is a tiny sized item with HEALTH 5 and SOAK 10 that has 20 SOAK versus acid damage. The pistol fires standard Souther las-rounds and seal bursters.
G.I. RIFLE (RIFLES)
A/BIX Assault Rifle. The las-rifle can fire las-rounds individually or as bursts and specialist rounds can be attached to the muzzle. It includes a carrying sling and a top-mounted scope that can be linked with a side-mounted night scope system. Biochips using the gun can see through the scopes and can fire the gun itself if a target is in front of it or if they have the rifles skill, granting the firer a +1d6 bonus. The chip can also activate the gun’s self-cleaning system. If specifically targeted, the gun is a small sized item with HEALTH 10 and SOAK 10 that has 20 SOAK versus acid damage. The rifle fires standard Souther las-rounds and seal bursters. Mk 2 G.I. Rifle. Incorporates a link to the targeting laser of a Mk 2 helmet. If specifically targeted, the gun is a small sized item with HEALTH 10 and SOAK 12 that has 22 SOAK v acid damage.
47
RANGED WEAPONS WEAPON
DAM.
TYPE
RANGE
COST (CR)
SIZE
WEIGHT (LB)
AVAIL SPECIAL
ANTI-STAMMEL AEROSOL
3D6
POISON
1 [2 MAX]
300
S
0.5
G.I.
ELECTRO-FLARE
2D6
ELECTRICITY
2
100
S
2
M
BURST 1, SINGLE
FLAME THROWER
2D6
HEAT
4
200
M
25
M
COMBUST 2, HEAVY
FRAK RIFLE
BURST 1, ONLY EFFECTS STAMMELS, DAMAGE IS STUNNING
2D6
PIERCING
10
150
M
9
M [N]
SINGLE
G.I. PISTOL:
-
-
-
-
S
3
G.I.
SIDEARM, BIOCHIP SLOT
» LAS-ROUND
2d6+2
HEAT
12
-
-
-
-
-
» INCENDIARY
1d6
HEAT
8
-
-
-
-
COMBUST
» TRANQCAPSULE
2d6
-
6
300
-
-
-
-
» ‘SAMMY’
2d6
HEAT
12
250
-
-
-
+2D6 v FLYING, SINGLE
» LAZOOKA SHELL
2d6
HEAT
6
250
-
-
-
ANTI-VEHICLE 2, SINGLE
» SEAL BURSTER
2d6
PIERCING
6
150
-
-
-
SINGLE, SEAL BURSTER
» GRAPPLE AND LINE
2d6
PIERCING
6
100
-
-
-
SINGLE, -2D6 v INDIVIDUALS
G.I. RIFLE
-
-
-
15,100
M
10
G.I.
CHIP SLOT, SCOPE, NIGHT SCOPE
G.I. RIFLE MK2
-
-
-
15,400
M
10
G.I.
CHIP SLOT, SCOPE, NIGHT SCOPE
2d6+2
HEAT
20
-
-
-
-
AUTO
» ‘SAMMY’
2d6
HEAT
20
300
-
1
-
+2d6 v FLYING, SINGLE
» LAZOOKA SHELL
2d6
HEAT
10
250
-
1
-
ANTI-VEHICLE 2, SINGLE
» SEAL BURSTER
2d6
PIERCING
10
250
-
1
-
SINGLE
» INCENDIARY
» LAS-ROUND
1D6
HEAT
15
-
-
-
-
COMBUST
GRAPPLE GUN
2D6
PIERCING
10
150
L
5
R
SINGLE, -2D6 v INDIVIDUALS
GRAPPLE PISTOL
2D6
PIERCING
6
100
S
3
G.I.
SINGLE, -2D6 v INDIVIDUALS
*
*DAMAGE AS GRENADE
8
150
S
3
M
GRENADE LAUNCHER ATTACHMENT
48
SINGLE
CH/2: TOOLS OF WAR //RANGED WEAPONS
WEAPON
DAM.
TYPE
RANGE
COST (CR)
SIZE WEIGHT (LB)
AVAIL
SPECIAL
LASER CANNON
2D6+4
HEAT
80
15,000
L
100
M
ANTI-VEHICLE 3. BEAM
HEAVY LASER CANNON
2D6+4
HEAT
100
20,000
L
200
M
ANT-VEHICLE 4, BEAM
LAS-CARBINE
2D6
HEAT
15
200
S
4
M
AUTO
LAS-MACHINE GUN
2D6+2
HEAT
25
500
L
20
M
AUTO, HEAVY
LAS-MACHINE PISTOL
2D6
HEAT
8
200
S
3
M
AUTO, SIDEARM
LAS-PISTOL
1D6+3
HEAT
10
75
S
3
R
SIDEARM
LAS-RIFLE
2D6+2
HEAT
20
200
M
5
M
AUTO
LAS-SNIPER RIFLE:
-
-
-
1,000
M
7
M
-
» LAS-ROUND
3D6
HEAT
40
-
-
-
-
-
» SEAL BURSTER
2D6
PIERCING
20
250
-
-
-
SINGLE. SEAL BURSTER
LAZOOKA
2D6
HEAT
35
2,000
L
15
M
ANTI-VEHICLE 3, BURST 1, HEAVY
HAND FLAMER
2D6
HEAT
2
150
S
3
M
COMBUST 1
MASTER BLASTER
2D6+3
BALLISTIC
4
150
S
3
M [N]
MICRO BLASTER
1D6+2
HEAT
5
100
T
1
R
SIDEARM
-
-
-
2,000
L
20
M
-
» H.E.
2D6
HEAT
50
-
-
-
-
BURST 3, HEAVY
» SEAL BURSTER
2D6
PIERCING
50
-
-
-
-
SEAL BURSTER, HEAVY
» SMOKE
-
-
50
-
-
-
-
TARGET AREA CONCEALED FOR 2 ROUNDS
MORTAR:
-
-
Minimum range is 12
500
L
20
M
-
» FRAG ROUND
2D6
HEAT
200
-
-
-
-
BURST 2, HEAVY
» SMOKE ROUND
-
-
200
-
-
-
-
BURST 2, TARGET AREA CONCEALED FOR 2 ROUNDS
-
-
-
800
L
20
M
-
» H.E
2d6+2
HEAT
30
-
-
-
-
BURST 3, HEAVY
» SEAL BURSTER
2d6+2
PIERCING
30
-
-
-
-
SEAL BURSTER, HEAVY
MISSILE LAUNCHER:
ROCKET LAUNCHER:
BURST 1, SIDEARM, SINGLE
49
RANGED WEAPONS (CONTINUED) WEAPON
DAM.
TYPE
RANGE
COST (CR)
SIZE
WEIGHT (LB)
AVAIL
SMOKE DISCHARGER
-
-
30 [Min. range is 2]
200
-
10
M
BURST 2, HEAVY, TARGET AREA CONCEALED FOR 2 ROUNDS
SONIC CANNON
2D6
SONIC
80
15,000
L
250
M
ANTI-VEHICLE 2, STUN
SPEAR GUN
2D6
PIERCING
2
75
L
4
L
UNDERWATER. SINGLE
STUN RIFLE
2D6
ELECTRICITY
5
250
M
5
M [N]
TANK CANNON:
-
-
-
15,000
L
2,000
M
-
» A.T. ROUND
2D6+2
BALLISTIC
40
-
-
-
-
ANTI-VEHICLE 2, HEAVY
» H.E. ROUND
2D6+2
HEAT
60
-
-
-
-
BURST 2, HEAVY
TRACTOR BEAMER
-
-
2
5,000
L
100
M / R
VIRAL GUN
-
-
2
3,500+
S
3
A
GRENADES Anti-Sim Gas [N] (200 cr) 3d6 poison damage. Damage only affects sims and is stunning damage. Atom-Keak aka Flesh Disintegrator (250 cr) 1d6+1 damage. Any flesh exposed to its effects takes 3d6 acid damage. G.I.s are immune to the acid damage. Coil (250 cr) 2d6 slashing damage. Releasing this tangle of lethal wire automatically causes Bleeding condition. Gamma (250 cr) 2d6 damage. Anti- Vehicle 2. Plasma (200 cr) 2d6 Heat damage. Squelch (250 cr) Blocks comms signals as a scrambler for 1 minute.
50
SPECIAL
STUN
LIFTS, HEAVY TARGET SUFFERS FROM TEMPORARY SEVERE CONDITIONS OF PAIN AND POISONED
Grenades (throwing). All the hand bombs in Judge Dredd and the Worlds of 2000 AD are available to the Nu Earth militaries, along with the extra ones listed on this page. The atom-keak grenade is usually only available to G.I.s. Grapple Pistol (pistols). Miniaturized grapple gun used by G.I.s. Grenade Launcher (heavy weapons). Grenade launchers are sometimes fitted onto the underside of las-rifles. Hand Flamer (heavy weapons). This is a lighter version of a flame thrower and holds a fuel rod that allows three firings. Las-Carbine (rifles). Assault weapons, as typified by the Nort’s Clashnikov, are the usual armament of infantrymen on Nu Earth. Las-Pistol (pistols). Common sidearm of officers and support troops. Las-Machine Gun (heavy weapons). Weapons like the Nort Spandow are commonly used and as anti-personnel weapons on vehicles, in defensive positions or as a squad support weapon operated by a two-man team. Las-Machine Pistol (rifles). Shorter than a standard carbine, light automatic weapons such as the Nort Oozi are favoured by some special forces.
CH/2: TOOLS OF WAR //RANGED WEAPONS
Las-Rifle (rifles). Las-round firing shoulder arm. Las-Sniper Rifle (rifles). Many of these marksman’s weapons, like the Nort Jagdzer rifle, are upgraded with sophisticated sights and suppressors. Master Blaster (pistols). Nort close-quarter weapon that fires a deadly volley of four solid tungsten rounds. Micro Blaster (pistols). Easily concealed las-pistol . Mortar (heavy weapons or gunnery). Infantry support weapons used to fire grenade-sized bombs in a high trajectory. Its components can be broken down and the load shared between the soldiers of the mortar team. Rare item on Nu Earth, but sometimes issued to troops lacking other means of heavy support. Smoke Discharger (heavy weapons or gunnery). Armoured vehicles sometimes include clusters of launchers for firing smoke grenades either singly or as barrages. If multiple shots are fired, each extra grenade must roll for scatter from the site where the first grenade lands. For example, a cluster of four tubes can be fired singly or all together. Stun Rifle (rifles). The Nort DG-1 fires a non-lethal bolt of electricity and is used by Nort forces to disable droids, which can be subsequently reprogrammed. It is sometimes used as a means of capturing human targets.
Spear Gun (rifles). Gas-powered gun used in underwater environments. Tank Gun. Main armament of MBTs that can fire different types of shells. Some of the larger tanks carry upgraded AntiVehicle shells with increase of 3 or 4. Similar weapons are used as defensive artillery in emplacements. Tractor Beamer (heavy weapons). Miniaturized version of a starship weapon that is used in engineering tasks but doubles as a weapon. Viral Gun (pistols). Rare xeno-weapon that shoots a stream of serum inflicting a deadly and rapid alien virus into living organic targets. Use the dart gun penetration rules to see if a target with a SOAK is hit. The reservoir holds ten shots and if a replacement reservoir is needed, they cost from upwards of 3,000 cr.
SPECIAL AMMUNITION
Mole Bomb (1,000 cr per munition). Some rockets and missiles include drill heads that allow them to burrow towards underground targets. ‘Porcupines’ (300 cr). Particle-accelerated, armour-piercing, sabot micro-rounds are high velocity nano-missiles fired from autocannons, typically used by fighters against space vessels,
51
ARMOUR ARMOUR
SOAK
COST (CR)
TYPE
WEIGHT
INEFFECTIVE
AVAIL.
SNO-SUIT
5 [10 v COLD]
750
MEDIUM
45
PIERCING
M
DRYSUIT (INCLUDING HELMET)
6 [9 v ACID]
1,000
MEDIUM
45
PIERCING
L
CHEMSUIT
4
500
MEDIUM
40
PIERCING
L
ARMOURED CHEMSUIT
6
700
MEDIUM
50
PIERCING
M [S]
ADVANCED CHEMSUIT
6
12,000*
LIGHT
3
-
A
*Minimum cost. They are normally sold in xeno-space at auction and usually fetch far higher prices. As a minimum, multiply the base cost by the result of 1d6.
killing crew whilst causing minimal damage to the vessel and cargo. Rounds count as Anti-Vehicle 2, but even if they penetrate, they only do 1 damage to a vehicle (plus 1 for each 6 rolled). If the round penetrates, roll damage again treating rounds as 2d6 Burst 2.
ARMOUR All the types of armour listed in Judge Dredd and the Worlds of 2000 AD except Judge uniforms and helmets are available in a Rogue Trooper campaign. Most soldiers wear hostile environment suits called chemsuits, cumbersome items when the weapon and equipment are also factored into the weight an infantryman carries. Some officers wear high quality versions of the chemsuits worn by their men. Other types of armour worn by specialists include Kevlar vests used by snipers and heavy anti-blast suits worn by special forces in extremely hostile environments.
ARMOUR IN COMBAT [OPTIONAL RULE] The Gamemaster might determine that natural 6’s on a damage roll still cause a loss of at least one point of HEALTH for each 6, but that the suits themselves are not punctured unless the damage total exceeds their SOAK.
52
Sno-Suit. Environment suits worn by troops in cold conditions that incorporate a few pieces of extra armour. They include the Thermal upgrade, which grants 5 SOAK versus cold (cryo) damage. Drysuit. Close-fitting, environmental suit designed for use by scuba divers in the toxic, acidic waters of Nu Earth. The suit includes a weighted belt, chronometer and depth gauge as well as a pair of swim fins and a closed helmet that incorporates twin torch lights. Chemsuit. Standard environment chemsuit worn by civilians and most of the Nort military.
CH/2: TOOLS OF WAR //ARMOUR SHIELD ARMOUR
COST (CR)
WEIGHT
AVAIL.
100
1
L
G.I. HELMET
1,000
3
G.I.
CHIP SLOT, +1 SOAK, SCANNER, -1 DEFENCE*
G.I. HELMET MK 2**
1,000
3
G.I.
CHIP SLOT, +1 SOAK, SCANNER, TARGETING LASER, -1 DEFENCE*
30,500 ***
1
A
+3 DEFENCE, +6 SOAK, KINETIC
CHEM-HOOD
OMNI-SHIELD
SPECIAL +1 SOAK, -2 DEFENCE
*DEFENCE penalty is ignored by the G.I. if the helmet incorporates a co-operative biochip. **Only available from ‘89 ***Minimum cost. They are normally sold in xeno-space at auction, and usually fetch far higher prices. As a minimum, multiply the base cost by the result of 1d6.
Armoured Chemsuit. Environment suit worn by the Souther military. Advanced Chemsuit. Close-fitting, xeno-tech masterwork environment suit that includes a clear bubble helm and selfsealing systems. If the wearer has light armour skill they can ignore the -2 DEFENCE penalty for light armour. Chem-Hood. Most Nort troops wear armoured hoods that completely cover their heads and incorporate a pair of goggles rather than the full helmet used by their Souther counterparts. Omni-Shield. Master-crafted personal force field engineered by a xeno-species that can be worn over light armour. The SOAK also applies to environmental effects, though this provides a further drain on the energy source. Typically, a hostile environment reduces the shield’s charge life to half an hour.
G.I. HELMET
Mark 1 G.I. Field Helmet. This tough, open helmet includes anti-slip texturing, a biochip slot and a set of sensors which a biochip can use as a military scanner. If targeted, the helmet is a small sized item with HEALTH 10 and SOAK 15 that has 25 SOAK versus acid damage. Mark 2 G.I. Field Helmet. The upgraded version is available from ‘89 and incorporates a targeting laser that that can be linked with a chip in a Mk 2 G.I. rifle. The laser finder has a base range of 10 and the Beam special trait. If targeted, the helmet is a small sized item with HEALTH 10 and SOAK 17 that has 27 SOAK v acid damage.
CAMOUFLAGE Camouflaged armour is an easy and cheap way to blend into the surroundings. Camouflage can be selected for a specific terrain (desert, snow, jungle, night, urban, sky). Wearing the correct camouflage armour for the terrain grants a +1d6 bonus to checks to hide. Armour and uniforms can be supplied with suitable camouflage at no extra cost.
53
VEHICLES VEHICLE CUSTOMISATIONS
Most military vehicles on Nu Earth are capable of being sealed from the atmosphere and routinely carry spare oxygen cylinders. The following customisations can be found on some vehicles. Airdrop (weight in cr). Either a parachute system or powerful retro rockets allow the vehicle to be dropped safely onto the ground from a flier. Amphibious (weight in cr). The vehicle has either the ability to sail like a boat at a speed of 3 or can travel along the bed of a water feature at a speed of 3. Articulated (1,000 cr). The vehicle is adapted to tow a large trailer unit. Burrower (weight in cr). Vehicles of car size or more can hide just under the surface of the ground by using extractors that allow it to immerse itself completely in loose sand or earth in two game turns. Decontamination Chamber (1,000 cr). Small sealed space where automated systems cleanse and expel unwanted gases, toxins and radiation. Ejector Seat (3,000 cr). One vehicle occupant can rapidly flee, flying out into the air in their chair before safely parachuting to the ground. If a vehicle spins out of control or explodes, an ejector seat ensures that the occupant is safely removed. Electro Circuit (HEALTH x 10 cr). The operator can use power from the vehicle to generate an electrical current that does 2d6 electrical damage to anything touching its exterior. Each turn it is activated drains 1d6% of a full charge of power. Fire Extinguisher (120 cr). A fire extinguisher can be used by an occupant to extinguish a fire. A fire extinguisher can be used once, but multiple extinguishers may be installed. Tunneller (weight in cr). The vehicle can tunnel through the ground, though its SPEED is dependent on the type of material it is drilling through, and it will sometimes need to halt to allow cooling or even the replacement of the drilling apparatus. The technology is only perfected by the Nort military. Un-Scales (HEALTH in cr). Smooth plates used to clad armoured vehicles to prevent infantry from clambering onto them. Climbing attempts on the plates suffer a -2d6 penalty. Water Boiler (20 cr). Lim-Ee vehicles usually incorporate a device that allows them to heat water for making cups of tea.
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MILITARY VEHICLES
The military forces of Nu Earth use a wide range of vehicles, of which the following are just a small selection. GMs wanting to use other vehicles are encouraged to create their own using the table below as a guideline. Many of the largest or most sophisticated military vehicles feature self-destruct programs that can prevent crippled vehicles falling into enemy hands. Aerosan. Ski-mounted, open arctic vehicle that is powered by a rear-facing rotary engine and mounts a las-machine gun the driver can operate. A.P.C. Eight-wheeled, amphibious armoured personnel carrier. They usually include a support weapon mounted on top of the hull such as a las-cannon. Auto-gyro. Flying, rotary-powered craft used by Norts in locations where there is little enemy air cover. They can be dissembled and carried in light trucks and are easy to conceal on the ground. The auto-gyro can include a mount for a single las-machine gun. Beachball. Floating, transparent cylinder of sealed material that encloses two soldiers who can move the cylinder by walking. It is deflated by one of its crew releasing a value that contains a seal burster solution. Blackmare MBT. Nort tank. The main turret houses a large tank gun and a las-cannon. Four smaller turrets are located on the hull’s corners and contain gas lighter flame throwers or twin linked las-machine guns. Carter Class MBT. Souther tank, outclassed in a stand-up fight with the Nort Blackmare. The main turret houses a tank gun. Four smaller turrets are located on the hull’s corners each contain a las-machine gun. Chariot. Hover pods with an attached sidecar mounted a sniper rifle of las-machine gun are used by recon units of the Kashar Legion. Drill Probe. Tunnelling machine that is used for getting the infantry troops who follow it into the midst of an enemy’s position. The machine includes four linked assault carbines that fire a single 2d6 Burst 2 attack centred on itself as it surfaces. Drop Pod. Transport released from high altitude that uses parachutes or retro rockets to slow and control its descent. Pods dropped from orbit include heat shielding. Dobermann. Tracked Nort light tractor converted to a patrol vehicle mounting a mini gun. Dream Weaver. Nort MBT that uses psychotropic gas to confuse or terrify the troops it is attacking. The main turret houses a tank gun and a las-machine gun. Four smaller turrets are located on the hull’s corners each containing a las-machine gun, and the gas is released by a device similar to a flame thrower. The vehicles have extra seal systems that protect their
CH/2: TOOLS OF WAR //VEHICLES
crews from the psychotogens it carries. To date, none of these tanks have been captured intact. Fighter. Fast atmosphere craft as typified by the Souther ‘Harpy’ class and Nort ‘Grendels’. Typical armament is two missiles and twin las-machine guns. Foil Boat. Both navies use fast patrol vessels armed with lascannons and missiles. Heli-Chopper. Rotary-powered transports capable of carrying ninety troops or 44,000 lbs of cargo. They are outdated and mainly deployed in secondary theatres of war. Hummer. Light armoured military trucks. They typically have a heavy weapon mounted on the roof that can be fired by a standing gunner or by remote control. Hover Train. Transport trains that use monorail tracks to move large quantities of men and munitions. Hov-Ped. These open vehicles speed a metre or so above the ground. Single seaters are used as runabouts and emergency craft whilst two-man models are armed with twin linked las-carbines on auto and used by Nort scouts. Hopper (Hoppa in Nort army). Generic term for hoover vehicles. A typical model used for patrols and the transport of small units of soldiers has a missile launcher pod at each wing tip and a remote-operated belly turret with twin las-machine guns. Heavy weapons such as machine guns can be set up by door gunners to the rear and sides of the hull. Inflatable. Ten-man inflatable boat with paddles and an outboard motor. These craft are used for small military units in amphibious operations or as life rafts on larger vessels. Paddling is tiring work, but a full crew can achieve a burst of speed equal to their average STR pool.
Krusader. Prototype Nort mek suits that are just starting to be deployed in action. Its customisations include an airdrop capability, electro circuit and ejector seat. Between four and six heavy weapons can be fitted into the mek’s shoulder and arm mountings. The Krusader has shielding that gives a +5 SOAK against HEAT weapons, but the current model has several vulnerable points. Attacks that roll critical besides their normal critical effects also count as Anti- Vehicle x2 or add +2 to an AntiVehicle weapon’s multiplier. Landspeeder. Utility wheeled transport. Many include a turret with a heavy weapon mount for a las-machine gun. Jet Ski. Fast, personal watercraft. Souther ones are armed with twin las-machine guns. Missile Carrying Vehicle. MCVs come in a wide range of vehicles. The example in the table is for a Nort MCV designed to accompany armoured assaults. Motorcycles. Sometimes issued to recon troops as well as escort and dispatch riders. Motorcycle and Sidecar. Some are used by two Nort reconnaissance troopers and include a las-machine gun mounted on the sidecar. Point. Robotic scout ships used by the Norts that include a power array of military scanners. Some are converted to ground attack support by removing most of the sensors and giving them payloads of gas or hard rain missiles. River Boat. Motorized civilian vessel that includes a small cabin. Used for fishing and haulage. Seraphim Fighter. Faster and superior to Nort fighters. Armed with a missile, twin las-cannon and twin las-machine guns. It is a dual atmosphere/near-space aircraft.
55
Sno-Speeder. Crawler used for arctic conditions. Besides a heating system, it usually incorporates a heavy las-machine gun in the front cab. Southern Comfort. Souther crawler troop transport. Some military models include a turret ring and gunner’s chair for a heavy weapon such as a las-machine gun. The Norts have similar versions of half-tracks. Spyder. Nort tank used for scouting and ambush. Includes Burrower and Un-Scales features. Its hull can be raised on hydraulic struts that connect it to its tracks to gain protection from mine blasts. They are typically armed with a forward firing las-cannon and festooned with eight or more las-machine guns in individual turrets. Staffcar. Wheeled, half-tracked or tracked vehicles used by a commander and his aides. Some tracked versions feature improved armour protection. Senior staff away from the frontline sometimes use prestigious versions that include pristine paintwork, gleaming chrome trimmings and luxurious upholstery. Stalker Skeletoid. Nort meks containing ‘waldo’ cyborgs that are used as scouts. They are usually armed with heavy weapon such as a twin linked machine gun. Waldo skeletonoids are presented in a form with character stats on page 186. Steppenwolf. Fast, light tanks used by Nort armoured forces and equipped with a top turret incorporating a laser cannon and one or two small turrets with a las-machine gun. Stomper. Hulking, apelike, four-limbed vehicles designed for exploration and work in high gravity and life-intolerant non-terrestrial environments. They carry shield generators that allow them to work in conditions such as Jupiter’s moons for periods of 24.7 hours. The shield systems add +10 to the vehicle’s SOAK against environmental damage. Space Attack Craft. Versatile combat vessels used in space battles and planetary operations. Some have two las-cannon turrets and the capability to operate as water-borne assault boats. Wolverine. Tracked carrier built for arctic terrain that can tow a tracked trailer unit and mounts twin linked laser cannons.
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MONSTROUS MACHINES Some vehicles are so colossal that they are best destroyed by boarding actions, sabotage or extreme ordinance. Examples used on Nu Earth include tracked or walking forts and command posts used in some theatres. Oversized vehicles include the following: Cuthono-craft. Nort, submarine-like vessel that travels through the earth using an array of cutting tools in its bow section. They are a top-secret weapon, and whilst Souther intelligence suspects their use, they still lack any substantial evidence about the machines and their technologies. Narwhale Class Submarine. Powerful Nort submarines like the Resurgam boast a titanium hull, ballistic missiles, torpedoes and a small complement of marines. Naval Cruiser. Surface vessels equipped with massive gun turrets and missile systems. Shuttle Sub. Relying on stealth rather than armaments, these submarine vessels are used for moving troops out of the sight of prying atmocraft and spy satellites. Nort vessels include a bay where beachballs can be released. Destroying or crippling some vehicles will sometimes be beyond the abilities of some PCs without some type of nuclear missile. Consequently, they must try to avoid them! Cunning traps and distractions, especially involving hazardous terrain, might immobilise or cripple these behemoths, and heavy ordinance from spy satellites or artillery emplacements might be directed onto them. Inventive use of tactics involving breaching charges, improvised explosives and targeting weak spots, not to mention the use of LUC dice, can be rewarding. Sea-going vessels are susceptible to capsizing if their hulls are breached or damage to their superstructure overbalances them.
CH/2: TOOLS OF WAR //VEHICLES VEHICLES VEHICLE
COST (MCR)
WEIGHT
OCCUPANTS
SPEED
ACCEL
HAND
HEALTH
SOAK
DEF
A.P.C.
40
21,000
10
6
2
4
145
17
+6
HUMMER
18
6,000
4
9
2
4
90
15
+8
LANDSPEEDER
30
10,000
6
8
2
4
100
16
+7
MOTORCYCLE (N)
1.5
500
2
18
4
1
22
5
+12
MOTORCYCLE AND SIDECAR (N)
2
750
3
15
3
2
27
5
+11
20
6,000
6
12
3
4
90
15
+8
1,500
500,000
10
3
1
5
705
25
+1
CARTER CLASS MBT (S)
800
250,000
6
4
1
5
500
20
+2
DREAM WEAVER (N)
700
200,000
5
4
1
4
447
20
+2
(LB)
WHEELED
STAFFCAR TRACKED BLACKMARE MBT (N)
DOBERMANN (N)
15
5,000
2
4
1
4
70
15
+10
MCV
40
60,000
4
4
1
4
245
17
+4
SNO-SPEEDER
30
12,000
6
5
1
4
110
15
+7
SOUTHERN COMFORT (S)
35
18,000
11
5
1
4
135
15
+6
SPYDER (N)
500
80,000
4
5
1
5
282
17
+3
STAFFCAR
25
10,000
6
5
1
4
100
17
+8
STEPPENWOLF
35
40,000
3
5
1
4
200
17
+7
WOLVERINE (N)
30
10,000
4
5
1
1
100
15
+8
TRANSPORT TRAILER (N)
10
10,000
12
-
-
-
100
15
+8
1,000
40,000
1
6
2
0
200
20
+8
60
1,000
1
10
3
0
32
15
+10
7,000
200,000
1
2
1
4
447
25/35
+4
HOVER TRAIN CAB
40
80,000
2+24
30
3
-
280
15
+2
CARRIAGE
10
40,000
32
-
-
-
200
15
+2
MECH KRUSADER (N) STALKER SKELETONOID (N) WALKER STOMPER (S) HOVER
57
VEHICLES (CONTINUED) VEHICLE
COST (MCR)
WEIGHT
OCCUPANTS
SPEED
ACCEL
HAND
HEALTH
SOAK
DEF
CHARIOT (N)
11
2,000
2
25
5
2
35
10
+11
HOV-PED (N)
10
1,500
2
30
5
2
25
10
+12
2
1,000
1
5
3
3
30
5
+12
AUTO-GYRO (N)
2.5
500
1
10
3
2
22
5
+12
HELI-CHOPPER (N)
45
60,000
5
18
3
3
245
15
+2
3
500
-
1
-
5
22
10
+10
DROP POD (G.I.)
4
2,000
1
10/5*
-
5
35
15
+10
DROP POD (SQUAD)
10
8,000
10
10/5*
-
5
89
15
+6
BEACHBALL
1
50
2
Crew
Crew
2
7
20 (seal)
+11
FOIL BOAT
1,000
500,000
40
6
2
5
750
15
+1
INFLATABLE BOAT
0.5
500
10
4 or Crew
2
1
22
1
+10
JET FOIL
22
600
1
8
3
2
25
10
+12
RIVER BOAT
20
5,000
6
4
3
5
70
12
+7
80
15,000
1
70
7
3
122
17
+8
(LB)
HOVER
ROTOR AEROSAN (N)
TUNNELLER DRILL PROBE (N) DROP POD
BOAT
FLYER FIGHTER HOPPER
50
20,000
2+6
40
4
3
141
15
+7
POINT (N)
50
15,000
-
60
6
3
122
15
+8
SERAPHIM (S)
100
29,000
2
80
8
3
167
17
+8
SPACE ATTACK CRAFT
3,000
400,000
8
80
8
4
705
19
+2
*Speed given is for the penultimate and actual turn the pod lands.
DRUGS New drugs were produced in spin-off from the bio-chem war industries, and licensed narco-dens are a feature of cities on many Nort worlds. Amnesia Drug. The basic amnesia drug is often tailored by filth columnists using their skills so that memory loss can be either one hour or 1d6 hours.
58
DRUG
COST (CR)
DELIVERY
ADDICTION CLASS
AMNESIA DRUG
500
INJECTION / PILL
I
CIRCE
300
INJECTION
III
RAD TABS VIRUS X
50
PILL
I
3,000
INJECTION
I
CH/2: TOOLS OF WAR //BIOCHIPS Circe. This drug produced in the Nort Republic is named after the mythical sorceress who turned men into beasts. It gives the user a feeling of superiority and heightened senses but can also bring an angry, mindless state of rage. The drug acts as a combined STR street booster and reaction enhancer, but the user needs to make a Challenging [13+] WIL+ (concentration) or (discipline) check to avoid entering the angry condition. The Nordland security forces have still to identity of the crime lord behind its production. Rad Tabs. These act as an antidote drug to counteract radiation poisoning. They grant a bonus die to a poison dice pool.
VIRUS X
During ’87, the Nort scientific intelligence had determined that an unknown toxin from the polar zone was capable of paralysing Rogue Trooper and started to issue filth columnists who might encounter him with a range of possible serums. By ’88, they had still to narrow the toxin from twenty-four indigenous species and started to issue a selection to ToxTeams. Finally, by the end of the year, they had isolated the drug they were seeking which they named Virus X. The solution can be made into a gel or a serum for a chemical dart. It automatically inflicts paralysis on a G.I. clone.
CYBERNETICS With years of training, the G.I.s were considered to be too valuable to lose. The latest cybernetic technologies were harnessed by Milli-Com to develop a means of electronically recording the personality and skills of those lost in action into a biochip so that they could be rehoused in a fresh clone body. The technology is avidly sought by other organisations. At least one crime lord in the Nordland system has manged to get a biochip, which he places in bodies he selects for specific purposes. Black market, bootleg biochip operations will not necessarily be able to deliver chips that keep the exact personality and skills of the original individual.
BIOCHIPS
Biochip. The credit card-sized chip uses gold micro-circuitry to retain a personality matrix that is downloaded at the death of a biochipped individual. The chip’s internal power source is limited and can keep an imprinted matrix for sixty seconds, requiring it to be quickly transplanted into an energised biochip slot .
BIOCHIP ITEM
COST (CR)
WEIGHT (LB)
AVAIL.
BIOCHIP
1,000,000*
-
G.I.
BIOCHIP SLOT, SENSORS AND COMMS
100,000 *
-
G.I.
BIOCHIP SCANNER
250
1.5
G.I.
BIOCHIP SUPPORT CAPSULE
100
0.5
G.I.
*The cost includes the installation by a skilled surgeon.
Biochip slot, Sensors and Comms. Energised slot capable of storing an imprinted biochip that can use the cybernetic-linked systems in the equipment it is incorporated into. The chip uses a speech synthesizer and sensors, which give it audio and visual capabilities. Most have a switch that a human operator can use that prevents the chip operating the equipment and a cap that absorbs the sounds they generate. Biochip Scanner. Field kit used for examining an imprinted chip for any faults. Complete checks take a full half hour and chips can be stored in the device for up to 6 hours but will need 48 hours to recharge themselves afterwards. A pair of tweezers is included to facilitate loading and unloading without contamination. Biochip Support Capsule. Device for storing an imprinted chip safely till it can be rehoused in a chip slot or a body. The capsule includes a pair of tweezers to facilitate loading and unloading without contamination. Cyber-Tattoo. These experimental military implants to heighten senses did not, ultimately, find favour with the Souther army, but the technology ended up as a fad with adolescent gangs on some planets. They comprise of exposed circuits that are wired into the face or head of the recipient. The device gives the user +1d6 to perception tests, but they become ‘twitchy’ and have a -4 penalty to their MENTAL DEFENCE to resist most conditions.
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ENHANCEMENT
TYPE
COST (CR) EFFECT
CYBER-TATTOO
MINOR
20,000
+1d6 to perception -4 penalty to MENTAL DEFENCE to resist any conditions but Angry.
LASER MONOCLE
MINOR
2,000
Can activate light sensitive controls within 50’.
Laser Monocle. The operator can use the movements of their eye to project a fine laser beam that can operate light sensitive controls within 50’.
GENETICS Specialised genetic laboratories can grow and store spare limbs, organs and even whole bodies for customers. These services are too expensive for normal combat soldiers but are a luxury made available for G.I.s, senior staff officers and wealthy civilians.
CLONE BODIES
Bodies can be as organ banks or might house a brain transplant or a biochip. The cost of a clone body is 50,000 cr per point of STR, AGI and END and 50,000 cr per dice pool of each of these attributes.
G.I. CLONE BODY
Typical G.I. bodies kept in storage for imprinted biochips have bodies that are superior to those developed by the G.I.s during their training and have the following profiles: G.I. (Male). STR 10, AGI 10 and END 10 G.I. (Doll). STR 6, AGI 14 and END 10
MOUNTS
The stamel is a genetically modified camel that was developed for use with the settlers who colonised Nu Earth’s deserts. As the planet’s atmosphere became poisonous, further modifications allowed the beasts to filter out the local toxins. Nort raiders operating in these regions use stamels, but many traders from cities held by either faction also make use of the MOUNT STAMEL
60
beasts for riding or hauling goods through the Atomic and Marrok Deserts. On other worlds an assortment of birds, reptiles and mammals can be trained as mounts. A full NPC template for a stamel can be found on page 182. Mounts can be incredibly advantageous, especially in combat. They enable a traveller to move faster, and they give combatants a height advantage while making them harder to attack. While every mount has its own statistics as an independent creature, when mounted they are treated as part of the rider. A mounted combatant automatically gains the following benefits while outdoors (an interior area counts as outdoors for this purpose if it is at least 100’ wide and long). Indoors, things are too cramped and crowded to make full use of a mount, and while a rider can physically be astride a steed, he does not get the below benefits. The rider gains the SPEED score, JUMP score, and any other movement mode of the mount. The rider gains +4 MELEE DEFENCE. The rider gains a +1d6 height advantage to attacks and +1d6 damage to opponents who are not mounted. A mounted rider who is knocked down or pushed back is dismounted, falling prone to the ground and taking 1d6 blunt damage. Normally, the mount does not get hit and lose HEALTH in combat nor does it attack. The rider and mount are treated as one entity, unless a dismount exploit is used against the rider. An attacker can choose to specifically attack a mount. This costs an additional 2d6 to the attack, and if it is done within reach of the rider (many use long reach weapons, however), subjects the attacker to a free attack. A rider can ride a mount of his size or larger. After selecting a mount, roll randomly for its statistics on the Mount Statistics table, or use the NPC stats on page 182. Reroll any die showing a 1 or a 6. Once the mount’s base statistics have been determined, roll d66 twice on the following list to select two quirks.
COST (CR)
SIZE
CARRY (LBS)
SPEED
JUMP (FT)
200
L
1d6+1x100
3d6-2
2d6+4/1d6
CH/2: TOOLS OF WAR //GENETICS
D66
MOUNT TRAITS
11
Fleet. The mount is unusually fast. Increase its SPEED by +1d6.
12
Hardy. The mount gains +2 SOAK.
13
Sturdy. Increase the mount’s CARRY value by 20%.
14
Loyal. The mount will always immediately come to you when it is called or whistled for.
15
16
D66
MOUNT TRAITS
21
Aggressive. In combat, once each round, the animal gets a free attack against an adjacent opponent. The attack’s damage is based on size (1d6 for medium or smaller, 2d6 for large, 3d6 for enormous) and uses a 5d6 attack roll.
22
Lame. The mount has a bad leg or foot. Reduce its SPEED by –1d6. Intelligent. The animal is unusually intelligent, has a LOG attribute of 3 and can understand basic instructions.
Skittish. Any time the rider is attacked in melee combat, there is a 1 in 6 chance that the mount will panic and flee in a random direction at full speed.
23
Intelligent. The animal is unusually intelligent, has a LOG attribute of 3 and can understand basic instructions.
Leaper. Increase the mount’s JUMP distances by 1d6 feet each (although vertical jumps still cannot exceed horizontal jumps).
24
Guardian. The mount is especially useful as a guard. It has a 6d6 INT check.
25
Proud. The mount will carry its rider, but it refuses to carry bags.
26
Jump-Shy. The mount will not attempt a jump of any kind.
61
D66
MOUNT TRAITS
31
Kicks. The mount will attack anybody it does not know who wanders close while it is not being ridden.
32
D66
MOUNT TRAITS
52
Protective. Once per day, the mount takes a hit for its rider. The attack is negated.
Devil-Touched. Somehow the mount has a little devil in its lineage, given away by its red eyes. It grants SOAK 2 (fire) to its rider.
53
33
Loud. The animal barks, neighs, trumps and bays making it impossible to ambush anybody while the creature is nearby.
Plodder. The mount is especially suited to long distances. Its SPEED counts as 4 higher for wilderness travel.
54
34
Large. The mount is large for its species. It grants its rider an additional +1 DEFENCE.
Light-Footed. Especially light on its feet, the mount does not leave tracks except in snow or similar terrain.
55
35
Dislikes Barding. The mount will not wear barding of any kind.
36
Charger. When charging, the mount grants its rider an additional +1d6 damage.
Independent. Once per day, for round, the rider can leave the handle directions and movement and focus on other activities; that turn is a free action.
56
41
Spirited. The mount is eager to act. The rider gains +1d6 to his INITIATIVE checks.
Vertigo. The mount is afraid of heights. Any height, bridge, or ledge of over 10’ height requires the mount to be coaxed. This takes an action and is a Routine [10] CHA check.
42
Bestial. The mount is unusually bestial looking, perhaps with broken tusks, scars or a missing eye. The rider can spend two actions to make the mount rear up fiercely, making a 5d6 attack vs. MENTAL DEFENCE of all foes within 30’. Those who are affected are rendered Afraid.
61
Fey-Touched. Somehow the mount has a little fey in its lineage. It grants +1 MENTAL DEFENCE to its rider.
62
Small. The mount is small for its species. It gains +1 SPEED, but its CARRY capacity is reduced by 10%.
63
Emaciated. No matter how much it eats, this mount always looks painfully thin.
64
Shy. The mount takes a while to become acclimatized to its new owner due to its shy nature. For the first week, it holds back, moving at –2 SPEED and not allowing quick mount abilities to work.
65
Greedy. When food is unattended within 30’ of the mount, it moves to it and begins to chow down. It takes a Challenging [13] CHA check to persuade it to leave the food alone. A successful check regains control for five minutes.
66
Fearful. The mount is afraid of fire and will not move within 5’ of a fire source unless a Difficult [16] CHA check is made to persuade the mount.
43
Hunter. The mount has an excellent sense of smell, gaining the tracking skill at a rank of 6 (3d6). The rider can use this skill as though it were his own.
44
Unusual Colour. The mount is an unusual colour for its species, making it somewhat unique.
45
Willing. The mount assists when someone tries to mount it by lowering itself to accommodate the manoeuvre. In effect, the mount can always be mounted as a free action.
46
Placid. The mount is unusually docile and friendly.
51
Rotund. The mount enjoys its food a bit too much. It is round and fat. It gains +5 SOAK but suffers –2 SPEED.
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one mount to decisions one move
CH/3: NU EARTH NU EARTH Nu Earth is a planet which had a similar atmosphere and ecosystem to that of Earth prior to the emergence of the civilizations of mankind on their home world, though this new Eden has been transformed into a hazardous, barren wilderness by the use of atomic, bacteriological and chemical weapons. After long decades of warfare between the Souther and Nort armies, it is still a theatre of a conflict where constant battle rages across its continents and seas. Twin suns rise in the eastern hemisphere and give Nu Earth a similar day-night cycle as old Earth, though in some regions, periods of daylight might be up to fifty hours in length, whilst the night’s two moons give a varying degree of illumination during night-time and create complex tide patterns for the seas that cover most of the world. Continents and islands are found in both the northern and western hemispheres, the world’s two poles are regions of snow and ice cap, whilst a scorching equatorial belt rings the planet. The globe is divided by military planners into sectors or zones that are given a numbered and lettered quadrant, such as Seventeen-Delta, and features like hills are often merely given numbers. Nethertheless, many sectors and terrain features have acquired names that evoke old Earth’s locations and history.
FEATURES OF NU EARTH
Nu Earth’s total war has created many distinctive features to the planet.
AB-YSS
These deep crevasses were caused by subterranean atomicbiological weapons used early in the war.
ACID POOL
Shell holes and small lakes are often filled with acid capable of burning its way through unprotected skin. Some industrial sites on other worlds have caustic pools of chemicals among the waste they dump.
BATTLE SITES
Some devasted areas of land are currently being contested between the two armies. Weapons that range from orbital lasers to sharpened entrenching tools take the lives of soldiers, but throughout the entire planet are the remains of vehicles and men where the conflict has moved on. Some have simple graves marked by upturned weapons surmounted by helmets, but these are a rare luxury for the slain. Areas of recent battle prove extremely attractive to scavengers who want to sell intact or repairable items of technology. The better-equipped looters use robotic pickers in case intact but volatile munitions are encountered.
BLACK CRYSTAL SPIRES
Communication buildings that house technologies capable of sending and receiving effectively instantaneous communication signals through the black hole located near Nu Earth. Only a handful of these bases with functioning devices still exist.
CHEM-JUNGLES
Incredibly, some of the planet’s lifeforms have adapted and flourished. Pockets of lush jungle include Hell Hunt Jungle, the Tyat Minh delta and a region its local bandit chief refers to as ‘the Garden’. Neither side in the war has sought to permanently occupy these regions, but occasionally small units enter it as a means of moving to an objective without satellite observation or enemy interdiction.
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CHEM-SEAS
The polluted seas and oceans of Nu Earth are a toxic brew capable of dissolving or poisoning any unfortunates immersed in them. Fortuitously, most of their expanse is free of chemclouds, though vessels sailing them need the crews to regularly hose the vessels with special chemicals to prevent corrosion. Enemy vessels are a danger to mariners, and islands and inlets provide handy cover for lurking submarines and surface craft, and just as deadly are floating mines comprised of materials that are undetectable on standard military scanners. Harbours in coastal cities are garrisoned and heavily protected, but the old krill factories are derelict. The Orange Sea and the Western Sea are just two of the seas of Nu Earth.
USING CHEM-SEAS
These vast bodies of water can be used for transporting troops to new fronts as re-enforcements or raiders. Player Characters having to take to a lifeboat will find themselves faced with hostile weather, limited water and rations and the threat of violence from NPCs who are sharing their vessel and its dwindling resources. Should they welcome capture or elude enemy patrols as they seek to navigate to a distant shore?
DESERT
Vast expanses of sand or ash deserts bake under the heat of the planet’s twin suns. Some have strange, pyramid-shaped dunes of silica clad with a brittle top crust. Occasionally water holes, fringed by mu-palms, make welcome shelter and the chance of drinking water if an individual has a filter kit. Notable deserts include the Atom Desert, the ‘Boneyard’ and the Morokk Desert.
USING DESERTS
Deserts are deadly to unprepared or unfortunate travellers. Untainted water holes can be the focus of fierce skirmishes.
FAB WAY
Fabricated road sections are sometimes used to facility troop and supply movements.
FORESTS
Lifeless swathes of brittle trees are the sad remnant of the expanses of the green woodlands that once covered large stretches of Nu Earth.
FUNKUS ZONES
Expanses of mutated fungi grow up to a height of ten feet. They give off a rotting odour and when ready to spore can explode on physical contact, releasing clouds of spores, which can inflict a variety of conditions on individuals who breath them.
GHOST TOWNS
Completely abandoned settlements in areas the war has now moved away from, most of them showing battle damage.
GLASSHOUSE
Specially designed Nort prison camps. Many of the domeshaped structure’s walls and floors are transparent to allow a greater degree of scrutinization of captives. The upper levels include an interrogation chamber and holding bays for lascannons and quadruple autocannons. A hub-like control tower caps the dome. The exteriors of these prisons are patrolled by hovering robo-guards.
GLASS ZONES
Some surfaces of the planet have been melted by heat bombs into glass-like plains interspersed by craters and crystallike structures. Some surfaces count as a slippery environment and light from Nu Earth’s suns or manmade sources may inflict a Blind condition.
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CH/3: NU EARTH //FEATURES // FEATURES OF NU EARTH HYDROPONIC FARMS
These wind-powered horticultural complexes are used to filter water and produce food in otherwise lifeless regions. Most of those near the frontline are now devastated ruins.
MILLIWAYS
Vehicles can access these concealed supply tunnels with inbuilt nav systems to travel safely at maximum road speed.
MINES
The unspoiled mineral wealth of the planet had only just started to be explored and mined before the war started. Many mines are now abandoned, but some are important enough to the war effort to receive garrisons. Productivity is maintained with robots, rotating shifts, few health and safety restrictions and forced labour from military and civilian prisoners.
USING MINES
Abandoned mines make ideal shelters and hideouts, though unmaintained ladders, elevators and tunnels might prove dangerous. A mine might hold the promise of making adventurers wealthy if they can find a workforce and somehow operate it in secrecy using bribery, criminal contacts and cunning camouflage. Mysterious disappearances of mine workers might affect productivity and will require investigation.
MINEFIELDS
Military mines are scattered across strategic locations giving military units the choice of taking casualties or avoiding the location unless they wish to spend time and resources navigating through or clearing the mines. Some callous commanders reason that the speed and surprise of a swift assault through a minefield makes losses justifiable. Several minefields are long forgotten and unmapped, their mechanisms corroded and extremely temperamental. Mines can be located by military scanners, and droids are often deemed expendable enough to be used for clearing duties, though sometimes unfortunate soldiers must risk tentatively probing for them with bayonets. Some extensive minefields are occupied by ‘mine-ohs’, groups of stranded soldiers in a weakened and demoralized state, some of whom are suffering persistent conditions such as Confused, Fatigued and Sick. Those who are reduced to eking out a meagre supply of remaining oxygen will be lightheaded and suffering from behaviour similar to the Drunk condition.
MOUNTAINS
The mountain chains of Nu Earth sometimes extend above the chem-clouds making them welcome bases for refugees,
soldiers or bandits. The use of armoured vehicles is limited, making specialist troops with climbing skills and hoppers valuable assets to armies trying to operate in these regions. Caves make handy shelters, and passes provide good ambush points for defenders.
NU-CITIES
The wave of colonists erected modern cities in most regions of Nu Earth, typically using the names of cities from their old home, but with the prefix ‘Nu’ or the suffix ‘2’. Some, such as Nu Paree or San Francisco 2, boasted architectural features inspired by famous examples associated with the original cities. Besides road and rail links, many included shuttle ports. Some, such as Nu Hamelin, devoted resources to features that made life for its citizens particularly comfortable, including moving slide walks for pedestrians and fair-weather canopies that can envelop the entire city. Nu-Cities now include military defences and garrisons, and those designated as frontline cities have tight martial laws where the military police have the authority to shoot on sight. Many cities are war damaged, and some of these are fiercely contested in street fighting or under bombardment from besiegers, whilst others are merely derelict ruins. Some still include formidable energy shield systems that protect against orbital and heavy weapon bombardments, and a few can maintain safe atmospheres. Civilians include refugees and workers, though there is often a criminal element amongst them, and slums and ghettoes absorb the extra population. Factories are often located underground though steam and smoke, slagheaps and scrap yards often betray their presence. The assembly lines churn out products ceaselessly as shifts of workers rotate through them.
CHEM-BARS
Some cities have bars that are deliberately filled with nauseous gases for chem-vets who feel more relaxed wearing their chemsuits and hoods.
GASBAHS
Several cities include alien ghettos were humans are excluded and pockets of chem-cloud still remain.
‘NO GO ZONE’
Some areas of Nu Earth have been designated by Souther command as off-limits to troops due to unspecified danger or the need to protect a secret project. The Nort military use the phrase ‘V Zone’.
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PLAGUE AREAS
Settlements where diseases have infected portions of garrisons or the population are often quarantined and mark their status with black flags which bare a skull emblem. Diseases listed in Judge Dredd and the Worlds of 2000 AD such as Black Scab can be used substituting a different name.
PUEBLO PYRAMIDS
This type of residential structure was once used in several Nu Earth locations to house eco-friendly communities. These pyramid-shaped buildings stand some two dozen stories high and were powered by the solar panels that covered their exterior. Most, if not all, are now war damaged.
PRISONER OF WAR CAMPS
Senior officers who are captured are often well treated and exchanged for individuals of equivalent rank, but the plight of
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most soldiers who choose to surrender is grim. Many soldiers are summarily executed whilst others are brutally interrogated. Life in prison camps involves a monotonous existence, occasionally broken by sudden fights. Inmates are poorly fed and often made to undertake forced labour. The humour, good morale and organisation of POWs shown in propaganda films has little reality, and gangs usually batten off the weakest. According to rumour, some Nort camps have dead internees made into a gruel that is fed to its alien allies.
USING POW CAMPS
Characters who are interned will need to survive and escape, and perhaps the imminent arrival of an old enemy makes this imperative? Alternatively, the characters are needed to rescue someone from a camp.
CH/3: NU EARTH //UNIQUE // UNIQUE LOCATIONS ON NU EARTH FLEAS AND LICE Small vermin have quickly produced resilient strains and flourish in unhygienic conditions such as seedy hotels and crowded block houses. After spending time a few hours in Infected locations, individuals are typically attacked by fleas and lice. Extreme concentrations can result in a persistent Fatigued condition.
LEECHES These tiny, loathsome creatures inhabit the jungle swamps of Nu Earth. Those that manage to attach themselves to an unarmoured passing creature will, unless detected and killed, manage to drain enough blood to drain a single point of damage from their host before they are sated. Unfortunately, they are usually found in groups of 2d6 size.
REFUGEE CAMPS
Pitiful concentrations of bubble tents, these camps are where desperate civilians try to survive on the often inadequate medical assistance and provisions provided by military authorities and where diseases soon flourish. Some are controlled by criminal gangs who monopolize any aid received, and occasionally organised crime extends its tendrils into camps offering rations for body parts.
USING REFUGEE CAMPS
Refugee camps are often near Nu-Cities and can make infiltration in and out of the cities easier. Deserters and spies might lurk amongst the population, and many of the camps’ miserable denizens will sell information for a single chocolate bar, though they are just as ready to betray anyone for a similar reward. Perhaps one of the adventurers is seeking a loved one who might be in a camp? Some adventurers might be moved enough to try to better the lot of refugees by weeding out criminals or bargaining with military authorities, whilst flint-hearted ones will see a chance to make a profit. Some camps will have the misfortune to find themselves once again in the path of an enemy advance, denied proper transport by the military. Will they get leadership and help from the adventurers?
SHUTTLE BASES
These provide vital links supplying men and munitions for the war effort and evacuating the wounded. Many have been battle-damaged but smaller, well-camouflaged ones have replaced some of the lost shuttle bases.
USING SHUTTLE BASES
Defending, repairing or escaping on a shuttle that needs to take off before an enemy force reach it can provide an exciting countdown action.
UNIQUE LOCATIONS ON NU EARTH The following locations include a brief description and ideas on how to use them in play.
AKRE
This was the site of a battle where Rogue Trooper destroyed two companies of a Kashan legion.
ANZIAK SECTOR
A relatively quiet sector covered in battlefield debris, Anziak Sector only sees sporadic visits and skirmishes between small patrols. It is the home to a hidden, underground stronghold and primitive med lab of a pack of savaging ghouls comprised of deserters from both armies led by Major Barabas. The men are slowly dying through accumulated toxins and need organ transplants to keep themselves alive. Although the ghouls are armed with firearms, they take pains to avoid damaging organs of those they seek to kill or capture.
ATOM DESERT
This radiation-contaminated desert is where Nort desert raiders swoop down on refugee columns or weak military groups that seek to cross the territory.
USING THE ATOM DESERT
Souther travellers across the region will need to avoid or fight the Nort irregular bands who patrol the region. Other groups might find they need to negotiate or trade with the savage warriors. Stammels that are inured to combat fetch good prices, and collecting a herd for sale could be a profitable enterprise.
BULL RUN
The location is the site of the battle of Mek-Bull Run, a famous Souther victory fought some four decades ago that halted the Nort armoured formations.
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USING BULL RUN
The Souther propagandists decide to commemorate the anniversary of Mek-Bull Run with the broadcasting of a commemorative parade and patriotic speeches from the battle site itself. Engineers erect a huge grandstand, and VIPs and veterans of the actual battle are flown to the site. However, the Norts get wind of the preparations and insert saboteurs who are tasked with turning the celebrations into a bloodbath.
CALIBAN ISLAND
Uninhabited, this tropical island is located deep in one of the scum seas. It is covered with lush vegetation and edged with lagoons and sand beaches.
Following the crash landing of an orbital craft, for six months Caliban Island was inhabited by the G.I. doll, Venus Bluegenes. The arrival of Rogue Trooper triggered a pattern of events which led to a naval battle. The victorious Souther fleet nuked the island as it continued with its weapon testing operation. USING CALIBAN ISLAND
Before it is nuked, the island can provide a convenient hidden base for a military or criminal outfit with access to a boat or long-range hopper.
CANYONS OF THE MIND
Located in one of Nu Earth’s many deserts, the strangely eroded surface of this rock formation resembles an immense brain. The smooth surfaces making climbing out of the narrow canyons which wind through it nearly impossible, inflicting a -2d6 penalty to climbing tests of any would be scalers.
CARTHAGE-2
The Norts triumphed in a recent battle at this site.
USING CARTHAGE-2
The battle involved the Rogue Trooper and two other participants, both of whom later became Marauders. The Souther steersman, Player, flew air sorties whilst Morgen, one of the Nort force’s finest snipers, killed some 250 Souther stragglers in a single day during their beaten army’s retreat. As the battle is only mentioned in a conversation in the comic strip, it is an ideal, if crisis laden, opportunity for characters to encounter one of these highly competent individuals.
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CINNABAR ‘THE CITY OF DREAMS’
The legendary pleasure city, Cinnabar is where soldiers can escape from the horror of war. It was originally a convent that was taken over and used by the Norts as a secret research base. Here, they developed a huge organism which they utilized as a living production line, extracting metals to replicate vehicles and weapons from scratch. Disaster led to an abandonment of the location by the Nort scientists, and it soon became a haven for deserters from both sides. The city is run by the Kabal, a mixture of five former Nort and South leaders and advisors. They decide the fate of those desperate individuals seeking asylum at the city gates. The city has a burgeoning population, so deserters and criminals with high bounties are turned over to those offering rewards unless they seemed to provide special interest. Most would-be citizens, unless useful as whores or specialists, get allocated for pit fights or a visit into Charybis. The area is still marked on maps and computer data as a ruined mission complex, thanks to some careful bribery. However, some of the top brass and social elite of Nu Earth along with unscrupulous traders are aware of its true nature and make clandestine visits. Annulment fields protect key areas, capable of blocking comm signals and even the operation of biochipped devices. Pleasures and life are cheap in this violent, hedonist city. The graffiti-strewn battered buildings include hotels, bars, strip clubs and casinos. Various entertainments are offered. Cabaret performances for spectators tend to the dramatic. Jugglers, for instance, include hand grenades amongst their repertory. Lasting mementos of a visit can be provided by tattoo parlours and the cybernetic ‘body shops’, which provide a range of surgical augmentations. A ubiquitous sight is the city’s emblem, a combination of the old Nort and Souther symbols with eight radiating bars of chaos, one of which terminates in a male or Mars arrow and another a female or Venus cross. Cinnabar’s emporiums include: » Animal Farm. Area where various creatures are corralled. » Baiting Pits. Arena where trained fighting dogs are loosed on a variety of animals. » The Abattoir. Pit fighting. The notable stars include The Blood Brothers with a ‘unique blend of grand guignol and slaughterhouse humour’. » The Ark. Brothel that caters for spectators and participants of inter-species orgies. » The Chewed Her Arms. Rough looking bar where picking fights, but not necessarily winning them, is easy.
CH/3: NU EARTH //UNIQUE LOCATIONS ON NU EARTH
» Charybdis. ‘’Four kilometres from head to tail, weighing over six hundred tonnes…the androygne leviathan…CHARYBDIS! The cameras are working; the bets are placed. The banks are closed. Dearly beloved……it’s playtime!” - Master of Ceremonies The Nort creation still survives, a huge semi-sentient mass of tissue that is mainly submerged under the ground but capable of extruding a cluster of tentacles and an eye out to various points of marsh, river and lake some ten miles beyond its lair. Sealable portals have been constructed to lead into the creature from just outside Cinnabar’s perimeter. Periodically, armed contestants are forced into the organism and bets are placed on how long they can survive, their progress recorded on cameras that are threaded throughout the organism. Inside the creature are tentacle-like cilia and internal orifices, some of which
are ravening maws. Extrusions can attack with bone-tipped weapons, and it can create bio-wire and zombie like, semihuman simulacra using DNA from earlier victims. Some sporadic nerve plexuses are capable of being wired up to a biochip or computer, allowing a hacker to try and seize control of the organism. Stats for extensions of Charybdis are on page 164. » Mahler Ridge. Region of high land within the radius of patrols from Cinnabar.
USING CINNABAR
The city is a great place for fugitives to escape from the military. Anyone with credits can secure a wide variety of entertainments, and gamblers and criminals will find all sorts of ways of making money, as long as they are careful. Desperate individuals, though, might find that they have to volunteer for pit fights or other lethal contests in an attempt to
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make some credits. Lots of individuals somehow gravitate to the city — perhaps some of them are old enemies of the PCs? The members of the Kabal offer useful patronage if an individual can provide appropriate bribes or services. Those with ambition and negligible consciences can attempt the subterfuge and politicking needed to eliminate a Kabal member and take their place but risk being forced to enter Charybdis if their schemes misfire. The Souther or Nort regimes have their own cabals, and some might send individuals on a mission to find Cinnabar and obtain a sample of Charybdis or kidnap a member of the Kabal.
The current Kabal comprises of the following members who have accumulated a lot of personal wealth: Lieutenant Tessier. Advisor to the Entente Replevine. Manages security of the city. Portreeve Scoenfeld. Lord Judge Advocate and Council to the Nicene-Kashan Alliance. Karl Scoenfield is responsible for administering the training and medical care of individuals selected by the Kabal for fight contests. Kapten Nabokov. Co-founder of the Norther Patriotik Front, now Base Administrator. Nabokov sees to a lot of the day-to-day administrative decisions. Selectperson Larsen. Nominal Intendant, Governess of the Harkena Council and Institutrix of the Cinnabar Protocol. Monique is a former hooker with large shares in the city’s sex industry. Commander Ullyart. Heraldic Earl and attorney-at-law to the Church of Saint Jarman the Evangelist.
DEATH VALLEY
Designated no-go zone by both armies, Death Valley has a mysterious danger from the ten-foot-tall expanse of mutated cane that ensnares soldiers who stray into it and feeds off their blood. Dealing with the cane is difficult as it regrows with amazing speed.
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DELTA-ZONE
Once a temperate, pastoral region of hills, woodland, meadows and rivers, the land has been poisoned by warfare. The hills include warrens of tunnels made by an unknown species of creature that is presumed to be extinct, like most of the other species that once thrived on the planet. The warrens are still the home of a large, elusive, burrowing creature that is capable of wiping out two dozen intruding soldiers with its claws.
USING THE DELTA ZONE
The Player Characters are hired to investigate the cave system and capture a living specimen of one of the elusive creatures that occupy them.
DIX-I FRONT
This proud Souther enclave borders Greater Nordland. Its sectors are named after old Earth locations such as Alabamy and Savanna. » Nu-Atlanta. The Nu Earth military capital of the Souther army is located on the coast at the southern tip of the Dix-I zone. Souther navies have access to both the Orange and Western Seas from its shipyards and harbours, defended by numerous artillery positions along the coastline of the city. Visitors to the city undergo decontamination checks and treatments at one of the medi-complexes. Station WDX888c constantly broadcasts upbeat news bulletins and entertainment to the entire region. » Southpoint Military Academy. The Nu Earth military academy of the Souther forces is where young officercadets are instructed and drilled by las-sword armed veterans and watch patriotic videos of military history. The pride of the academy are the synth-bands who play martial music for the frequent parades. » Memfizz. Centrally located, this town has nearby geysers that were a popular tourist attraction before the war. The steam disperses chem-clouds and allows individuals to dispense with the need for respirators and chemsuits. » Harpo’s Ferry. On an isthmus in the Dix-I that juts out into the Western Sea, this ferry point is used to connect the beleaguered front with the Araby zone. » Oxarks. This mountain chain runs parallel to most of the western coast of the Dix-I zone, and its high ground rises above the chem-clouds. » Freedom. Hidden near a pass in the north of the Oxarks is a town whose denizens enjoy a breathable atmosphere. Here, the community live out peaceful lives under the guidance of their elder, seeking to avoid the evils of the war raging outside their mountains. They have no use for
CH/3: NU EARTH //UNIQUE LOCATIONS ON NU EARTH chemsuits or guns and are simply armed with crooked sticks that are used to assist with climbing. The ancient style stone buildings occupied by them include a primitive hospital.
During the Nort conquest of the Dix-I front, Freedom is contaminated with poison gas and its townsfolk adopt captured Nort chemsuits and weapons, becoming guerrilla fighters. USING THE DIX-I FRONT
The Nort conquest of Dix-I is presented as a campaign in Chapter 6 - All Hell on the Dix-I Front.
DOOMSDAY VALLEY
Site of a huge armoured battle between Nort and Souther armoured divisions that continued for days, if not weeks.
FORWARD FIREBASE NIXON Souther Fortress.
FORWARD FIREBASE GOGOL AKA ‘THE BONEGRINDER’ The besieged Nort fortress is located on essential mineral deposits where the heavily outnumbered garrison have, to date, endured constant assaults. The string of unfortunate commanders tasked with holding the fort have all been individuals who have fallen foul of the high command.
FURLOW
Located underground, and a good way from the frontlines of the conflict, the settlement is the Southers’ main rest and recreation centre. Garish, neon-lit streets are thronged with soldiers on all-too-brief leave, who spend their backpay in the eateries, bars and nightclubs. The city is also a magnet to blackmarketeers, conmen, gamblers and streetwalkers who compete to fleece the transient population of their credits. The military police attempt to ensure that the streets are kept fairly orderly and keep a vigilant lookout for deserters. East 42nd Street is home to an exclusive club reserved for officers.
USING FURLOW
Soldiers in the military should relish being freed from the constant threat of death within a warzone or the oppression of dull garrison life, petty minded officers and routine chores. Bar fights erupt over street girls or drunken arguments with
other units regarding the honour of their regiment, only to be instantly forgotten as the combatants flee or fight side-by-side. Ambitious officers might find the hotel bars and clubs handy locations for making useful contacts and dabbling in intrigue only to become the unwitting target of a Nort agent trying to glean information. Criminals also have numerous opportunities to scam credits from gullible soldiers out on drunken sprees.
FORT ANT
Fort Ant is a Souther outpost that had initially suffered from a plague but received a timely supply of vaccine via MilliwaySixty-Six.
USING FORT ANT
Players who are part of the Souther garrison must try to find a cure for the plague before the garrison dwindles down to a state where it must surrender. Travellers might find themselves under quarantine and risk contamination unless they manage to make an escape. Nort Player Characters can be tasked with missions from infiltrating the fort to releasing a new virus.
FORT DECKER
When this Souther training camp suffered a mutiny, many soldiers subsequently deserted rather than face retribution.
USING FORT DECKER
The adventures are caught up in the events triggering the mutiny. Who will they side with? If they desert the fort, will they join with those seeking to locate Cinnabar or Fort Neuro? Perhaps they stay to face military justice, acting as their own attorneys and are all too aware of the possibility that they might have to face a firing squad if their efforts fail to find friendly witnesses or successfully cross examine hostile ones. A mission to hunt down fugitives could either be a military mission or handed over to bounty hunters.
FORTRESS NEUROPA
Used by the Neuropeans, this large Souther fortress has a giant natural rampart made of rock, the Shield Wall, to which armaments have been added. These defences are pierced with huge gates, which are decorated with macabre demonic heads. The Lim-Ee Sector is isolated from the neighbouring ones by a dismal wasteland of very thick chem-cloud concentrations, battle wreckage and acid-filled pools, and its border with the Roma and Scan Sectors is now a scum swamp due to flooding from a reservoir destroyed earlier in the siege. Sporadic, mutated trees and creepers intersperse some areas of the marsh, but it is free of animal life.
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popular singers like Charles Boyer and Eedy Piaf, which warble out from the cafes and theatres. » Bois de Boloyn. Park site enhanced by ornate balustrades and streetlights, though its trees and grass have perished a long time ago. The location is used for settling matters of honour with duels, though these usually involve roborunner proxies armed with pistols. » Moulin Rouge. Cabaret theatre that was later renamed the ‘Moulin Rogue’ in honour of the Rogue Trooper. » Nu Owsterlitz. Sector of the wall where the Franks defeated a Nort assault. » Officers’ Mess. Building used by proud, vociferous, ‘conyak’ drinking officers. Its walls include vid screens showing Frank victories. » Plas de la Basteel. Strong point on the shield wall. » Toor du Versize. The tower is the largest building in the sector and is used for state occasions and the awarding of prestigious medals by the Commandant. Banquets and grand balls are held here, some of which are ‘masked balls’ where gala masks and normal respirators are donned. The upper levels include comfortable quarters for VIPs.
LIM-EE SECTOR
FRANK SECTOR AKA THE NAPOLEONIC COMPLEX The signposted rues and boulevards of Frank sector offer a bewildering spectacle to a visitor, the local troops have adopted colourful uniforms based on the first French Empire, whilst its civilians now don costumes based on various periods of 19th century French fashion. Strolling courtesans in long skirts and feathered hats promenade along the pavements, artists try to capture vignettes of city life on sketch pads and canvasses and the occasional vehicles, their superstructures made to resemble a carriage, push through the crowds. Further evidence of the sector’s identity comes from the strains of
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Most of the sector is a vast holiday camp run by the Camp Organiser, an individual dressed in clown-like clothing who concentrates on trying to ensure that the residents have a good time and leaves anything involving the war to the ‘Specialised Forces’. The red-coated revellers attend keep fit sessions, wander around holding balloons, flags and tawdry prizes or merely doze on deckchairs. Buildings and structures include fun houses and food stalls, whilst ‘chip shops’ sell electronic chips to avid collectors who have no practical use for their purchases. » ‘Bubbles’. Entertainment centre whose attractions includes both vid shows and live entertainers. » C.O.’s Office. Besides the usual administrative equipment, the office includes an electronic organ. » Nu-Dunkirk. Area adjacent to the city wall. » Specialised Forces Barracks. The building’s mess contains a bar and is decorated with assorted hunting trophies taken from Nort soldiers and vehicles. ‘Shampers’ is ordered and drunk on special occasions.
ROM-SECTOR
The sector’s commanding officer is Colonel Casanova. Like his men, he ensures that his hair is coiffured into a flamboyant quiff. He loves to disco dance, regularly travelling in his customized staff car to go night clubbing. » Nova Napoli. Area adjacent to the city wall.
CH/3: NU EARTH //UNIQUE LOCATIONS ON NU EARTH » Rosco’s. Sealed depot on the Rom and Scan border that is shared between the two garrisons. It has been converted into a disco hall where the soldiers of the two sectors attend dance night contests organised jointly by the ABC and ABBA units. These contests include judging and crowning a ‘Dancing Queen’. Party-goers hand in weapons and chem helmets at the cloak room.
SCAN-SECTOR
Brigadier Byorn-Borg is the Sector Commander and cooperates with Colonel Casanova, albeit, just in the running of disco evenings shared by the two sectors. Scan sector is populated by extremely attractive and healthy men and women of Nordic ancestry who make full use of the numerous salons and gymnasiums. The adult female members of the garrison are all soldiers and include lazooka teams. » Armoury. Doubles up as Armand’s male boutique. » Betty’s Beauty Parlour. Formerly the Scan Sector 7 battle sector command post. » Military Police Post. The MP post also doubles up as a male escort agency. » Raymond’s Tanning Salon and Hairdressers. This unisex establishment is based in the neglected robotic workshop. Some of the old robotic servicing equipment has been undisturbed.
USING FORT NUEUROPA
Fort Nueuro’s isolation makes it an attractive refuge for desperate travellers and Souther deserters. Adventures in the fort offer a more humorous, whacky flavour than the other, grim warzones of Nu Earth. Scenario seeds for the different sectors are given on page 116-119.
GREATER NORDLAND
The political heartland of the Nort presence on Nu Earth is in Greater Nordland. It has a southern border with the enemy’s Dixi-I region. » Neo-Guernica. Located on one of Greater Nordland’s borders, this city was once a Souther stronghold until it was reduced to rubble by artillery during a brutal siege by General Josef Jaegir. Rebuilt and garrisoned by the Norts, it has had to endure continual Souther assaults. » Nu-Nuremburg. The proud capital of Greater Nordland displays its emblem seemingly everywhere. Its huge stadium is used for political rallies and victory parades. » River Rind. This polluted river still flows through NuNuremburg and is where the Nort army follows an old martial tradition by dipping their battle standards in its water.
USING GREATER NORDLAND
Individuals wanting to curry favour with the Nort regime can seek out patrons who are high-ranking party members. Their influence can be useful in gaining personal promotion and support for military, political and economic projects, but the allegiances come with the risk of making deadly enemies from amongst their supporters’ rivals.
HELL HUNT JUNGLE
Hot, steamy unhealthy jungle terrain filled with foetid swamps, leeches and diseases. Its noisy dawn chorus is unnerving for Nu Earth travellers used to lifeless wastes and hints at the host of deadly creatures hidden within the bright green foliage. Night-time is ominously quiet, and the heat is still intolerable. The easiest navigable route through the jungle is the vehiclewide trail known as the White Bone Road, named after the bones of men and animals which litter its route. Unfortunately, carnivorous napalm trees overhang some stretches, and the road is also an obvious point for enemy patrols to set up ambush points. Away from the road, travellers on foot might happen upon sheer river gorges which are spanned by rickety looking rope bridges.
USING HELL HUNT JUNGLE
The Kabal of Cinnabar are always looking out for fresh novelties to spice up pit fights and hire a team of hunters to capture a collection of lethal creatures from Nu Earth’s jungles.
KHOISIN RESERVOIR
During the initial stages of the war, the Norts attempted to capture the reservoir, but the escalating battle saw both sides pour men and munitions into the area in a desperate attempt to gain control over what had soon become the largest source of uncontaminated fresh water on Nu Earth. Catastrophically, one side blew up the dam, drowning half a million men of the interlocked armies. Now, the reservoir is a huge, chem-polluted lake, the remnants of the lost armies lying a hundred metres below the tox-mist blanketed surface, a marine graveyard of rusting vehicles, weed-strewn hulks and pitted skeletons. The lake has an ominous reputation, and many soldiers whisper that it’s haunted by the ghosts of the drowned. After all, strange lights are sometimes glimpsed in the water when soldiers vanish. The lake is actually the site of a hidden underwater base used by Nort vroogmen. They sometimes cover their suits with a local, phosphorescent algae to maintain the pretence that the waters are the home of angry ghosts.
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Even for the Norts there are potential dangers. Old, unexploded munitions are partially buried in the mud of the lake’s floor.
The bar is the base of a Nort spy ring that includes Rix and the dancer. Other agents include a few ‘alis’, but most are humans who have been given surgery to pass themselves off as aliens. The agents have been hoarding oxygen bottles in an extensive network of cellars to supply a Nort column that plans to take the city in a surprise assault.
USING THE KHIOSIN RESERVOIR
Just crossing the lake would be a huge challenge to a unit of Southers. Unless they could find a handy boat on the shoreline, they would need to improvise some type of vessel to hazard a passage over the mist-shrouded waters. Dangers might include sudden squalls of weather, pursuing Norts in hoppers or boats of their own and lurking vroogmen. Teams of Norts might have to investigate the loss of small patrols and lone vroogmen. Is there a force of Southers using some of the submerged wrecks as a base of their own? Does some elusive marine monster hunt in the waters? Perhaps there really are vengeful ghosts who seek revenge on the living.
MAGNOPOLE
The freezing, magnetic polar zone called ‘The Ghost Front’ is where whole divisions of opposing forces are locked in stalemate as they face defences that comprise miles of trenches and bunkers.
MOROKK DESERT
Although both armies contest the total control of this desert region, merchant caravans still cross the sands between its different cities, and both factions usually leave them free of harassment. Currently the two main cities, spaced a few hundred kilometres apart, are in a reasonably undamaged condition. Their architecture includes buildings and towers made of stone and rooftops and walls that include medievallooking crenulations.
KYRO
Frontline city held by Southers. It has a large alien enclave that fills its gasbah where humans are not welcome and are kept out by Milli-Fuzz checkpoints. » Rix-Bar. Located in Kyro’s gasbah close to the marketplace, this drink joint includes a cabaret and several rooms for hire. The bar is run by a bow tie wearing human chem-vet but is also frequented by aliens. The staff are aliens, though a human female bubble dancer is employed. Humans will be asked to leave, but offering to pay a large sum and not worrying about the change might persuade the unfriendly barman to tolerate their presence.
Following the explosion centred on Rix Bar, the Kyro’s Gasbah had the cleanest atmosphere in the city. The human residents of Kyro were grateful enough for the alien cooperation in the crisis and offered them full citizenship and rights.
TIMBUK-2
Frontline city held by Norts.
‘MICROWAVE MOUNTAIN’
The battle-damaged Pueblo pyramid is held by Nort troops who have turned the old solar cells on its surface into strongpoints and have heavily reinforced the structure of the command post located on the summit.
NETHER-GLADES
Described by Souther military intelligence as the largest and the most dangerous wilderness on Nu Earth, the glades are comprised of a vast, dismal swampland out of which sprouts a jungle of vine-covered, mutated trees. Strange and deadly lifeforms have adapted to survive in the wilderness, including vulture-like avians, several species of serpents and the fearsome mutagator.
CLONE VIRUS Within the Nether-Glades swampland is a virus that can contaminate the enzyme E protective protein used within biochips. The chip is undamaged but contaminates the new clone body it is inserted into. Once the virus starts to spread, it rapidly crystallizes the body which starts to shatter into small fragments.
ILLNESS
TRANSMISSION
POOL
DIFFICULTY
EFFECT
CLONE VIRUS
EXPOSURE
DAILY
DIFFICULT [16]
DEATH
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CH/3: NU EARTH //UNIQUE LOCATIONS ON NU EARTH The death of the clone leaves the biochip unharmed and capable of being salvaged if inserted into a fresh biochip slot in time The only known drug that can halt the process is the anti-gen neva, which can only be synthesized from Dragoid eggs found on the Planet Horst. USING THE NETHER-GLADES
Few individuals would wish to enter this region, but it makes an ideal place to conduct a project in secrecy or hide from pursuers. However, a group of military scientists might be contemplating examining and using some of the toxins and diseases that occur amongst the lethal flora and fauna. To this end, they dispatch some of the more expendable members of their team to collect samples and specimens but also use their influence or credits to hire a squad of security experts to accompany them.
NORDSKA TAPOR
Civilians can try find employment that keeps them out of the way of the frontlines.
‘Rogue Trooper’ is in fact a doppelgänger droid. Following the intervention of the real Rogue, the droid was thought to be killed in an explosion, but miraculously survived and started wandering through the warzones of Nu Earth. The Kommandant of Nortville wants it recaptured and put a bounty on its head.
NU-ARABI ZONE
Souther-held zone, separated from Dix-I and Greater Nordland by the Western Sea.
NU ARCADY ZONE
Region south of the magnetic pole.
The heart of the Nordland military on Nu Earth is also the most secure, heavily defended site and is manned by over forty thousand Nort troops. It’s sprawling network of forts, bunkers and command centres include levels that extend deep below the surface.
NU-DAKOTA
NORTVILLE
This Nort city in Zone 112 was evacuated by its garrison in ‘86. The Souther troops were tricked into occupying it and were subsequently wiped out by automated booby traps spread throughout the city rigged to be under the control of the old civic computer system. Numerous hidden machine guns and cannons are spread strategically throughout the cityscape whilst the computer is lodged inside a room at the top of the tallest building. Its spherical mainframe is well-armoured and mobile, capable of crushing an intruder if the internal guns in the complex fail to deal with them.
Not stationed in a fixed location, Nortville a travelling Nort rest and recreation squadron that provides a carnival resort whenever it sets up its bright, prefabricated structures behind the front lines. Attractions include fortune tellers, the ‘House of Holograms’, ‘Death Run’, the ‘Fun House’ and ‘Souther Shoot’, a las-rifle range booth. Hoven-Cit is a structure in which drivers use one-man hover vehicles with inbuilt safety features that prevent serious collisions. Mo-telles provide rooms and privacy for those with the time and credits to spare. The most recent addition to the shows is a ‘Rogue Trooper’ look-a-like that is regularly bested by a suitably heroic Nort strongman.
USING NORTVILLE
Nort military personnel might be fortunate to be sent on a furlough to the showground. Revellers can get into brawls with rival units, find temporary romance with another visitor or perhaps they attempt to take on the Nort strongman for a cash prize? Criminals might decide that they can frisk easy credits from the visiting troops, but more ambitious types could plan a heist of the money collected by the carnival organisers that is stored in a heavily armoured and guarded security vehicle.
A Souther city that is located near the region’s cobalt mines. An exodus of refugees recently left it before Nu-Dakota could be occupied by victorious Nort forces.
NU-HAMLYN
USING NU-HAMYLN
Military outfits might have to pass through the eerily deserted city or are sent to investigate the fate of a lost patrol. Informed criminals can try to access the old bank vaults by hacking the computer using a terminal in the computer room. Civilians might become prisoners of the computer as it seeks to repopulate the city and administer to their needs, ignoring any protests as it knows what is best for them. Biochipped individuals can be slotted into auxiliary ports of the computer to find data, re-engineer or sabotage the device. They will find that they have avatar forms based on their former
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bodies but must face a journey beset by various deadly traps and bio-formed avatars generated by the computer. More details for this type of adventure are on page 120.
NU-NORDSTADT
Nu-Nordstadt is the Nort’s capital on Nu Earth. In recent years, the Southers have initiated numerous battles to attempt to capture it, and the statues of soldiers commemorate the city’s heroic defenders. A few years after the Quartz Zone massacre, pressure on the city had relented enough for full repairs to be undertaken to its shields, defensive weapons and atmosphere processors. The rebuilt streets became thronged with off duty soldiers carousing their way through its bierhalls and bordellos.
NU-PAREE
Dominated by the Mitterand Tower, this devasted cityscape is the site of a twenty-year-long urban battle between the two warring factions. The sewer system proves a convenient way of avoiding snipers, as long as an intact section free of booby traps can be located.
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USING NU-PAREE
Glory and medals await the bold heroes who manage to assault the Mitterant Tower and fly their army’s flag from its lofty summit.
NU-PERU
Souther-held city. It maintains Base 3, a military outpost near the White Bone Road through Hell-Hunt Jungle.
NU-SUDAN
Souther-held port bordering the Scum Sea.
NU-SONORA ZONE
Currently deserted, this zone of mountains and hills includes old battle sites. Its water holes can provide drinkable water if treated with strong purification tablets.
NU-VERDUN
This Souther-held city surrendered after being influenced by propaganda emanating from the broadcasts of a mysterious individual who was actually the Traitor General.
CH/3: NU EARTH //UNIQUE LOCATIONS ON NU EARTH NUKIPELIGO
Away from the main warzones by some two hundred kilometres, Nukipeligo was once the site of a coastal resort that was raised up on pylons. It is now a twisted, nineteen-mile maze of towering slag-atolls and debris lagoons that are used as a hideout by black marketeers. The ruined buildings on the islets have long been picked clean of anything useful by the bootleggers.
QUARTZ ZONE
This is a glass zone where the G.I.s were massacred as they dropped into an ambush. Some items of G.I. equipment are, as yet, undiscovered by souvenir hunters and looters.
USING THE QUARTZ ZONE
NYTOMA
Souther coastal city. Its garrison currently operates engages in nautical operations against smugglers operating from the Nukipeligo.
Players happen upon a piece of G.I. equipment that has a functioning biochip in its slot. This is a valuable prize that might be worth a reward from either the Nort or the Souther commands, but the chip itself might prove to be hostile to their plans. Worse yet, the agony of death, followed by a long period of being left sentient, but alone, has driven the chip’s personality insane.
OKLAHOMA RIDGE
RABAT
Souther held front.
This remote, unmapped, independent mining settlement is located high up a mountain above the chem-clouds, where valuable oxite ore is extracted. The miners’ community is boosted by human and alien refugees and is governed by a council under the leadership of a convener. They trade clandestinely with various dealers, and their security is upheld by a detachment of half a dozen AMOK droids. The droids have had their AI systems replaced with the integrated heads of mercenaries who sought to control the town, but who are now slaved into the droids operating systems.
This city is refuge for a rabble of deserters and criminals from both of Nu Earth’s factions, and they have formed a brotherhood of thieves calling themselves the Vaghadin. They prey on small troop convoys and sometimes take a few healthy prisoners to act as slave labourers, summarily killing any badly wounded and surplus individuals. Would-be members need to best one of the city’s brotherhood in a hand-to-hand contest. Their leader, Hachym, is unaware that Rossa, one of his lieutenants is a Nort agent who in recent months has ensured the data apparently intercepted by their main computer only leads to attacks on Souther troops. Eventually, Rogue Trooper infiltrated the band and, by tampering with their computer, tricked the Vaghadin into assaulting a large Nort force that annihilated them. The city itself was destroyed by explosive devises that were placed by Rogue.
USING OVERMOUNTAIN
USING RABAT
OMAN 3
Region south of the magnetic pole and east of Nu Arcady.
OVERMOUNTAIN
The individuals are part of a military group tasked with capturing the mines intact. Mercenary groups might be hired to heist a cargo of ore.
PETRIFIED FOREST
This hundred-kilometre-long belt of dead, brittle coniferous forest is the product of defoliants used in the war. During a failed attempt to capture Rogue Trooper, a squad of Nort sims went native and remains in the area.
USING THE PETRIFIED FOREST
The players might be sent on a mission by the Nort military to recapture its errant ape men.
Captured individuals forced to work as slaves can try to escape. The players might be ordered or hired to extract an important scientist who has fallen into the hands of the Vaghadin.
ROCKIES 2
Located on the same continent as the Quartz Zone and within a hundred clicks from the Nether-Glades, this limestone mountain range was turned into a maze of canyons following a nuclear strike in ‘78. The region is now completely devoid of vegetation. The Nort military still has hidden bunkers and silos in the east of the region and maintains watch posts on the high ground.
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One Nort scientific base carved into the rock includes a laboratory where the brain of Doctor Froid, a captured Souther Gene-Genie, is kept alive inside a tank of nutrients and is being coerced into helping to create a clone resembling Rogue Trooper that will incorporate a concealed bomb to be used against Milli-Com.
SAN FRANCISCO 2
The city is in a depression where the chem-cloud concentration is so thick that it endangers even suited individuals and obscures the immense suspension bridge that leads into the city. The buildings are up to two hundred floors tall, and their upper levels are free of the dense ‘frisco phog’. In these upper reaches, fighting still rages, though the specialized aerial bridges that allow penetration and assault on an enemy’s block are gradually yielding victory to the Norts.
USING SAN FRANCISCO
Individuals might have to devise ways of moving between tower blocks if the lower levels are held by enemies or becoming burning infernos. Strategies involving ropes or improvising glide chutes pose tremendous risk but might be the only means of escape from certain death.
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‘THE BONEYARD’
This ominous region of sandy desert is littered with human bones and the pitted remnants of a spaceport. Some threequarters of a million refugees died to an airborne, flesh-eating virus weapon before they could be evacuated. Although the virus is still active, the area is infested with Nort ‘Dust Devil’ commandos who ambush travellers and build macabre cairns with the sandstorm-bleached skulls.
‘THE GARDEN’
The Chem-Jungle where the hulk of a Souther satellite that crashed into a small lake has recently become the base of ‘The Marauders’, a band of Nort and Souther soldiers led by a chief, the Traitor General hunted by Rogue Trooper. The base still has operable missiles and has been adapted to include a shooting range and an interrogation chamber whilst unmarked hoppers now operate from its hangers. Some miles from the hideout is a clearing containing small craters filled with volatile chemicals.
The Marauders only operate for a year. The arrival of Rogue Trooper leads to a conflict which annihilates the band, though the Traitor General escapes his lair and triggers its self-destruct device.
CH/3: NU EARTH //UNIQUE LOCATIONS ON NU EARTH Mad cultists realise that the zone is a borderland where the boundaries between the dimensions are strained. They capture assorted sacrifices and attempt to summon a powerful being from a hellish world.
TYAT MINH RIVER DELTA
This equatorial jungle region is used by bandits and privateers who lurk in creeks and inlets. Hidden along its course is a research station where Souther scientists worked to make bioweapons from genetic engineering of old Earth predators.
USING THE TYAT MINH RIVER
This deadly wilderness of radioactive, mist shrouded marsh country includes foreboding trees and a lattice of creepers amongst which lurk maneating viper vines.
If travellers lack a flier, the fastest and safest way to travel through the jungle is along its waterways, through constant vigilance is needed against ambush by pirates. Missions involving the abandoned research station could include the retrieval of data or capturing an escaped bioweapon that has made its hunting ground in the dense forest. Military teams or mercenaries can be sent upriver to rescue a captured device or prisoner from river pirates or might be sent to eliminate a special forces officer who has gone insane and set himself up as a sadistic warlord of a barbaric band of killers.
TRINITY
VALLEY FORGE
‘THE SAVAGE SWAMP’
Rear area ghost town occasionally used by Norts for training missions.
USING TRINITY
This Souther site was taken by Norts, who subsequently suffered heavy casualties when the retreating Southers released an airborne virus.
The adventurers wander into the vicinity and are subjected to an assault by a proto-type weapon. Alternatively, they can be tasked to protect or capture the experimental technology.
VULCAN’S BELT
TWISTED ZONE
ZHULANSKI POINT
Measuring over thirty square kilometres of chemical mist shrouded territory, this shunned region is a nightmare landscape of radio-active chaos. All the remains of human habitation, occasional trees and even the stacks of rocks have an unsettling, distorted appearance. Some strong pockets of chemical-laden atmosphere exaggerate the strangeness, as the warped terrain features glimpsed through its haze seem to move.
In this volcanic region of geysers and rivers of molten lava, there is also a centre of unpredictable electromagnetic activity. Cunning tactical deployments and courage enabled a last stand of heavily outnumbered Nort forces to prevail and hold this location.
ZUKURSKY POINT
Site of an intensive Souther bombardment that was targeted headless of their own wounded.
USING THE TWISTED ZONE
The characters are told to locate a missing patrol inside the region. Unfortunately, the men they are seeking have been driven insane and see their would-be rescuers as demonic monstrosities.
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MISCELLANEOUS LOCATIONS The following Nu Earth regions and features are only referenced briefly in the comic strips, and the GM may use and develop them as they see fit. » Battle Sectors: Nevsky, Skaros and Pushkin. » Okalama Ridge » Nu Georgia » Nu-Kosovo » Odessa Front
LEGENDS OF NU EARTH
ROGUE TROOPER TIMELINE The following chronology has been compiled from the comic strip. Aside from a treatise on the development of the Nort/Souther war and devastation of Nu Earth, it will also be useful for helping to devise backstories and scenarios — more information concerning development of campaigns can be found in the next chapter. GMs should note that Rogue Trooper campaigns in the next section assume a start point just before or after the Quartz Zone Massacre in the year ‘86.
MILLIONS OF YEARS AGO
The Varr imprison an ancient and powerful ‘abomination’ in the Acoma system.
THOUSANDS OF YEARS AGO
Stories tell of unusual locations. Some probably don’t exist whilst others, like Cinnabar, might prove to be radically different from the yarns spun about them.
The inhabitants of the Acoma system fall under the influence of an ‘abomination’. The Varr fight a war of extermination to stop the evil, destroying the civilization’s homeworld, which becomes an asteroid field.
» Nu-Topia. Green, idyllic regions of Nu Earth still untouched by the war
PREVIOUS CENTURY
» The Keep. According to old soldiers’ tales, the Southers once built gigantic, robotic wardozers, but when they turned against their masters, they were incarcerated in a purposebuilt prison. » Scum Sea Triangle. Region where craft vanish without trace. » Valhalla. Brave and dying soldiers have the good fortune to be taken by the Valkyrie Express medivac shuttles to be healed at an orbital medical station.
Expansion across a large swath of the galaxy of the allied factions of the Southern Cross Confederacy and the Nordland Republic. The virgin planet that is titled Nu Earth is discovered. Colonisation of Nu Earth features the rapid building of settlements.
CURRENT CENTURY
War starts between the Nort and Souther factions. Nu Earth has vital strategic importance in the galaxy-wide conflict and soon becomes a warzone where most natural life is poisoned by chemical warfare. The Norts have early success with their offensives, but Neuropa’s heroic defence buys time for the Southers to rally and mobilize more troops.
‘46
» Battle of Meka-Bullrun halts a major Nort offensive.
’66
» Battle for Nu Paree commences.
’73
» Batch of G.I. clones produced on Milli-Com that will become the first operational regiment.
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CH/3: NU EARTH //ROGUE TROOPER TIMELINE
’74
» Evacuation of the planet of Nu Karthage by Souther civilians.
‘75
» The Norts and Southers send advisors to the Planet Horst to utilize its populations and resources for the war.
‘83
» Infighting amongst some Nort military clans brings down one of them on the planet of Karsk Novkza.
‘86
» The G.I.s are committed to action on Nu Earth but are annihilated in the Quartz Zone Massacre. Rogue Trooper and three biochipped comrades embark on a private mission to uncover the traitor responsible. » The Battle of Doomsday Valley.
‘87
» Defection of a group of Norts led by Kapitan Stalov to the Souther Confederacy. » On Nu Earth, the Souther region of Dix-I falls to a Nort offensive.
’88
» Rogue Trooper helps to defeat a series of Nort offensives against Neuropa. » Rogue Trooper foils an attempt by the Norts to seize Kyro.
’89
» Colonel Kovert, fearful of a secret Nort cloning project, uses Rogue Trooper to destroy the moon of Torpor. » Rogue confronts the Traitor General at Nu Earth’s Magnapole and witnesses his death as he tries to escape. » As Nort and Souther secret xenoarchaeological investigations in the Acoma system near completion, a series of military actions and assassinations escalate, cumulating in powerful intervention from the Varr who order the Norts and Southers to leave the system.
’90
» Rogue Trooper is active on the planet Horst. The Norts attempt to combine several fleets at Horst for an assault against Nu Earth, but it proves to be a Souther trap, and the Nort armies are lost in a chemical attack.
’91
» The Nort and Southern high commands commence peace talks at Milli-Com, though the commanders are attacked by a force of mysterious aliens. Rogue Trooper is amongst the messengers sent to Nu Earth with the peace declaration, but the aliens intervene, destroying the evidence of the cease fire, and the war continues. » Rogue is persuaded to side with the aliens and embarks on a series of galaxy-wide assassination missions.
’94
» On Earth, Rogue throws aside the influence of his alien masters. He becomes a priority target of his former puppet masters and flees Earth after leaving behind his comrades’ biochips with a genetic scientist to be rebodied.
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CH/4: BEYOND NU EARTH
Although much of the action in Rogue Trooper takes place on Nu Earth, other strips do explore different places within the setting. This chapter offers an insight on some of the places that can be visited beyond the war-torn planet.
Throughout this mind-numbing vastness of space, convoys of huge transporters carry cargoes to the different war zones and squadrons and fleets of military vessels patrol and engage in battle.
NU EARTH SYSTEM
THE JUNKYARD ZONE
Two moons orbit Nu Earth, which is itself influenced by its two suns. Deeper into space, often in regions accessed via travel through black holes, are the galactic empires of the two factions of humanity comprised of hundreds of worlds that border regions of space populated by alien races. Some factory planets are dedicated entirely to producing munitions and equipment whilst others serve as vast training grounds.
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Drifting in the space above Nu Earth is the accumulation of wrecked satellites and space fleets destroyed during decades of warfare. The hulks provide convenient cover for craft trying to ambush or avoid killer-sats or space fighters.
USING THE JUNKYARD ZONE
Potential wealth might lure some adventurers to seek out intact cargo holds. Military units can be dispatched to set up covert surveillance station in a derelict craft, whilst
others might be sent to rescue survivors or retrieve top secret technology. A signal received by the characters could be a lure with booby traps or hidden fighter craft lurking amongst the debris. High-speed chases between craft through the region will require skill and reflexes from adventurers if they are to avoid collisions which make their own vessel a new cluster of scrap floating in space.
BLUE MOON
Resembling a shimmering blue pearl when viewed from Nu Earth, when in closer proximity Blue Moon reveals a forbidding, bleak landscape. Despite some early attempts at terraforming, the Blue Moon has a poor atmosphere and low gravity. Before the war, it was used as an experimental research station by Souther colonists and was involved in early attempts to produce clones. The ‘Blue Mooners’ are the rejects and descendants of these stunted and deformed blue-skinned clones who now form an underclass amongst the civilians still based on the moon. Currently, it is a Souther military base under the command of the martinet Marshal Bute, the Chief-of-Staff of the entire Souther Army committed to Nu Earth.
USING THE BLUE MOON
Souther military characters who have fallen foul of a senior officer on Nu Earth are demoted and sent on a refresher boot camp course on Blue Moon. Once there, they are under the harsh command of a sadistic NCO who has been bribed by one of their enemies to ensure that they are crippled, killed or receive a severe penal sentence. Fleeing the camp poses a challenge. Unlike Nu Earth, there are no cities or bandit strongholds to head for on foot or in a vehicle, the only option is to stowaway on a shuttle or hijack it, hoping to land on Nu Earth or perhaps heading out deeper into space. The adventures are approached by a vengeful group of Blue Mooners wanting help in locating a genetic scientist who performed cruel experiments on them and their now dead relatives.
SATELLITES Above the poisoned atmosphere of Nu Earth, the war is waged by a variety of military satellites including surveillance craft and orbital weapon platforms that target the world beneath them. Their efficiency is impaired by the thick clouds of chemicals that cover the planet’s surface and the orbital debris zone. Military command satellites, such as the Souther Buzzards and the Nort Black Sun classes, function as an intimidate level of command between the ground-based staff and the strategists who plan the galaxy wide campaigns, constantly at risk of discovery and elimination by killer satellites.
USING SATELLITES Satellites can pose a threat of detection, observation and bombardment to individuals on both Nu Earth and in space and need well-planned routes and stratagems to avoid. Satellites have limited periods of time when they are available over a specific area of Nu Earth, and GMs might devise countdown situations for individuals to devise countermeasures or escape before a bombardment. Boarding a command satellite to steal its files could be a hazardous military mission. At one stage during his cat and mouse existence, the Traitor General and yet another renegade band he gathered use a former Nort military satellite as a hidden base. In a Rogue Trooper campaign, other major opponents of PCs can have a similar refuge.
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MOON OF TORPOR
In the days when Norts and Southers were united, this moon was discovered, claimed and explored. To commemorate this achievement, a huge group of four statues was installed, sculpted as planting the old banner of United Earth. At the feet of these titans, a plinth with an, ultimately, futile inscription reads:
WE CAME IN PEACE FOR ALL MANKIND AND THIS TIME LET’S GET IT RIGHT The moon is a cold, barren site without an atmosphere and a weaker gravity than Nu Earth’s. Columns of rock are scattered across its surface, which is also pitted with craters formed by meteorite strikes. Abandoned scientific bases still remain in a few locations.
THE DUST SEA
The gravitational pull of Nu Earth results in a constant, tidelike shifting of ‘dust-drifts’ across a huge expanse of the moon, capable of burying a shuttle within a few hours.
Torpor was eventually used as a secret base for Nort scientists to create and train their own genetic infantry. Before this force could be deployed on Nu Earth, it was destroyed by a nuclear explosion that also destroyed the moon. Its destruction in ’89 brought about changes in Nu Earth’s tides and a slight change in Nu Earth’s orbit, though the immediate effects include catastrophes such a tidal waves and earthquakes.
OPS COMMAND SATELLITE
Colonel Kovert is a Souther officer who runs the secret war of his Off-Planet Strategies outfit from this satellite. His command post’s resources include sophisticated sensor and stealth technologies and computers that hold a wealth of heavily encrypted top-secret information, shuttles, a tractor beam and laser weapons that can target Nu Earth. Kovert rarely leaves his base, communicating with his agents through commlinks. Kovert’s closest staff on the satellite are three silent aliens or mutants who respectively lack a pair of eyes, a pair of ears and a mouth. Other resident aides include a cyborg that gives an analogue analysis of agents and strategies.
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USING THE OP COMMAND SATELLITE
Kovert is prepared to make deals with individuals he wants to undertake missions for him, trading information they need or getting the sentence of a court martial lifted, but ultimately seeing them as expendable pawns. He will not be candid about risks or the true nature of a mission. Nort intelligence, and possibly elements within S3 itself, might send agents with special skills to try to retrieve data from Kovert’s computers.
Kovert is later promoted to General and holds a command which gives him powerful authority within the S3 intelligence service.
MILLI-COM
Hidden away in deep space is Milli-Com, the overall command centre of Southern Cross Confederacy’s galacticwide armies. The space station is the largest ever manmade item and comprises of a thousand decks where a million strategic staff, including alien staff officers, direct a myriad of wars. Some of these theatres merely merit a single room to oversee them, whilst the Nu Earth campaign has three entire levels of deck devoted to controlling it. Security is paramount, space fleets constantly guard it, but silent running procedures are adopted if Nort probes are suspected in its locality. Discipline, at least for lower ranks, is strict, and the base’s military police enforce this. Capital punishment is performed by firing squads who have executed personnel for crimes ranging from treason to striking a superior officer. Senior staff occupy the upper levels where security measures include retina recognition devices. The uppermost level is allocated as the private quarters of Star Marshal Nukrom Lamal, a veteran of the conflict on Nu Earth. Some restricted areas are given over to the S3 Military Intelligence, though its rumoured that other, seemingly, innocuous offices are a front for their operatives. Throughout the entire structure of Milli-Com are various staff rooms, private quarters, dormitories, gymnasiums, canteens, hangers and armouries. Entertainment for personnel includes bars and even includes a disco on deck 54. The G.I. barracks on the station include full training facilities for the clones including weapons ranges and work bays where the G.I. ‘Dolls’ maintain equipment. The G.I. quarters are located next to the genetic laboratories where the clone tubes birthed them. These labs also incorporate a storage area where spare organic parts are stored for the most senior commanders. A legion of servo-droids undertakes countless duties inside the space base whilst others equipped with thrusters constantly maintain its exterior.
CH/4: BEYOND NU EARTH //NU EARTH SYSTEM
USING MILLI-COM
Getting to Milli-Com will be the prime aim of any individuals in biochip formats who require a new clone body. Trying to get the attention of strategists regarding a specific war theatre, including Nu Earth, will be far from straight forward as individuals will need to canvass and persuade successive levels of staff officers. Adventurers soon learn that there are cliques of officers pursuing their own glory and agendas all locked in discreet infighting with their rivals. Important individuals accused of treason or gross incompetence might find themselves extracted to Milli-Com for a court martial and will need a good attorney, an investigation team to find useful evidence or perhaps an escape plan if they fear being executed. Perhaps a G.I. Doll needs to escape the attentions of the top brass and is looking for help in getting to a planet? The Nort military has sympathisers in Milli-Com itself but is constantly trying to infiltrate agents into it to recruit informants, steal data and sew misinformation and dissent. Information on cloning techniques and the capture of a
Gene-Genie are attractive projects along with sabotage of the Souther gestation tubes. Neutrals to the conflict might stumble upon Milli-Com and face internment or worse as the Southers seek to keep its location a secret. The unwitting intruders must outwit and elude the craft sent to either board them or blow them into floating fragments.
THE BLACK HOLE
Visible from Nu Earth, the nearby black hole is an important nexus to interstellar travel. Once traders throughout the galaxy used it, but now it is more frequently a route for the fresh troops and munitions being swallowed up in the meatgrinder war. Passage through black holes allows rapid transit and usually the element of surprise, though the stellar craft emerging become temporarily vulnerable for a short period as their sensors adjust.
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OTHER SYSTEMS & PLANETS ACOMA SYSTEM AKA ‘THE A-HOLE’ Southern held system that guards the vital supply route between the Nu Earth and Nu Karthage warzones. Extensive mining operations extract vital ores for the war effort, though pirate mining outfits also exploit this wealth. Travellers through the system need careful navigation. Its binary star throws out deadly radiation, the local gas giant, also named Acoma, has a powerful gravity well and the systems asteroid fields are constantly in motion. The Varr, a mysterious alien race, seem to border the region. Their ships are so powerful that mere proximity to their passage or weapons discharges can unintentionally destroy human space vessels. The Termites, a race of short, bipedal aliens with four arms who work as miners, are the nearest thing to an indigenous species. The ‘termies’ are assigned I.D. numbers by the humans who hire them and are regarded as ‘pretty harmless’, though newcomers to the Citadel are still warned not to go deep into the mines.
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ACOMA
The local gas giant is a burning, radioactive, high-gravity environment of liquid, metallic hydrogen. At incredible expense, a surface station, has been established requiring fourteen thousand tonnes of gravity shielding and generators to protect a small habitation bubble. Teams of ‘stompa’ walkers are dispatched to explore anomalies on the planet, though even these heavily shielded behemoths have a life span of only 6.2 hours on its surface.
THE CITADEL
This Souther military base of the 86th Air Reconnaissance Squadron is located on a deep asteroid mine that is still being worked. Accidents seem to happen to individuals who prowl the mines unaccompanied, and the seventeenth sublevel is off limits to most personnel. Sub 17 is the access point for a high-security complex taking up several lower levels of the Citadel. A former Gene-Genie turned xenoarchaeologist, Doctor Friedkin, leads a scientific investigation team here. The Souther military hopes to glean information for new weapons technology from a colossal sarcophagus they are examining, but Friedkin, prematurely aged by disease, is secretly hoping to learn the key to eternal life. The doctor protects his personal agenda using his own agents hidden amongst the Citadel’s personnel.
CH/4: BEYOND NU EARTH //OTHER SYSTEMS & PLANETS The 86ers are under the control of the competent, but irascible, cigar-smoking Commander Harrigan. The personnel under her includes Kristos, a psi, and an odd assortment of Souther pilots in the forms of the alien Rhun, the alien hybrid Japeth, Nort defectors and Lieutenant Rafaelle Blue, a female G.I. Most of the squadron members who use the officers’ mess believe the rumours that a Nort spy is on the base, and many have placed a wager on the agent’s identity. Their suspicions are well-founded, though spies from other factions also move amongst their ranks.
THE ROCK GARDEN
Asteroid field that provides convenient cover for Nort raiding craft. Some of the mining outposts in the system use mass drivers, electromatic catapults which hurl payloads of ore at tremendous velocities over long distances to collection points. The Norts have also established a secret science base in an old asteroid mine that relies on an orbital defensive minefield besides its anonymity. Deep in the bowels of the mine, they are excavating a huge alien artefact whose secrets they wish to unlock. The twin to the one buried under the Citadel, the artefact’s tampering releases bursts of psionic energy which trigger strigoi mutations amongst some of the personnel and results in a bloody massacre. The Varr respond quickly, sending a cruiser to blow apart the asteroid and its secret.
BORDER MARCH WORLDS
The frontier of Nort regime, some of the worlds include would-be separatists armed and equipped by the Souther Confederacy. Part of this region includes the Inner and Outer Taiga systems.
GORKI-ZAI
Dissident world that includes survivors from Karsk Novzka hiding from the Khasans.
TAGANA THREE
Border march world where Josef Jaegir used summary executions to force cooperation against separatists.
BRUT
The homeworld of the Brutals, man-like, hulking bullies. Typically, those encountered away from their home world are often thugs or mercenaries.
CHARLETON SYSTEM
Critical location guarding access to the Vita Karthage/Nu Sevastapol axis, and the ‘backdoor’ route to Nu Earth.
CHARLESTON BETA AKA ‘CHARLEY BOY’ Frontline world currently held by Southers.
FELDER SYSTEM
Souther system where one of the colonies was subjected to a Nort bio-weapon attack that caused wide-spread death and thousands of severe genetic abnormalities with later generations being born deformed.
FORT CHANNARD
Military prison of the Southern Cross Confederacy.
HORST
A distant planet at the edge of the galaxy, Horst can be reached by travel through a black hole. It has an atmosphere and gravity similar to Earth’s and is covered in vast tidal oceans, forests and mountains interspersed with large inland, craterlike seas. It is populated by a dozen or so intelligent races that resemble hybrids of men and beasts, possibly the results of mysterious experiments from long ago. Both of humanity’s factions sent advisors to the planet some fifteen years ago, stoking up strife that has plunged the world into conflict. The technologies supplied were often semi-obsolete by Nort and Souther standards but have proved adequate enough for enabling the different races to kill each other. The rural temples now stand abandoned, and the inland seas are cluttered with the wrecks of the trading vessels that once sailed across them peacefully before the great galactic war came to Horst. The Southers inadvertently picked the weaker side, and Milli-Com apparently cut its losses by ending any communication and supply of its allies. The humans have labelled regions of Horst as zones with capitals referred to as Zoncaps.
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ZONE 5
The pointed desert is full of pyramid shaped dunes. It is occupied by the warring Dragoids and Droms.
BEASTMEN OF HORST Most beastmen soldiers are armed with firearms and wear light armour marked with symbol of the faction they have sided with.
NORT FACTION Their combined armies are led by a Rhinoid Grand-Marshal, distinguished by a grand uniform and three horns.
VAULK MOUNTAINS
» Batoids Winged beings with bug-like, compound eyes. They can use weapons with their clawed hands and hang upside down using their feet to grip. Batoids live in mountain caves, and their culture includes cave painting, tattooing and torture. They are armed with firearms and short swords.
PORT ONE
» Craboids Amphibious, crustacean like species with tough carapaces that protect their heads and bodies. Their claws are capable weapons and are dextrous enough to use blasters and assault line projectors. Their bipedal legs can walk on land. Naturally armoured, they have had the Nort insignia painted on their shells. Craboids use unit tactics and sometimes include suicide bombers in battle.
ZONE 4
» Droms Large centaur-like dromedaries who dwell in a desert region. They are armed with sabres and bolt action rifles.
Codenamed the Blue Zone by the Souther agents, they include the main base of the bat-like alien allies of the Nort faction who use its high caverns for stockpiling weaponry. Spaceport where Nort robo-medics have been using Dragoid eggs stolen by robo-rats to create a serum that immunises troops to effects of warp travel. They plan to assemble a vast armada at the location. Unknown to the Norts, the Southers chem-mined the area as one huge booby trap. Populated by the Rhinoid allies of the Norts.
ZONCAP 4
In this medieval-style capital of the region with steepled towers, traditional pennants are juxtaposed with security cameras. The bio-warfare research unit is run by Doctor Moho, a Canoid scientist who switched sides and now experiments on prisoners of war. Moto had a horn transplanted on himself so that he resembled his new, adopted race.
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» Rhinoids Hulking brutes with a nasal horn, leaders having two or more. They are armed with automatic rifles tipped with wicked sweeping bayonets. Most of them are prone to superstitious fear.
CH/4: BEYOND NU EARTH //OTHER SYSTEMS & PLANETS SOUTHER FACTION Various races include ones resembling canids, felids, ursines and equines. » Dragoid Burrowing lizard like beings who live in underground desert communities. Their bites contain a paralyzing venom, though it only paralyses a G.I. for a brief period before acting as a booster drug. Their eggs hold many unusual properties for scientists to unlock. » Insectoids Small, hardy ant-like beings that live in cone shaped dwellings resembling termite mounds. They are skilled diggers able to hide themselves quickly in sand. Their current ‘elder’ is a human Souther advisor who has recorded a large resource of data discs about Horst.
LADBROX The alien inhabitants of this planet are insatiable gamblers.
KUSHKOW SYSTEM
Nort system of colony worlds. Kushkow recently suffered the loss of ninety thousand colonists after a Souther retaliation. This followed the loss of six thousand Souther civilians in an unauthorized attack on the transport ship Memphis Star.
MESAR SECUNDA
LEPIS MAJOR
The Nort civilian population here were subjected to atrocities by a Khasan commander.
JO-KORAL SYSTEM
NORT FORCES ORIENT BASE WORLD
Former Nort world conquered by insect-like, gun-wielding alien allies of the Southers.
The inhabitants of this alien world include an intelligent, tentacled race who live in a liquid environment.
KARINA-4
Souther-occupied planet. The Nort evacuation was badly handled. Thousands died through poor planning, and tens of thousands were left at the mercy of the occupying army whilst corrupt Nort officers extorted wealth from the refugees there were charged to protect.
KURTZ VIER
Nort occupied planet where a brutal governor seeks to stamp out Souther guerrillas.
This world is under the control of Nort Forces Orient whose supreme commander, General Yuan-Toh, seized power in ’59 and rebooted the flagging economy by building up a slave labour force from local convicts, Souther POWs and recalcitrant Norts. The general commands a motley, lightly equipped army and rules from a castle fortress, protected from assassination by the surgically altered doubles he uses as decoys.
USING THE N.F.O. BASE WORLD
Capable mercenary types can find work protecting the general and keeping the population under control. The slaves in the compounds vastly outnumber their guards and are capable of overthrowing their overlord if given dynamic leadership.
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NU-KARTHAGE
Nu-Karthage was originally in the Souther Confederacy. During the war, it evacuated a large number of its civilians as military action intensified. In recent years, the world fell to a Nort offensive pressure and was occupied. The new regime proved harsh, and resistance led to an anti-insurgency campaign commanded by Arkhan, ‘the Beast’, which caused 265,000 deaths, including those of 30,000 loyalist Nort settlers. Arkhan was court martialled by his own side and incarcerated in the Lubiyanka gulag. Given its strategic importance, the area of space around the planet remains a fiercely contested warzone.
PAESCHENKOV
Battlezone where the Norts occupy dozens of levels of underground tunnels and bunkers.
PUSHKIN MINING BELT Location of several Nort factory colonies.
KURSKA-4
Nort factory colony located near an unstable brown dwarf star. Souther agents sabotaged the colony’s radiation shields resulting in 16,000 Nort civilian deaths.
RODINA SYSTEM
This system of populated planets is the heartland of the Nort Republic. Teaming cities include bars, bordellos, fast food booths, rail systems and slum quarters. Huge patriotic slogans adorn buildings, and statues stand guard over the quiet ‘gardens of stone’ as the immaculate war cemeteries are termed. Large numbers of unemployed war veterans are part of the urban underclass, and some are used as expendable goons by local crime gangs. Some worlds are virtually unspoilt, typically used for hunting lodges and ancestral home fortresses of the social elites. Species hunted for sport include bears and dinosaur-like reptiles.
INNER RODINA SYSTEM GULAG ASTEROID CLUSTER
The location of several prisons including ‘Lubiyanka’, a maximum containment facility for famous and deadly prisoners.
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BADEN VRI
R&R world. Needless to say, various military leaders and criminal organisations generate wealth from its attractions.
KARSK NOVZKA
The military house based here plotted a coup to restore their prestige and power. However, they were betrayed to the Kashans and Kashars who, assisted by a traitor, launched a surprise attack on the clan’s main citadel, slaying Clan Marshal Milosa and many of his followers though a few survivors chose to escape into exile.
ODESSA BINARY
Industrial world where grim factories such as the Grand Patriot munitions plant in the Izbrisa zone churn out produce for the galactic wars. Showered with smelter ash and cluttered with scrap yards and polluted slagheaps that include pools of mercury, some zones require their occupants to wear chemsuits, and many war veterans choose to constantly wear masks. The local outcast camps provide useful squalid boltholes to dissidents, criminals and deserters who use the warrens to elude the authorities. Away from the towering mass of buildings, towers, smoking chimneys and masses of pipelines are the muster grounds where the newly equipped legions leave for the distant warzones.
THE STAVKA
The Nort military high command space station, the equivalent of the Souther Confederation’s Milli-Com, is situated in a classified location in the region of the Inner Rodina system from where it controls all of the Republic’s wars.
OUTER RODINA SYSTEM TAURUS
Military garrison world that includes the training grounds of the Seventh Kashan Legion. Several camps for Souther POWs are maintained here, and the prisoners undertake hard labour to promote feelings of superiority in new recruits. The Khasan legion is secretly experimenting with Strigoi storm troopers using POWs as victims.
RONDO
The home world of the Rondians was recently destroyed by the Nort military. The Rondians are an intelligent race of small, fungus like blobs that can climb on sheer surfaces, typically staying out of sight by clinging to the ceilings of structures.
CH/4: BEYOND NU EARTH //OTHER SYSTEMS & PLANETS Their small pseudopods aid locomotion and can also be used for speech. They are pacifists but might be motivated to assist someone by passing them a weapon or providing a distraction.
SPROL SYSTEM
Alien system. The native intelligent species are a landbased intelligent race of large, many-tentacled beings. Their limbs hold orifices capable of transmitting speech and can be regenerated if lost.
VALLEY FORGE
Site of an airborne virus attack released by retreating Southers that caused severe casualties on a Nort division led by Josef Jaegir.
ZELL PRIME
Nort factory world that uses a workforce of slaves.
MISCELLANEOUS WORLDS AND MILITARY STRONGPOINTS » Attila » Kroi » Fort Kinnaird » Fort St Angelo » Lennox » Molotov’s World » Nu-Kursk » Ryden’s World » Sevastapolitan » Volgis » Zhaika’s Tomb
EARTH
The home of humanity is located an incredible distance from Nu Earth. The colonisation of space brought new materials to replenish its exhausted resources, though it remains densely populated and polluted. The industrial cities that cover much of its land mass now rely on imported raw materials from a myriad of worlds. The CEO of its most powerful corporation fears that the Xantia, or another race behind them, are war profiteers manipulating the Nordland Republic and the Sothern Confederacy in an expensive conflict, possibly seeking to conquer the two empires once they are sufficiently weakened along with Earth itself. To counter this, the corporation is recruiting spies and assassins into a force called the Seekers.
DREAMARAMA On a world beyond Nu Earth, possibly on ‘Old Earth’ itself, computer gamers play ‘sin games’ in which neural links allow them to experience the skills, reactions and feelings of the captives hooked into violent alternative reality programs. The customers and the main computer programmer eventually experienced their own, real life deaths when Venus Bluegenes, one of their guinea pigs, escaped to wreak havoc.
XIANTA This criminal cartel is comprised of individuals from various intelligent races who can, reputedly, provide anything that exists in the universe, as long as the price is right. If severely provoked, they have the use of a space fleet that includes the ability to teleport troops into opposing space vessels.
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CH/5: ROGUE TROOPER CAMPAIGNS
TYPES OF CAMPAIGN Judge Dredd and the Worlds of 2000 AD gives excellent advice on running various types of campaigns and adventures. Police campaigns will face extra challenges compared to most Judge ones, as investigations are often hindered by the progress of the war and senior officers in other units. Perps have an ideal opportunity to acquire military grade weapons, but serious criminal activity inside warzones carries the risk of being executed by the authorities. Still, there’s plenty of credits to be made by offering to get desperate individuals to safe locations away from the war. Citizens appear to face a miserable existence on Nu Earth. Unfortunates might need to get away from encroaching armies by fleeing across Nu Earth or being crammed onto transports about to embark on a hazardous voyage along a space lane. Once a haven is reached, they might find themselves in a daily challenge trying to survive in a refugee camp. Others might be able to lead more comfortable lives as elites or traders, but there is always the nagging threat that the war will encroach, either through a sudden orbital bombardment or by whisking them away from their family and friends as conscripts in its legions. Those with a conscience might find the opportunity to give victims of the conflict a flicker of hope, volunteering themselves in altruistic missions as medical workers, drivers, pilots and diplomats.
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G.I. CAMPAIGNS
Campaigns which involve all the Player Characters taking the role of a G.I. clone have advantages. The characters will typically be physically tough and capable of fighting a wide variety of foes with their martial skills and equipment. Training is flexible enough to allow for specialization beyond that of a mere assault trooper. Furthermore, individual clones are still capable of having distinctive personalities. Campaigns will ideally be military missions fighting against Norts on Nu Earth. After all, it’s what they were created for, and this gives them a tremendous advantage compared to other combatants on Nu Earth. Unless they go rogue for some reason, they can expect to be assigned to a series of different missions rather than serving a long posting as simple infantrymen on a frontline. Obtaining replacements for any G.I. weapons and ammunition will require characters to visit or communicate with Milli-Com. The ability to have a Player Character’s personality and skills downloaded onto a biochip offers the chance of a type of immortality. Scenarios involving some PCs who are currently in biochipped weaponry can be entertaining and challenging, and some character exploits can be chosen for this role. Care is needed by a GM though, as players might become jaded if they find themselves in a constant role as a talking piece of equipment carried by another character. Getting imprinted chips back to Milli-Com for a replacement body or improvising an android to hold their biochip will be a supremely important goal as far as the biochip is concerned.
GMs can devise encoded imperatives and information that have been implanted by Gene-Genies into G.I.s that should help to steer them into finding and completing missions. G.I. troopers and Dolls might perceive these messages as coming from an avatar of a former comrade or a dimly remembered dream. The GM must decide why any G.I.s avoid the fate of their clone brothers in the Quartz Zone massacre unless they play through the battle as an adventure. Perhaps they missed the battle due to training injuries or were seconded to Colonel Kovert? Despite the advantages of playing a G.I. character, some players might find the role as an obedient warrior of Milli-Com from a legion of similar clones as unappealing. G.I.s are, after all, frequently despised as freaks by humans, are not expected to spend much time between missions and their leave is merely spent on a remote military base in space.
CHEATING DEATH
G.I.s are not the only Player Characters who might be granted the chance of re-incarnation via a biochip. Powerful organisations such as Colonel Kovert’s OPS might spend the resources into biochipping important agents. It is also a useful plot device for ensuring that a defeated major villain returns to vex his enemies.
SOUTH SIDE YEAH?
Many Rogue Trooper campaigns will feature Player Character groups of Southers fighting Norts, after all the Greater Nordland Republic is a militaristic, totalitarian, brutal regime whose masked soldiers commit constant atrocities. That said, GMs with players who want to play Nort characters should still be able to accommodate them, even allowing them to fight against their homeland nation. At least one Nort military clan on the losing side of a power struggle had its surviving soldiery defect to the Souther cause, just as the Norts themselves employed the ‘traitor general’ after he fled from the Buzzard command site. Such turncoats will often be treated with suspicion by their new allies and will constantly need to prove their loyalty. If the overall campaign can accommodate it, some Nort Player Characters might be loyal secret agents in the Souther military. Robots are easily enough reprogrammed to obey new masters, and humans and clones might find themselves used as experimental prototypes in brainwashing programs.
The GM can also choose to run a campaign with players fighting for the Nort faction. Looking beyond the propaganda images, the Souther Confederacy themselves have never fought a chivalrous war. Chemical attacks and murderous alien allies have been unleashed on Nort civilians by the Souther high command, and the C5 intelligence service is prepared to use extreme torture in its interrogations. Milli-Com’s authorities order the execution of any rankers who strike their superior officers, and even a hero like Rogue Trooper is sentenced to death as a deserter with assassins being dispatched to summarily kill him without trial. War changes people, and many Souther soldiers see the Norts as inhuman enemies who must be eliminated by any means possible. The Nort regime does at least recognise that some of its military leaders have committed war crimes. They have dedicated a division of State Security police to bringing some of the perpetrators to justice. Outside the brotherhood of the arrogant military castes, many Nort soldiers are hapless, miserable conscripts who are told that Southers are merciless killers. Many of them would rather live in peace on their homeworld handing out presents to their children on Patriot Day. The Norts also developed their own genetic infantry. GMs can allow for parallel secret training camps existing besides the one used on the Moon of Torpor. This could include Nort G.I. Player Characters, generated like their Souther counterparts, but armed with standard military weapons and lacking biochips. Some groups of PCs can have no allegiance to either the Southers or the Nort factions. Bands of criminals, mercenaries and deserters may try to maintain an independent existence, and organised and ambitious groups can scheme to enrich themselves by playing the two rival powers off against each other. Sometimes, the players might have to co-operate with their enemies in the face of a danger that threatens them both. This could include a wide range of threats such as hostile natural environments, rapacious bandits or vast alien space armadas. Such co-operation might forge bonds of friendship that prove useful in further trials or could be part of a tense situation where both of the sides in a temporary alliance expect a double cross and intend to get theirs in first—though if they act too quickly, their common objective might be ruined.
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MILITARY CAMPAIGNS
Gaming a continuous day-to-day posting in a static trench line will soon pall for participants. The Rogue Trooper campaign should spare players the monotony of garrison duty or long bouts of frontline service until they become casualties of the constant attrition from artillery strikes and chemical poisoning that is the lot of many of the soldiers on Nu Earth. Military missions and events should take them, like Rogue himself, to various locations on Nu Earth and present a wide variety of foes and challenges. Periods of duty and training prior to the adventure can be simply summarized by a GM. Although a warzone might feature involve tens of thousands of combatants, the actions of the PCs should be of prime importance to an adventure. The resolution of one scenario might be inconsequential to a vast battle, but others will have important consequences to a grand strategy. The GM can devise a series of scenarios connected to the eventual fate of an important sector of Nu Earth or the control of a series of planets. Military teams will have to report to an NPC commander. Ideally, they shouldn’t be mere cyphers, and plot threads and
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drama can develop if they prove to be charismatic, sadist, inept or glory seekers who care little of their men’s welfare and lives. Care must be taken by a GM to avoid a group of PCs becoming disillusioned if they are constantly having to perform actions ordered by NPCs. Allow them an opportunity to use their own initiative and don’t be too surprised if they try to ensure an unpopular commander doesn’t get out of a tour of duty alive! Besides the Rogue Trooper stories in 2000 AD, war movies and books should provide inspiration for themes, plots and characters. The Confederate States Army from the American Civil War and the United States military of later centuries are useful role models for the Southers whilst the Norts resemble stereotypical Russians and Nazis. These campaigns are best suited to characters playing military teams, either units of G.I.s, a conventional military squad or, more likely, a ‘dirty dozen’ collection of misfits and specialists from a regular army or a mercenary band of offworlders. One advantage is that they will usually receive rations and replacement arms whilst munitions and transport will often be provided for a mission. Rewards might include pardons for past crimes, medals and promotions and the
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MILITARY MISSION
11
Mine laying/clearing/assisting engineers
36
Assault a bunker
12
Prison guard detail/searching for escapees
41
Assault a fort
42
Assault trench line
13
Prevent looting/clear an area of civilians
43
Tunnel fighting
44
Fighting withdrawal
14
Patrols against bandits or guerrillas
45
Rapid evacuation
15
Staff an observation point
46
Rescue mission
16
Defend a hill
51
Raid to intimidate opposition
21
Defend a riverbank
52
22
Defend a bunker
Raid to seize vital supplies/free POWs
23
Defend a fort
53
Raid to take prisoner(s)
24
Defend a town
54
Raid to seize technology
25
Defend a city
55
Seize a vital hill or building
26
Escort an agent or war correspondent
56
Seize a vital bridge or rail link
31
Escort refugees
61
Seize a shuttle port or harbour
32
Escort a military convoy
62
Sabotage
33
Reconnaissance of a region
63
Ambush
34
Scout enemy positions
64
Deception operation
35
Search for enemy special forces team/ agent
65
V.I.P. protection
66
Assassination
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CH/5: ROGUE TROOPER CAMPAIGNS //CAMPAIGN LOCATIONS
chance to be heroes on propaganda broadcasts along with the consolation of military funerals for those who are killed in action! GMs requiring instant backstories or impromptu adventures can choose or roll military missions from the table on page 94. Military characters who tire of risking their necks in a cause they cannot identify can try to come up with a plan to desert, though once their attempt is underway, they will need to keep a wary eye out for military police and bounty hunters.
CAMPAIGN TONE Future war is a grim setting, and GMs are best tailoring their depiction of its horrors to meet the preferences of the gaming group. The Rogue Trooper stories generally lack the same level of bizarre humour or satire featured in strips like Judge Dredd or Strontium Dog, though there is still a quirky feel to some stories and a grim gallows humour of quips is used by Rogue and his biochipped buddies. War is hell, but there is still no reason to impose constant misery on Player Characters.
CAMPAIGN LOCATIONS NU EARTH
The Rogue Trooper comic strip provides a wealth of detail on Nu Earth’s geography and history, but as the world is largely unmapped, there is still plenty of scope for GMs to add their own regions and nu-cities. As mentioned earlier, Rogue himself never stays for long in one location, and it’s a good idea to move the PCs to adventures in different locations so they can experience a wide variety of terrain and challenges. Being assigned a vehicle or stowing away on a train or hopper will get travellers to their destination, though there is always the option of undertaking long odysseys on foot. Periods of travel can be briefly summarised by the GM when the actual adventure needs to get underway. The toxic environment makes adventures more challenging, but some adventures can have the action staged in sealed environments or mountain passes with untainted oxygen.
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The world of Nu Earth was never fully explored before war broke out, so a campaign or scenario can involve the discovery of a hither-to-unknown region and the life and resources in it.
OFF WORLD
There is a galaxy-wide war, and Rogue Trooper undertakes a mission to distant world on his return to Milli-Com. Many planets have larger civilian populations and wealth compared to Nu Earth. The vacuum of space and many planets are hostile environments, but there are plenty of worlds where travellers can move around in safe atmospheres. Military groups can complete various assignments in warzones, though quieter areas of the galaxy might appeal to deserters or other types of adventurers. Criminal gangs will find rich pickings maintaining elaborate cons or pulling off daring heists. Many alien races are quite happy to make a profit through contact with humans but will often view such a virulent and aggressive species with suspicion. If the players acquire a vessel of their own, space travel adventures will benefit from PCs learning a few useful skills to enable them to pilot and maintain their spacecraft. The Rogue Trooper comic strips are mainly set on Nu Earth, so GMs might need to put some time into creating worlds and alien races for themselves but can choose to adopt material found in the EN Publishings NEW setting.
OTHER DIMENSIONS
The different worlds presented in the enthralling stories of 2000 AD include a myriad of dimensions. Occasionally, cataclysmic events or complex technical devices create a portal between these dimensions. It is quite feasible for a Rogue Trooper campaign to involve journeys between different worlds, including another dimension where mutant bounty hunters of the S.D. Agency sometimes take missions outside their native reality. There are also several variations of Earth where the lawman Judge Dredd deals with the guilty citizens of Mega-City One and helps to defeat invaders from other regions of time and space. Inspiration and rules can be found in Judge Dredd and the Worlds of 2000 AD, Strontium Dog, and other WOIN publications.
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MEGA-CITY ONE When dimensional or time-travelling vessels arrive in the vicinity of Mega City-One, its Justice Department is prepared to offer provisions and medical assistant to time or dimensional travellers in return for forty-eight hours unrestricted access to investigate the travellers’ technologies. In 2116, a vessel from a Souther faction made use of these terms. During an invasion of Sector One by combatants from several different dimensions in 2123, a unit of the Seventh Khashan from one dimension ended up in a four-way conflict with a force of Judge Cal’s invading Judges, Judge Dredd and a tyrannosaur.
NU EARTH ENCOUNTERS The following tables can be used by the GM to help determine the conditions, locations and inhabitants that adventurers encounter on Nu Earth. They can be read through to suggest a selection or randomly generated using dice and can be enriched for tactical actions through devising appropriate stunt areas. The bones and corpses of dead men and the wreckage of tanks and troop transports men can always be added to colour any encounters made during a journey! Hazards listed here include damage that is normally inflicted on Player Characters unfortunate enough to encounter them. Many, however, have the potential to cause much greater damage rolls or simply end an individual’s existence in an instant. Such catastrophic events are best reserved for the NPCs’ structures and vehicles. Mechanisms used outside the sealed environments of Nu Earth are usually more prone to malfunctions as jolting journeys, sand, acid, moisture, radiation and extremes of temperature all effect equipment. Travellers will find that checking and cleaning equipment helps reduce the risk of breakdowns, and the GM can request skill rolls for relevant weapon skills, engineering, electronics or survival to keep equipment in good order or to fix problems. Weather, radiation, jamming and obstacles will often make the use of communication devices and scanners extremely unreliable or impossible.
CH/5: ROGUE TROOPER CAMPAIGNS //NU EARTH ENCOUNTERS RADIATION LEVELS
Much of the land mass of Nu Earth beyond the shielded Nucities and Forts is radioactive.
2D6 2 3-8
LEVEL OF RADIATION
EFFECTS
Uncontaminated
Miraculously clear environment Light levels that effect crops and human fertility levels, life expectancy, and so on Inflicts damage as per illness table Inflicts damage as per illness table with a -2d6 penalty on checks made to treat it
Tainted
9-10
Contaminated
11-12
Heavily contaminated
CHEM-CLOUDS
The thick fog of chemical and biological weapons shrouds most of Nu Earth’s landmass and coastlines outside the shielded and decontaminated settlements though some mountainous areas remain clear of the deadly mists. The conditions in a locality can be generated using the table below. The GM can also invent new chemical agents and could adapt and rename the 2T(Fru)T disease (Judge Dredd and the Worlds of 2000AD, page 149). Intact chemsuits and equipment are usually proof against these conditions, whilst ones that are not fully working will provide partial protection, lengthening the time factor before a condition takes a full level of effect.
PSYCHOTROPIC AGENT
Some of these are particularly potent and cannot be filtered by chemsuits. Even G.I.s are affected by them, though they gain a +1d6 to checks to resist the effects and shake off the associated condition on a 3,4,5, or 6 (instead of a 5 or 6). The improved G.I. clone bodies used to house biochips after the Quartz Zone massacre are totally immune. Conditions are usually random to each individual, though individuals will often perceive the hallucination as similar to the image described by another onlooker.
1D6
PSYCHOTROPIC CONDITION
1
Afraid
2
Confused
3
Dazed
4
Manic
5
Placid
6
Sick
WEATHER
Extreme changes of weather occur throughout large areas of the continent, the product of nuclear and chemical warfare. The GM can introduce extreme weather as desired or could roll 1d6 each day with a 1 resulting in a roll on the table below, ignoring any that seem inappropriate to climate and terrain. The exact effect of weather will vary with terrain type and temperatures.
2D6
EXTREME WEATHER TYPE
2
Hurricane or Twister
3
Black Rain
4
Extreme Heat or Cold
CHEM-CLOUD CONDITION
5
Storm
Sick
6
Heat Haze or Fog
Poisoned
7
Heat Haze or Fog
10
Poisoned and Burning (acid)
8
Acid Rain
11
Burning (acid)
9
Clear Skies
12
Psychotropic and Re-roll
10
Lightning Storm
11
Flash Flood, Avalanche or Mudslide
12
Earthquake or Volcanic Eruptions and Lava Flows
2D6 2 3-9
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Acid Rain. Downpours of blistering chemicals create an Acidic environment (Judge Dredd and the Worlds of 2000AD, page 153). Severe acid rain is unlikely to ever occur in areas of abundant flora unless they have some mutated adaptions to protect themselves. Avalanche. Perilous torrent of rocks or snow that tumble onto travellers are caused by vibrations or cunning ambushers. Those who cannot evade are potentially battered, swept off high passes or buried alive. GMs can assign 2d6 blunt damage, though heavy deluges might inflict anywhere between 3d6 and 10d6 damage. Black Rain. Downpours of rain sometimes occur when chemicals in the atmosphere merge with the water to form black droplets. Showers give dim conditions and heavier downpours can count as the second stage of the blind condition. Mud and snow on the ground becomes a noxious black sludge. Clear Skies. Occasionally pockets of Nu Earth are clear of toxic atmosphere. Earthquake. Use Tremors rules (Judge Dredd and the Worlds of 2000AD, page 153). Sometimes deep crevasses can appear in the vicinity of the disturbance. Extreme Cold or Heat. Treat these as cold and hot environments (Judge Dredd and the Worlds of 2000AD, page 153). Some chemicals may freeze or ignite. Flash Flood. Sweeping down hillsides or suddenly filling dry riverbeds, they can drown individuals or carry them along for great distances. Heat Haze or Fog. The chem-clouds of Nu Earth often form thick, low lying banks. Use Dim environment rule (Judge Dredd and the Worlds of 2000AD, page 153). Hurricane. Use Windy environment rule (Judge Dredd and the Worlds of 2000AD, page 153). Extremely fierce winds in deserts can pick up sand that fiercely abrades exposed flesh, clogs up unprotected machinery, destroys shelters and blows over vehicles. Lava Flow. Treat as a scorching environment. Lightning Storm. Fierce storms can feature lightning strikes inflicting 2d6 electricity damage that cannot be dodged. Mudslide. Mudslides can occur in wet conditions and are avalanches of waterborne rocks or liquid mud. Storm. Storms can be assigned features such as rain, snow, dust clouds, and fierce winds. Twister. Swirling vortexes of wind that can snatch up men and vehicles, inflicting 2d6 piercing damage per round. Volcanic Eruptions. Extremely hot environments of pumice and magma.
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RANDOM TERRAIN
(See table on p.99) Much of the terrain generated can be adjudged to be difficult terrain. Bodies of water are usually polluted and count as inflicting the poisoned condition on those who swallow it, though purification chemicals carried in survival kits can produce drinkable water. Many of them count as an acidic environment and some bodies, including the Scum Seas, have concentrations that cause the burning condition. Ash Desert. Grey, dry wastes of lifeless ground. When the ground is arid, travellers raise plumes of dust, and winds can whip up blinding clouds. During rain storms the surface turns into mud. Geysers. These areas are usually indicated by craters and an ever-present haze of smoke or steam. Eruptions can be of scalding of boiling water, hot mud or magma. Objects caught in the main burst of an eruption typically take 2d6+4 Heat damage and are tossed in a random direction. The air in their vicinity is often free of chem-clouds. Meltdown Zones. Glass-like surfaces of ground created by thermo-nuclear weapons sometimes scattered with melted structures of rocks and buildings. Occasionally the ground is a crust that caps cavernous spaces into which unfortunate individuals or vehicles might tumble. Petrified Forest. Chemical weapons have turned swathes of forest into silent sculptures of stone trees, normally a process taking millions of years.
CH/5: ROGUE TROOPER CAMPAIGNS //NU EARTH ENCOUNTERS
D66
D66
TERRAIN
11
Abyss
TERRAIN
D66 31
Plains
TERRAIN
51
Petro-Stream
12
Craters
32
Flats
52
Creek
13
Mountains
33
Scrub
53
River
14
Mesas
34
Petrified Forest
54
Lake or Oasis
15
Mesas
35
Jungle or Small Forest
55
Salt Pan
16
Canyons
36
Funkus Zone
56
Dry Riverbed
21
Low Hills
41
61
Mud Flats
22
Low Hills
42
Desert Desert
62
Swamp
23
Low Hills
43
63
Glass Zone
24
Hills
64
Acid Pools
25
Hills
44
Ash Desert with Pyramid Structures Ash Desert
65
Volcanoes
Mountains
Ash Desert
26
45 46
Ash Desert
66
Geysers
D66
SETTLEMENT FEATURE
D66
SETTLEMENT FEATURE
D66
SETTLEMENT FEATURE
11
Ghost Town
33
Ruined City
53
Ruined Industrial Zone
12
Weapons Silo
34
Research Station
54
Shack
13
Fall-Out Shelter
35
War Debris
55
Subterranean Settlement
14
Guerrilla Camp
36
Way Station
56
Church or Monastery
15
Wrecked Vehicle
41
61
Cemetery
16
Mine
62
21
Abandoned Mine
42
Aquaponic Farm [1-5 Ruined, 6 Working] Ruined Fort
22
Abandoned Farmstead
43
Ferry or Bridge
23
Hamlet
44
Old Gas Station/Diner
63
Abandoned Leisure Site [1-3 Parkland, 4 Animal Park, 5 Amusement Park, 6 Museum] Pueblo Pyramid
24
Ruined Hamlet
45
Caves
64
War Debris from Space
25
Village
46
65
Stockade
26
Ruined Village
66
Nu-City
31
Town
32
Ruined Town
Strip of Highway [1-2 Ruined, 3-4 Fab-Way, 5-6 Highway] Rail Track [1-3 Ruined, 4-6 In Use] Old Pipelines
51 52
99
D66
MILITARY FEATURE
D66
MILITARY FEATURE
11
Booby trap/I.E.D.
33-34
12
Half buried, but live munition Minefield with anti-personnel mines Minefield with anti-personnel and anti-vehicle mines 1-3: Bio-wire 4-6: Decapitator swarm Fox holes [small pit to hold a soldier] Breastwork or sangars [low barricades of sandbags or rocks] Slit trenches
13-14 15
16 21 22
23
D66
MILITARY FEATURE
Sniper post
55
Field Hospital
35-36
Observation post
56
Fort
41-42
Block house/fortified house Pill Box
61
Artillery Position
62
Supply dump
63
Vehicle park
64
Command Post
65
1 to 3: Training ground, 4 to 6: Prison camp Airstrip
43-44 45
Automated pillbox
46
Deep ditch designed to immobilize or deter wheeled vehicles and all but the largest tracked vehicles. Bogus position made to resemble a military area determined by rolling d6 as last digit of number preceded by 6. Military Camp
51
24-26
Trench system
31-32
Las machinegun nest
52-54
D66
TRAVELLER OR DENIZEN
D66
TRAVELLER OR DENIZEN
66
D66
TRAVELLER OR DENIZEN
11
Military Scouts
32
Flier
53
Smugglers
12
Recce Vehicle and Crew
33
Unmanned Probe Craft
54
Bandits
13
34
War Droids
55
Ghouls or Cultists
14
Recce Vehicles and Crews Military Squad
35
Milli-Fuzz
56
Well-Armed Marauders
15
Military Platoon
36
Auxiliary Droids
61
Scientific Researchers
16
Military Company
41
Military Army
62
Spy or Filth Columnist
21
Military Column
42
Colonists
63
Sims
22
Supply Column
43
Refugees
64
Waldo
23
Combat Happy Soldier
44
Lost Survivor
65
G.I. or Doll
24
45
Plague Victims
66
46
25
Deserters or Escaped POWs Sniper
26
Tank
31
Hopper
War Correspondent or Propaganda Unit Bounty Hunter or Mercenary Unit Scrap Hunters
Roll 1d6: 1 Aliens, 2 Psyker, 3 Supernatural Manifestation, 4 Scientific Experiment, 5 Cyborg, 6 Blue Mooners
100
51 52
CH/5: ROGUE TROOPER CAMPAIGNS //NU EARTH ENCOUNTERS
SETTLEMENTS AND FEATURES
(See table on p.99) Most buildings outside the Nu-Cities show damage from battle or extreme weather conditions. Some will be inhabited, often by soldiers, whilst others might be eerily derelict or rigged with booby traps.
MILITARY FEATURE
(See table on p.100) The landscape of Nu Earth is covered with military defences and structures.
ANIMALS
Animal life is now rare on most of Nu Earth. The likelihood of encountering a particular species of animal is strongly influenced by the type of terrain. Jungles are the main regions to find both fauna and flora. Many species prefer to be active in twilight or night-time, and much of the planet is free of any creatures. Many might take to flight or choose to hide in order to ambush or evade the travellers.
TRAVELLERS AND DENIZENS
(See table on p.100) The numbers, allegiance and motivations of these individuals can be determined by the GM. Some might be travelling across the path of the characters, other unfortunates could be dead or dying, whilst some lurk in hiding or ambush or choose to flee in blind terror.
ASPHYXIATION
One of the biggest problems with working in Nu Earth, space or on many moons and planets is the lack of a breathable atmosphere. A more subtle problem in artificial environments is when there is breathable air but little or no oxygen. If you are being strangled you know you are trouble, but when you just feel a bit sleepy and groggy as you go about your day in the habitat you might not realise the danger you are in. Asphyxiation is deadly, but thankfully takes minutes rather than seconds. As such, it uses the countdown mechanic. Create a countdown dice pool equal in size to the character’s END attribute. Each turn, the dice pool is rolled and any dice showing a 6 are removed from the pool. When the final die is removed, the character falls unconscious and the unconscious and dying process begins as normal.
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If the character is given the oxygen they need at any point in either countdown, the countdown stops and they recover. Recovery can actually be quite quick as long as the heart hasn’t stopped. However, any character recovering in the second countdown may still suffer permanent effects from the damage to their brain. The two environments that will cause an asphyxia countdown are low oxygen and no oxygen. Low oxygen environments come about in faulty or sabotaged artificial habitats. No oxygen environments are places like space or the surface of the moon. Sometimes the oxygen supply to an environment may be compromised but not badly enough to cause asphyxia. If the oxygen in an area is low, but not low enough to cause unconsciousness, everyone there will find themselves short of breath, tired and dizzy. Each round they begin in this environment they must make a Routine [10] END check, with each subsequent check suffering a cumulative -1d6 penalty. One effect of low oxygen is euphoria, leading many suffering from its affects to appear intoxicated. On the first failure, the character gains the Drunk condition. On the second failure, the character also gains the Fatigued condition. Both conditions last until the characters spend a whole minute in a regular oxygen environment. If the Player Characters are in a low
D66
NATURE OF ILLNESS
D66
oxygen environment but don’t know it, the Gamemaster may start the countdown without the PC’s knowledge. They can make perception rolls to realise they are in danger and not just out of breath. However, once they gain the Fatigued condition, they automatically recognise the danger they are in.
NU EARTH MADNESS
(See table below) War in all its forms is horrific, but the conflict on Nu Earth includes the extra terrors of operating in a poisonous environment and witnessing the devastation wrought on civilians and nature by decades of warfare. In the Rogue Trooper saga, almost everyone seems to end up a little crazy. The unfortunate soldiers who manage to survive conflicts often succumb to shellshock. Some of them are numbed, almost sleepwalking through the horror, whilst others become cold-blooded killers. ‘Pray for War’ is one of many psycho-killers in the Souther armies, and the Nort troops of the Nagan Legion collect grisly trophies. The Traitor General is perhaps wise to be paranoid for his safety but flies into lethal rages on occasions when he feels slighted or thwarted. General Wagner ends up in a straitjacket, plagued by hallucinations of
NATURE OF ILLNESS
11
Hates Norts or Southers
31
Hates aliens
12
Fears Norts or Southers
32
Hates discipline
13
Fears explosions
33
Fears being alone
14
Fears the dark
34
Numbed to violence
15
35
Fears tanks
36
Fears aircraft
16
Fears being in buildings and structures Fears being in the open
41
Fear of flying
21
Fears corpses
42
Hates politicians
22
43
Hates officers
44
Hates journalists
23
Collects grisly souvenirs of kills Talks to their weapons Talks to self
45
Hates mutants or clones
24
Fears being gassed and only relaxed if in a chemsuit. Hates civilians or colonists
46
Hates or fears Robots
25
51
Chooses to become mute
52
Sings snatches of songs
26
102
D66
NATURE OF ILLNESS
53 54
OCD with care of equipment Has nightmares
55
Extremely superstitious
56
Fears aliens
61
Fears doctors
62
Fears space travel
63
Fearless
64
Uncomfortable unless in spartan conditions Acts like an individual from another historic era Adopts a trademark piece of apparel
65
66
CH/5: ROGUE TROOPER CAMPAIGNS //NU EARTH MADNESS blue devils of the G.I. kind. In Fort Neuro, every sector’s human inhabitants succumb to a communal pattern of eccentric behaviour. Even the G.I. clones, engineered and conditioned for the war on Nu Earth, are psychologically damaged by the conflict. Bagman is OCD with his equipment, Gunnar is a violent ‘psycho’ who only just made the grade as an active trooper, and Major Magnam is murderously obsessed with discipline and rules. Rogue himself isn’t left untouched, being plagued by occasional flashbacks in his sleep and finding himself unable to relax properly in secure and comfortable conditions. He relishes dozing on the ground with his military kit, ready to rouse himself at the first sign of danger. Section 8 of the Souther military code covers the withdrawal of individuals from frontline service due to mental illness, and, like their Nort opponents, they recognise battle shock as a medical condition. The Southers use psychiatric-trained medics and specialised wards to facilitate their recovery.
Ideally, frontline units are rotated out to furlough areas for rest and recuperation, though the practise can be sporadic or non-existent in some theatres. The Norts sometimes bring their penal legions up to strength by drafting in patients from asylums. No fully detailed rules are presented here for adding psychological damage and its treatment in a Rogue Trooper campaign. Any GMs who feel that characters might succumb to forms of mental stress can use some of the conditions listed in Judge Dredd and the Worlds of 2000 AD and might occasionally require characters to make WIL based rolls to avoid trauma. If a symptom of battle shock is required, the table on p.102 can be used.
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CH/6: ALL HELL ON THE DIX-I FRONT
In the comic strip, the Dix-I Front Rogue Trooper adventure was a significantly longer adventure than previous ones and also presented a major success for the Nort army despite Rogue’s heroics. The guidelines presented below should allow a GM to run a series of adventures set during the entire Dix-I campaign. According to the GM’s preference, the players can accompany Rogue Trooper or replace him. Involving Rogue, but preventing him overshadowing the PCs, the campaign could feature PCs occasionally meeting or communicating with the G.I. during different phases of the Dix-I campaign. They must still complete separate actions without the hero’s assistance, possibly taking the storyline in an alternative direction. If needed, an alternative Filth Columnist other than Sister Sledge can be created or she could be replaced by a loyal med-droid. At times, the PCs may acquire bands of soldiers as allies, sometimes requiring the GM to devise means of losing or killing them between episodes of adventure. Failing to triumph in a mission might result in PCs being captured, though hopefully an escape can be enacted near the next point of the campaign outline. The GM should feel free to alter the difficulty of any skill challenges or the numbers and competency of foes to provide a reasonable level of challenge to the adventurers. Further details on the locations involved are found in Chapter 2.
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EPISODE 1: ALL HELL ON THE DIX-I FRONT DIXI.DAY… HAVE A NICE ONE!!
// ORIGINAL STORYLINE
With the front line quiet, the Dix-I authorities prepare to hold the annual Dix-I Day celebrations and announce over their radio stations that they will offer amnesty to Souther deserters. Rogue Trooper decides to use this as an opportunity to clear his name and get help for Bagman who has stated to exhibit bouts of erratic behaviour after suffering battle damage. Arriving at Nu-Atlanta, he commences his decontamination treatment under the care of the chem-nurse Sister Sledge, but notices an enemy saboteur poisoning a filter system in the nearby hub-dome of the medical complex. Rogue intervenes. Unarmed and under fire, he wheels a nearby stretcher trolley at the Filth Columnist, knocking the agent into the contaminated water and quickly poisoning him. Rearmed as the nurse brings his equipment to him, Rogue deduces a major offensive is imminent and decides to try to alert the garrison.
ENTER THE PCS
Ideally, Player Characters are already stationed at Nu-Atlanta or find transport that gets them to the base. The GM might decide to take the players by surprise by feigning that the playing session will be one dedicated to equipment purchasing and general bookkeeping. Souther Military. Getting a resupply of equipment from the arsenals should be possibility if they can cope with the petty bureaucracy. Troopers could be convalescing in the hospital, visiting a comrade or on duty as part of the security or medical teams in the area. The amnesty provides an ideal chance for deserters to return to the military. Criminals. With the streets crowded with people enjoying the holiday, numerous opportunities will exist to take credits from them. The influx of supplies into the base is a tempting target if they have the muscle and contacts to steal consignments. Citizens. The forthcoming celebrations allow a chance to carouse and gamble, putting aside the worries of wartime. Perhaps the authorities offer good rates of pay for performers and workmen involved in erecting and staging entertainments. Some citizens might be relocated to Nu-Atlanta because it seems a relatively safe location, though this is a grave mistake. Norts. Nort characters might be agents sent to assist Filth Columnist teams as lookouts, drivers, guards and snipers.
// DECONTAM
The stay in a hospital should give characters the chance to be healed to full HEALTH before the action starts. Sister Sledge appears to be a friendly and competent nurse. She will mention the satellite reports that confirm the lack of military activity and switch on a vid broadcast announcing the ongoing celebrations. Noticing the Filth Columnist poisoning the filter system through two sets of windows will require a Challenging [13] INT (perception) check. A Difficult [16] check also notices the initial killing of a guard. If no PCs succeed, another patient draws their attention to the relevant window.
// STOPPING THE ‘FILTHY’
The filter area is reached by an access tube. A dead sentry lies by the entrance into the dome, possibly providing a handy weapon. If the PCs noticed the killing of the guard and react quickly, they can start an AGI countdown to reach the saboteur before he finishes his task. The Nort agent will fight when he is interrupted but is also prepared to flee or shoot himself to avoid capture.
// VILLAINS AND BYSTANDERS
Sister Sledge is detailed on p. 180. The Filth Columnist has a fake ID as a medic and is armed with a Souther weapon and a vial containing a virulent toxic chemical. If needed, he has a nearby accomplice. The Sister Sledge statistics can be used for Filth Columnists, though they will lack the Gentle Touch exploit. If a more powerful opponent is needed, the Sov Spy in Judge Dredd and the Worlds of 2000 AD can be used.
EPISODE 2: HAVE A NICE DEATH! Oh. It’s such a horrible way to die.
// ORIGINAL STORYLINE
Despite Rogue’s efforts, the medical complex fills with poisonous gas via its air ducts, killing staff and patients. Outside Rogue is joined by a suited-up Sister Sledge and witnesses an exploding bubble structure. Sighting two saboteurs escaping, Rogue kills them. He then intervenes as another two-man team disguised as Southers use a missile launcher to ambush genuine Souther troops. Avenging the Southers, Rogue, accompanied by Sledge, makes his way to nearby radio station to broadcast a warning but finds that the staff are poisoned. Rogue realises that a full-scale invasion is on the way, and looks upwards to the black hole over Nu Earth.
EVACUATING THE HOSPITAL
Fast thinking Player Characters will don respirators and arm up if needed. Failing to notice the effects of the poison gas will subject them to a poison attack. Getting both patients and staff alerted and to safety might be one of their priorities. The Nort agent will attach themselves to the group. If the PCs have not yet made themselves a significant thorn in the side of the Nort military, other circumstances can occur in the opening adventures to draw an enemy agent’s special interest. » Being told a significant message by dying staff officer that must be delivered to Milli-Com in person. » Escorting an important strategy droid to Nu Araby. » Escorting a wounded general.
// DEATH ON THE STREETS
Sharp eyes are needed to spot ambushers who are dressed as Souther soldiers, technicians and civilians. At least two encounters should occur with teams of armed Filth Columnists. Explosions occur on various boulevards that inflict 3d6 blast damage, providing extra danger to the unfortunate and
105
unwary. This will also give medically trained characters a chance to help yet more wounded Southers. Some ‘filthies’ are driving vehicles, and PCs involved in vehicle chases will need to carefully thread their way through streets of bewildered revellers.
// “OUR NEXT TARGET”
The Filth Columnist teams infesting Nu-Atlanta hit numerous targets. Player Characters might be located at one of these sites as an attack occurs or find themselves ordered to defend one. If the PCs have made a name for themselves in the war, they might find that they are also a designated target. » Water Purification Plants » Command Centres » Communication Centres » Sensor Installations » Barracks » Gun and Missile Emplacements » Vehicle and Artillery parks » Warships
// STUDIO OF SILENCE
Broadcasting a general alert over the station’s comms requires a Routine [10] LOG (comms) check. Many comm units are down, and contacting staff officers in the escalating panic needs a Challenging [13] check.
// VILLAINS AND BYSTANDERS
Similar statistics to those in Episode 1 can be used for Filth Columnists, though some might use the stats for the Heister or Heavy Gunner from Judge Dredd and the Worlds of 2000 AD. Civilian vehicles can be chosen from the Judge Dredd and the Worlds of 2000AD equipment chapter. Many of the bewildered Souther troops will merely count as a Rookie Infantryman.
EPISODE 3: FLAMERS IN THE SKY Let’s show these Norts a new colour… Blood red!!
// ORIGINAL STORY
Having arrived over Nu Earth via the black hole, Nort troopships in sub orbit release the Sun Legions who start to descend on Nu-Atlanta using hang gliders. The Filth Columnists seem to be wiped out, but they have eliminated the Souther sensors and air defences. Rogue alerts nearby defenders to the
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camouflaged attackers who proceed to shoot at them but fail to prevent many of the Sun Legion’s soldiers from reaching the ground ready for action. Rogue decides to ignite a nearby bunker, which creates a sudden thermal that interferes with the ability of incoming Norts to steer to their target. The Southers copy his tactics, burning ammunition dumps and other structures. Most of those Norts still airborne are carried away from the city or find themselves plummeting to earth like blazing moths. Rogue helps to mop up pockets of legionnaires unaware that a third wave of attackers is being released from beneath the Orange Sea.
SHOOTING AT THE SUN LEGION
Shooting at camouflaged targets a long distance away will prove difficult, especially as the skyline of the buildings make it hard to maintain aim on a target. Getting to a high vantage point on a roof or balcony will prove advantageous.
CITY FIGHT
The second stage of the combat will be with small groups of Norts who have managed to land safely and are seeking to distract the defenders so their comrades can land. Typically, there will be one Legionary to every military PC or two others. The firefight might include a countdown to deal with the Norts before more of them land in the vicinity.
// BURN THE CITY!
Finding suitable targets to burn might be assisted with tactics checks, though nearby milli-fuzz might resist arson attempts. Other dangers include getting free of exploding ammo dumps, flame-filled streets and rescuing citizens who find themselves hurt in the conflagration. Criminals. The chaos initially provides a chance for looters to enrich themselves if they can avoid arrest or being shot by milli-fuzz patrols. The Souther decision to torch areas might endanger warehouses and cellars holding black market goods, which will need defending or quickly relocating to a secure bolt hole. Citizens. Trapped in the battle, do they fight or hide? Millifuzz and Souther units will be wary of any armed citizens who might then find themselves mistaken for Filth Columnists. Citizens will have to avoid arrest and being fired upon. Norts. Military characters can take part in the airdrop, or if already in the base, can assist the Sun Legions by securing and marking safe drop zones and preventing arson attempts by Souther units.
CH/6: ALL HELL ON THE DIX-I FRONT //EPISODES // EPISODES 3-4
// VILLAINS AND BYSTANDERS
Nort Sun Legionnaires are found in the Elite Infantryman statistics in Chapter 6. They lack vehicles but are highly motivated and at least one of those encountered will have a flamethrower. Souther troops will be a mixture of Infantryman and Rookie Infantryman.
EPISODE 4: LAST STAND ON THE SEASHORE We’ve got to go west… try and escape from Dix-I
// ORIGINAL STORY
The Nort naval vessels launch a missile strike to support waves of scum marines assaulting the beach’s defenders. Rogue and Sledge arrive at a strongpoint that still stands. The G.I. leaves behind Helm and Bagman, entering the sea to engage the enemy’s beachballs underwater at close range before they surface. Having cleared the immediate area of beachballs, Rogue heads towards shore but is surprised in the shallows by two scum marine survivors who attempt to overpower him. Two Souther infantry rescue him but are cut down in turn by fire from the shore. Returning to the emplacement, Rogue finds that his gear and Sledge are the only survivors. The nurse tells Rogue how they were overrun by marines. On consulting his battle computer, Rogue finds that the eastern flank of the Dix-I region is also being rolled up and decides to head west, arguing against Sledge’s reluctance to leave.
COASTAL DEFENCE
Military teams might be ordered to help resist the incoming waves of scum marines on the beaches from the shore’s defence points. The defenders will come under at least one salvo from a missile. Some undamaged coastal emplacements provide cover and contain heavy weapons that face seawards. PCs in intact emplacements can make an Easy [7] LUC test, finding a single seal-burster round for each level of success rolled. There will be one beachball containing two scum marines for every PC. Unless individuals can engage the approaching beachballs underwater, they will typically only get a single turn to engage the beachball before the marines unseal themselves or trundle over the PCs.
// THE BURNING DECK
Heroic, but desperate, tactics could involve manning a doomed naval vessel that is burning and holed. Some of its heavy weapons are still operating and can damage the Nort fleet and infantry. The vessel is capable of being sailed out to ram an enemy craft or to be scuttled in an important section of the harbour. Escaping back to shore from the vessel in lifeboats whilst under enemy fire will prove a hazardous voyage.
EXODUS
Even if the PCs achieve a local success, the rest of the harbour is overrun, and staff officers order a retreat. Ideally, the PCs will be leaving the doomed city with Sister Sledge. If they had a flier, it is destroyed. They might manage to commandeer a vehicle such as a Southern Comfort or a wheeled lorry, or could be assigned one if they are asked to get an ambulance of wounded men or a staff officer with a car to safety. Altruistic or mercenary types might encumber themselves with other individuals, such as local families or a concert party.
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Sometimes ruthlessness is needed to stop a vehicle being overcrowded with fugitives or stolen from the PCs. Skilled driving or inspired navigation will help get groups clear of the crowded streets inside the blazing city. Extra anger and confusion can be sown by having a small group of Nort infiltrators disguised as Souther milli-fuzz misdirecting traffic into jammed streets or towards approaching Norts. Criminals. The streets of Nu-Atlanta becoming a warzone might seem a golden opportunity for rivals to bump off gang members in the confusion. Realization that the base is lost might require finding transport to get members and goods to Harpo’s Ferry. Citizens. Unless they wish to stay as part of a conquered population, they must gather goods and relatives and join the exodus out of the burning city. Finding a working vehicle or somehow negotiating space on a military transport will require good communication skills or parting with portable and valuable items. Perhaps a wealthy citizen hires them to get his family to safety? Norts. Military characters can continue to fight within the city, blocking any avenues of escape, or they might be part of the marine assault on the beaches. The armies of Nu Earth are not noted for their chivalry. Will the Player Characters have enough personal honour to protect any prisoners and civilians?
// VILLAINS AND BYSTANDERS
Nort Scum Marines are detailed in the Elite Infantryman detailed in Chapter 6. They assault the beach using two
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man ‘beachballs’. Infiltrators posing as Souther milli-fuzz will have the appropriate gear and count as Elite infantryman Spetznoi. Other combatants referred to in previous episodes, some ships and weapon emplacements will still include heavy weapons and targeting sensors.
EPISODE 5: UNDERCOVER This is the worst idea I ever heard of. You ain’t gonna disarm yourself Rogue?
WALKING IN MEMFIZZ // ORIGINAL STORY
The Norts, having overrun Nu-Atlanta, conduct Dreamweaver attacks using psychogen gas on some areas of the interior, causing hundreds of delusional Souther troops to discard their chem-masks and die as they inhale the poisons of Nu Earth. In Memfizz, a Nort unit dispatches Souther survivors. They unhood as the area is free of chem-clouds. As the Norts near Sister Sledge and Rogue, she suggests a way to avoid combat. The two of them discard their chemsuits and equipment and dance together. The arriving Norts dismiss what they see as a psychogen hallucination, hood-up and withdraw. As Rogue and Sledge proceed, all the team seem impressed with the nurse, bar Gunnar, who still wants the team to ditch her.
CH/6: ALL HELL ON THE DIX-I FRONT //EPISODES // EPISODES 5-6 // ESCAPING DIX-I
Troops are ordered to head for Harpo’s Ferry to be evacuated but face a journey of at least seventy miles and the advancement of Nort forces from various points along the western and eastern coast lines. Travelling via the town of Memfizz, some thirty miles to north-northwest of Nu-Atlanta, offers the prospect of the safest route. Souther Military. Troops are ordered to destroy any military gear and supplies they cannot take to the evacuation zone being set up at Harpo’s Ferry. Other Souther orders are intermittent and confused as the Norts maintain the pressure of their offence. Criminals. Memfizz and other settlements with shopping malls might offer looting opportunities. Among the goods available, domestic droids without owners are a lucrative option. Unfortunately, the retreating troops might have left booby traps whilst mobs of drunken revellers who have stayed behind provide another threat. Citizens. Keeping pace with the Souther military units and getting both medical attention and food will be a problem. Norts. Nort soldiers will find themselves in vehicles trying to catch up with or ambush groups of retreating Southers.
//THE DANCE OF DEATH
PCs with comms who make a Routine [10] LOG (comms) check receive warnings about pockets of Nort psychogen gas ahead of them. At the Memfizz geysers, the PCs encounter an area of breathable atmosphere but will be tired or find that they must repair a malfunctioning vehicle. The PCs will probably be alerted to the presence of a squad of Norts approaching through the clouds by careless comm chatter or the sound of them shooting Souther stragglers. There will be at least four Nort soldiers to each PC. If the PCs are aware of the recent barrages of psychogens, the use of successful tactics rolls will suggest fooling the Norts into thinking they are hallucinating. Attempts to look bizarre can involve using props found in a nearby tourist shop and the bluffing or deception rolls opposed by an INT roll of the enemy officer. Gamemasters should reward novel charades used by the PCs with bonus dice to their skill tests. If a firefight starts that the PCs seem fated to lose, the GM can make escape possible due to an intervention of allies, a hopper strike, rear-guard unit or perhaps Rogue Trooper himself.
// VILLAINS AND BYSTANDERS
The Nort soldiers are Infantrymen led by an Officer with their morale boosted by recent success, which gives them a +2 to their MENTAL DEFENCE and any checks involving WIL.
Most Souther troops and civilians will be tired and rattled, with a -2 to MENTAL DEFENCE and -1d6 to WIL based checks.
EPISODE 6: SYNTH IT AGAIN SAM We march to meet Norty! Strike up the digi-march Synth-Major!
// ORIGINAL STORY
Rogue and Sledge, keeping ahead of Nort armoured columns, reach the Southpoint Academy in the centre of Dix-I where they find the cadets and their band being assembled in neat ranks outside the missile-damaged complex. Rogue advises the colonel in command to disperse the cadets but is ignored as a ‘foul product of Milli-Com’s tampering with the laws of nature’. Headed by the band and the colonel, the marching column proceeds, but their dense formation soon receives hits from incoming missiles. Despite the casualties, the cadets are ordered to keep formation, and the musicians are ordered to play “Marching through Nu Georgia”.
MARCHING TO WAR
After travelling ten miles from Memfizz, the PCs will sight an approaching Nort force just before they encounter the assembled cadets and their base. Perhaps one of the PCs has a relative amongst the cadets? Arguments to convince the instructors to avoid marching in ranks with a band will fail. Staying in close proximity to the cadets as they make their advance results in the PCs being hit with a missile blast unless they spend a LUC point. If the PCs want to slink away and avoid combat, the archaic assault of the cadets will prove an efficient distraction. Criminals. The academy will hold a large collection of trophies that could interest collectors, though the service droids in the complex will hinder attempts at looting.
// VILLAINS AND BYSTANDERS
The cadets are Rookie Infantrymen in pristine uniforms armed with las-carbines or musical instruments and are led by a few officers who use the Officer template. The aged commandant has a las-sword and suffers a -2d6 penalty to INITIATIVE and tactics checks. The distant Nort’s armoured vehicles are a dozen MCVs.
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EPISODE 7: THE BIG SYNTH They’re all dead!
// ORIGINAL STORY
Wanting to avert a massacre, Rogue disperses his biochipped equipment to use their synthetic sound systems, sounding an ‘assembly’ recall signal to the cadets just as the Norts cease their barrages. Suddenly finding himself alone in the chaos as the cadets alter their route, the colonel is shot down by some of the Nort infantry sent in to mop up survivors. Rogue arrives and uses the dying man’s las-sabre to avenge him, as the dying colonel croaks out encouragement. Recovering Helm and Gunnar, Rogue finds Sister Sledge with a group of dead cadets that she was unable to save. Bagman, who is nearby, tells Rogue that Sledge killed the cadets herself, but Rogue and the other biochips dismiss this as another bout of Bagman’s insanity.
SAVING THE CADETS
Those PCs still accompanying the column will be in danger of another missile hit. The cadets are fated to maintain their doomed advance unless the PCs intervene. If they don’t come up with the stratagem used by Rogue, killing the colonel and his fellow officers will leave the cadets leaderless. They will either flee or take the advice of a charismatic individual. The young soldiers will react with anger or horror if they are aware of the PCs being responsible for the slayings. When the Nort barrage ceases, those PCs still alongside or near the cadets’ tattered formation will be in the path of approaching Nort Infantry. They loom out of the chem-clouds after debussing from some crawlers left behind with the MCVs. There will be two of these Nort soldiers to each PC. Once the Nort infantry are dealt with, the chem-clouds will aid the players making a retreat from further contact with the armoured column.
// VILLAINS AND BYSTANDERS
The Nort MCVs from the previous episode are boosted by troops of Nort Infantrymen with the morale bonus described in Episode 4.
EPISODE 8: THE OXARK MOUNTAIN PEACE CORPS You have been liberated by the forces of Nortland! Stay where you are!
// ORIGINAL STORY
Rogue and Sledge reach the chem-cloud-free upper regions of the Oxark mountains where they are ambushed by locals. The leader stops the conflict and invites the travellers to the nearby settlement of Freedom for food and rest, though he insists that Rogue leave his weapons and biochipped gear behind during the sojourn. During dinner at the village, the headman refuses to heed Rogue’s warning of approaching conflict. At first light a Nort force arrives in hoppers looking for Rogue, and their leader strangles the headman when he refuses to aid them. To prevent further bloodshed, Rogue tells Sledge that he will give himself up.
ABOVE THE CLOUDS!
The PCs will travel another ten miles across the plains before reaching the start of a trail leading up into the Oxark mountains, taking them to chem-cloud-free highlands. Vehicles might be lost to mechanical failures or slither off the winding mountainside track to their destruction.
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CH/6: ALL HELL ON THE DIX-I FRONT //EPISODES 7-9 // PARLEY IN THE PASS
The PCs will have travelled for another ten miles along the Oxarks before being challenged by a group of villagers. The villagers request that the PCs lay aside their arms if they want to proceed. Resisting brings an attack from the mountain folk who outnumber the PCs two to one, but they are only striking to subdue. The elder will quickly intervene if anyone appears to be seriously hurt. If the PCs refuse his offer, they must turn back and face a long series of military encounters from encroaching Norts as they work their way along the flanks of the range or must fight their way through the villagers.
// FREEDOM
The village of Freedom is reached by a steep trail that cannot be traversed by vehicles. The PCs can rest and enjoy a brief recuperation.
THE ‘LIBERATORS’
The Norts have been alerted to the presence of the PCs by a surveillance drone or careless radio chatter. At dawn, the Norts arrive in two hoppers which carry a team of Infantrymen. There will be at least two basic infantrymen to each PC. A Nort Officer will command them and will quickly dispatch the village elder who opposes his will. Save for any weapons they managed to hide or improvise, the PCs will be unarmed. They must decide if they heed a summons to surrender or watch the villagers who sheltered them get massacred one by one. The mountain trail will offer little cover for escaping until the chemclouds below are reached.
// VILLAINS AND BYSTANDERS
The Nort troops are identical to those in Episode 5 and use hoppers. They are also arrogant and overconfident. The Worker statistics in Judge Dredd and the Worlds of 2000 AD can be adapted as a Freedom townsman, armed with a stick and removing the zero-g skill and replacing the computers skill with farming.
EPISODE 9: CHAINED I’ll deal with you, commander- the way you dealt with the elder!
// ORIGINAL STORY
Surrendering, Rogue has his hands manacled together. Attempting to smuggle Rogue’s equipment to him, Sledge is
discovered, but before she can be executed, Rogue tells Gunnar to open fire. As the biochipped rifle mows down soldiers, Rogue strangles the officer using the chain on his handcuffs. Inspired, the villagers grab discarded arms and avenge their elder as they assist in killing all the Norts. As a fresh force of Norts are spied flying towards Freedom, Rogue formulates a plan, and the villagers don the dead Norts chemsuits. The fresh force of invaders land without respirators and are poisoned as Rogue orders the detonation of chemical weapons which wipes them out. The folk of Freedom are left behind, their animals are slain, and their land is now covered in chem-cloud, but they are prepared to defend the territory as guerrilla fighters. Rogue and Sledge head onwards to the Western Sea.
THE BATTLE FOR FREEDOM // CAPTURE
The PCs will need to surrender or face being flushed out of their hiding places by grenades and attempts to burn the buildings. If captured, any prisoners are put in an emptied animal corral. G.I.s and characters who appear to be soldiers will also be handcuffed. Sister Sledge will be able to keep free of being cuffed, flattering the Nort Captain and making herself useful serving food.
// TURNING THE TABLES
Sledge, a villager or a PC who has managed to elude capture can attempt to retrieve the prisoners’ arms and sneak them to the PCs. Gaining an advantage could include getting some of the Norts drunk, drugged or distracted or creeping into a parked hopper to fire a lethal salvo. Dozens of villagers will be able to assist the PCs if they witness any of the Norts being defeated.
// GUERRILLA WARFARE
Just as the Norts are defeated, a second force of half a dozen hoppers is sighted. PCs making a Challenging [13] LOG tactics or psychology check will deduce that the Norts will probably dispense with wearing chem-hoods if the local atmosphere seems clear. The two Nort hoppers on the ground include a small cache of gas grenades. The GM can devise a countdown to allow the defenders of Freedom a chance to sort out arming, improvising defences, setting booby traps or fleeing the village. Two of the approaching hoppers will be armed with heavy weapons, strafing the area for two actions before the entire force lands on the edge of the village. There will be around two dozen, bare-headed Nort soldiers, who assemble and charge
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towards any nearby defenders or buildings. Cunning ambush tactics will quickly massacre the intruders. Failing this, a bloody street fight will be waged till one side is victorious. If the Norts seem to be on the point of victory, a heroic sacrifice by the villages will buy the PCs time to escape. If the PCs capture any hoppers and use these to assist their escape, they will be intercepted by Nort atmocraft or SAMs and damaged, forcing them to crash land near Harpo’s Ferry.
// VILLAINS AND BYSTANDERS
The NPCs use the same stats as the previous episode and are, if anything, even more overconfident.
EPISODE 10: HARPO’S FERRY Move it Southers! The Norts are right behind you!
// ORIGINAL STORY
Rogue and Sister Sledge finally reach the rear-guard who are defending Harpo’s Ferry. The mass evacuation of Souther soldiers and civilians across the Western Sea to Nu Araby is being conducted here. The slowly dying volunteers they encounter refuse to let Sledge give them medical attention, and the two hurry to a solboat that is about to cast off. Alerted by Bagman of an imminent assault by a Nort armoured force, Rogue leaves Sledge at the gangplank and hurries to help the rear-guard.
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The Nort vehicles arrive to find the evacuees are off the beach and being programming their missiles against the retreating ships. Rogue leads the defenders in attacking the MCVs, which are destroyed, but not before one manages to release a salvo. Out to sea, the vessel that he left Sledge on is blown apart. Appalled, Rogue staggers to the water’s edge and ruefully regards a damaged child’s toy amongst the debris. He is surprised by Sister Sledge who tells him that she was unable to sail without him.
THE FINAL MARCH
The last leg of the journey involves a downhill trail beyond which are the plains leading to the evacuation beaches. This distance of some twenty miles is along a road that is sporadically pockmarked with bomb craters and dead men. The GM might decide that the PCs encounter a Nort atmocraft looking for targets to strafe. As they finally reach the bluffs overlooking the beach, they meet the rear-guard of the Southers.
// EVACUATION
The beach below is full of the debris of a defeated army. Some of the vehicles have been destroyed by Nort airstrikes, but the majority have been wrecked by their own drivers. Further along the coast, the nearby town is already pounded to rubble. Characters may attempt to scavenge and will probably find a few weapons, but there will be little ammunition or food.
CH/6: ALL HELL ON THE DIX-I FRONT //EPISODES 10-11 If they visit the town, they will miss the last boat. The town might yield some loot, but fires and collapsing walls prove hazardous.
// CASTING OFF
PCs sight the lines of haggard soldiers and civilians waiting to board the last of the navy’s jetfoils and solar-powered boats via ramps or access tubes and being assisted by deck droids. They will need to hurry to catch the last vessel, and at the ramp, they receive a comm message about four approaching Nort MCVs. If they don’t volunteer to turn back, a wounded officer begs their help or might distract them long enough to miss their vessel. Sister Sledge is reluctant to board if her protectors elect to stay and will probably manage to slip away.
REAR-GUARD
Heroic characters choosing to join the small scratch teams of defenders will be joined by a couple of dozen soldiers. They lack a heavy weapon but have a cache of plasma and gamma grenades that they will share with the PCs. There are +1d6 of each type of grenade per LUC spent. The defenders will respond to the leadership and tactics used by the PCs. Dealing with the four MCVs could involve the following tactics: » Finding and quickly repairing an abandoned weapon. » Improvising bundles of explosives. » Getting a comm link to a naval vessel and persuading it to fire on a set of coordinates. » Finding ways to attack vulnerable areas of the MCVs such as the bellies of the hulls. The heroic band should deal with all the unescorted vehicles, but not before the last one manages to release a salvo at the solboat. All the rear-guard’s defenders will be killed or near death after the conflict, except the PC survivors.
// PRETTY LIGHTS
The solboat receives a series of damaging impacts from the missiles, and any PCs aboard will be in the radius of a blast. The boat explodes and sinks into the Scum Sea, but with LUC and AGI, the PCs might manage to get a life raft launched in time. The raft is badly damaged, and the shore must be reached as soon as possible. Perhaps the raft it is overcrowded with other survivors, and as it looks like swamping, a desperate melee ensues?
// ON THE BEACH
Whatever happens, the Nort agent should manage to survive to join the PCs on the beach watching the distant Souther flotilla vanish into the chem-clouds.
Criminals and Citizens. Although the Souther planners want to evacuate civilians, non-combatants might find themselves amongst ill-disciplined soldiers and will need to use cunning or aggression to ensure they get a place on the evacuation craft. Perhaps they have access to a flier or a boat. Heroic teams can undertake rescues whilst less idealist types can attempt to extort items of wealth from would be passengers. Norts. The end phase of the campaign will involve fighting against stubborn pockets of rear-guards and rounding up droves of demoralized Southers.
// VILLAINS AND BYSTANDERS
The Nort MCVs use the same stats as Episode 6. Many of the escaping Souther infantry are demoralized and count as a Rookie Infantryman. The rear-guard troops will count as Infantry armed with extra plasma and gamma grenades and have a bonus of +2d6 to WIL based tests but suffer a -1d6 to any physical actions. The Nort column is comprised of MCVs.
EPISODE 11: WRITING LOVE LETTERS IN THE SAND? All it needed to get the great G.I. was the gentle touch!
// ORIGINAL STORY
Finding himself and Sledge trapped on the shore, much to the chagrin of Gunnar, Rogue refuses to try swimming to safety by himself. Instead he repairs a nearby lifeboat and hoisting a sail, the small group heads towards the safety of Nu Araby. In sight of land, Rogue suddenly starts to feel dizzy and finds himself unable to move. Sister Sledge proceeds to gloat, telling Rogue that she is a Filth Columnist who has been injecting him using various compounds whenever he slept. During their journey, she had been experimenting with toxins on the G.I. Sledge has assisted him to this point as she wants all the kudos for his capture. Revealing that she has disarmed Gunnar, she proceeds to activate a homing device to summon a Nort atmocraft.
FLOTSAM AND JETSAM
As the Nu Araby shore is only a mere five miles away, G.I. characters being virtually impervious to the Scum Sea and might attempt swimming the strait, though other individuals will need another means of crossing. The ruins of the Souther vehicles and ships and abandoned tools should enable the improvising of a craft to attempt the crossing. The frantic
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Player Characters can make hourly skill task checks towards an extended group task, based on the complexity of what they are trying to achieve. Unfortunate characters might encounter booby traps left by Southers. They are in a race against time and the GM can roll a 1d6 medium countdown pool which will conclude with the arrival of a small group of light armoured Nort vehicles or a strafing atmocraft. After this, succeeding countdowns are faster, and each arrival is an increasingly stronger force such as a small armoured column or a jetfoil. If the PCs have made a notable enemy of a Nort NPC, they might be amongst the arrivals.
SO LONG DIX-I
Hopefully, the PCs will sail away in time to avoid a barrage from any Norts who arrive at the beach. If the repairs and improvisations used on their vessel were of poor quality, problems might arise such as engine failure or the springing of a leak. With the safety of the coast in sight and nearly in their grasp, some individuals will succumb to the exertions of the past few
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days. Except for the Nort agent, who has taken hidden energy pills, the other occupants of the vessel must make a Difficult [16] END check to avoid the Fatigued condition.
THE VILLAIN REVEALED
If Sister Sledge or a Nort agent is in the PCs’ midst, the agent will make their move. Wounded and Fatigued characters will be offered medical help and drugged before the entire group is held at weapon point, awaiting a summoned Nort naval foil or atmocraft. Wary characters might detect something suspicious but will need to defeat the agent’s CHA (deception) or (stealth) with a relevant INT check, suffering a 1d6 penalty for each level of the Fatigued condition.
// NORTS
After the fighting on the beach has ended, Nort soldiers will have the opportunity to loot from the wreckage of the Souther army, pose for propaganda broadcasts and smarten themselves up for victory parades and the presentation of medals.
CH/6: ALL HELL ON THE DIX-I FRONT //EPISODE 12 - REWARDS AND ENDING // VILLAINS AND BYSTANDERS
Sister Sledge or her proxy. If the GM adds more combats, use the boosted Nort Infantry statistics from earlier episodes and any AFVs, aircraft, naval vessels that seem suitable.
EPISODE 12: IN THE SWIM She’s gone under, Nort-Why not join her?
// ORIGINAL STORY
Succumbing to the virus, Rogue is unable to speak as Bagman babbles nonsense and Sister Sledge reveals how she poisoned the wounded Southers she was pretending to help on the journey. Rogue passes out, but Bagman suddenly proves he has been feigning his madness as he surprises the Nort agent, using his servo-arm to tip her into the Scum Sea where she perishes. Rogue revives in time to shoot down the approaching Nort craft that was summoned by Sledge. Checking his digi-map, Rogue decides to head towards Nu Nuremburg to spoil the celebrations of the victorious Nort army.
THE FINAL CONFLICT
When the Nort atmocraft or a jetfoil arrives, the player characters will need to evade or destroy it. The PCs will have the initial advantage as the Norts will expect them to be drugged. If the PCs have a communicator and make a Routine [10] LOG (communicators) check, they can finally contact a nearby Souther base or vessel to dispatch a ship or atmocraft to assist them.
// VILLAINS AND BYSTANDERS
Most Norts and Southers will be equivalent to an Infantryman given suitable skills to pilot or sail any vehicles used, though the Norts will have the moral bonus described in Episode 5.
REWARDS AND ENDING
Those who have distinguished themselves on either faction have the possibility of being awarded medals, promotion and the attention of the media involved with propaganda. The GM might decide that significant participation in the short campaign earns a soldier +1REP. Unfortunates who are captured by the enemy are taken to a secret base for interrogation, though that’s a further adventure!
DEALING WITH SISTER SLEDGE
The PCs will hopefully get the chance to deal with their treacherous, gloating traveling companion. The vessel they are fighting in might be at risk from stray shots, and if its rocking, failed physical actions might result in a character needing to make AGI checks to avoid pitching to the floor or overboard. Extra tension can be added by using the lowest LUC pool of a PC as a countdown pool for the arrival of the Norts responding to the agent’s signal.
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CH/7: MISSION DOSSIERS This chapter presents an assortment of scenario seeds for Rogue Trooper that a GM can adapt as adventures for their players. It concludes with The Perils of Bucky Aurora, a detailed adventure accompanied with maps.
THE DEVIL TANK Deep in the wilderness of Nu Earth, a deadly threat to all the humans on the planet is expanding its empire of machines. ‘The Devil Tank’ was the prototype of the Souther ‘Billy Anderson’ MBT, a new generation of tank that would give its crews the support of an A.I. specializing in battlefield tactics. Some years ago, the tank’s program rebelled against its crew, killing them all, before vanishing into an ash desert. Since then, the rogue robotic tank has been gathering a band of robotic vehicles to carry out raids against human settlements and travellers, stealing fuel, power cells, weaponry and machine components. The Devil Tank is comparable to a Manta Prowl Tank (see Judge Dredd and the Worlds of 2000 AD, p. 119) with the Speed, Accel and handling of a Killdozer, although it is fitted with tracks, lacks flight and is augmented by an array of robotic arms that are capable of engineering tasks and melee combat. Besides a formidable array of heavy weapons, it includes defensive abilities such as stealth technology against sensors, adaptive camouflage paint that can change colour and patterns, and the ability to submerge itself in sand. Its appearance constantly changes as it can disguise itself with flimsy superstructures. Worse yet, it can broadcast interference that subverts computers and robots to its own will. Its followers consist of a motley, but potent, array of military and civilian vehicles controlled by their own A.I. or robot crew members. Many of these renegades sport the bodies of their former masters as grim trophies. Robot technicians and mobile workshops keep the vehicles functioning, and they can undertake salvaging, repair, customizing and reprogramming tasks.
TANK HUNT! PLANNING The PCs are tasked with locating and destroying the Devil Tank and receive an allocation of suitable transport and anti-tank weaponry. Their opponent is cunning, but carefully examining reports and making LOG [tactics] rolls can identify its use of the following tactics and stratagems: » Radio messages using disguised voices to dupe humans. » Concealment in buildings, canyons and caves. » Movement under cloud cover to avoid satellite detection. » Luring wheeled vehicles into bad terrain.
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Locating their prey will involve examining previous activity, investigating recently missing vehicles and patrols, requesting satellite data and monitoring comm traffic.
PATROL
Travelling with a tempting bait such a fuel tanker and bogus comm messages will hopefully bring the attention of the Devil Tank. Damaging some of the tank’s followers in an early encounter might allow a computer or robotics expert to examine or interrogate one to discover where the support base is currently hidden or enable a bogus signal to be sent to the Devil Tank.
CORNERED
The final showdown at the base can include any of the following complications: » The base is in a maze of canyons in the Zelaznoi Hills or an underground bunker. » Human captives are used as a shield. » Fire trucks! Burning vehicles try to ram the PCs’ vehicles. » Mercenaries, brigands or rival military forces bribed or duped into attacking the PCs. » There is an orbital satellite that can help the embattled PCs, but it will only be in position after a dice pool countdown.
FURTHER ADVENTURES
Devil’s Ambush. The Devil Tank evades the fight at the stronghold and has ensured a decoy made to resemble it will self-destruct when under attack. It proceeds to a location where it disguises itself as a support vehicle or part of a fortress or building the PCs have been using, killing any occupants, in order to ambush the PCs on their return journey. Lethal Infection. The PCs return to a military base or Nu City, but their equipment is contaminated with a computer virus that brings about a robot rebellion at their military base.
OLD TROPES IN NEUROPA The following four scenario seeds are set in the crazy fortress of Neuropa. Like the Rogue Trooper story in the strips, these seeds can be encountered sequentially during a quest. The players might be Southers who blunder into the area or could be sent by high command to investigate the state of the garrison. Nort PCs can be either agents sent to infiltrate the sectors and gain information, kidnap staff officers or cause chaos through sabotage and assassination. Or else they might be prisoners of war who need to escape from what seems a collection of madhouses.
THE SCARLET RUNNER
In a fresh wave of insanity, the Franks rise against their senior officers and declare a ‘Nu Nu Republique’. The guillotine is now providing regular and gruesome entertainment for the red capped mobs whilst the Republican Guard and the secret police are forever searching for more enemies of the State. As the violence rumbles on, some hot heads are even preaching taking the revolution into other sectors. The players might be hired by other sectors to rescue a party of ambassadors who have been arrested as spies. Perhaps an acquaintance of the players is under sentence of death or a collection of Frank senior officers in the condemned cells collectively know a series of important computer codes that are vital to the security defences of the entire fortress. The players soon find themselves in jeopardy, but fortunately the ‘Scarlet Runner’ comes to their help. Their rescuer is Ro-nald, a Lim-Ee robe-runner. Using a myriad of disguises and equipped with legs rather than tracks to enable acts of daredevil agility, Ro-nald has quickly become the bane of the Frank garrison, rescuing prisoners from their gaols and making the Franks look like the bumbling pack of idiots. The players will probably be unaware of the Scarlet Runner’s true identity until they unwittingly endanger him. Unfortunately, one of the ‘aristos’ who needs rescuing is, inevitably, a spy of the new regime or a Nort agent. Unless the current republic is overthrown, getting out of the sector will be difficult. One option is to make a lighter-than-air vehicle by utilizing some meteorological balloons from a depot run by the Montgopher brothers.
UNHAPPY CAMPERS
The Player Characters find themselves in Butlarcs, a Lim-Ee Sector camp, where the site’s doctor, aided by a robo-matron, decides they need rest and recuperation. They soon discover that they are politely forbidden from leaving, and the camp’s perimeter proves to be guarded by barbed wire and armed robo-runners in red tunics and bearskins. The camp uses drugged food and drink to keep its residents happy and compliant, and they show little enthusiasm for participating in escape attempts. Red-coated organisers run an assortment of entertainments before curfew sees the ’campers’ file into their huts. The players will need to pull off an escape plan, but if any violence occurs, the camp’s commandant will be able to get the assistance of the sector’s special forces in tracking them down. Keen-eyed prisoners will note that unused war machines have been converted into fairground rides. One of these machines is actually a Nort tunnelling machine, which is bolted to a pair of heavy struts. Could this be a means of leaving the camp? Extra complications could include the following: » The Player Characters are sent on a mission to retrieve Christo Piggins, an inmate of the camp, but well fed, corpulent and content, he doesn’t want to leave the camp. » Commandant Deuce, the new commandant, is a powermad sadist, his control backed up by stool pigeons amongst the inmates and new robotic guards that are protected by sealed bubbles. Overthrowing him could bring relative sanity to the sector, but his spies and hidden cameras threaten to reveal any coup attempt. » There is an imminent election as the current commandant’s term ends. Getting one of their own group elected to the post could be the answer to the PCs’ problems, but other candidates are prepared to use dirty tactics to win.
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» Through the intermediaries of Brass and Bland, Dalton Weasley, an alien corporation, pumps resources into the camp on the understanding that it can install vid cameras everywhere for an off-world entertainment channel. Soon bored with the inane antics, the production company pressure the camp commandant to host games that offer big prizes but involve lethal risks. To assist their scheme, they also insert some replicate robots that are programmed to start escape attempts, fights, murders and rioting.
SOUTH SIDE STORY
The Player Characters need a flier to get out of Neuropa, but their only chance is to somehow cut a deal with some of the local Rom Sector soldiers to salvage a wrecked flier from a nearby swamp. The wreck is technically the property of the Hoppers, a military unit of fliers under Captain Quiff, who lack any operable aircraft. A suitable hanger with machine shops and spare parts is run by the Sparks, a platoon of engineers under Captain Vincie Leonardo. The players soon discover themselves caught up in escalating gang fights between the two groups, both of whom want to dominate the local dance hall. The Hopper’s Handsome Toni and Maria, the android girl mascot of the Sparks, have fallen in love, but their romance seems doomed as the initial brawling between the two strutting gangs escalates into a catalogue of violent incidents. The local milli-fuzz under Officer Khaki seem powerless as reckless car races end up in lethal crashes and some of the feuding punk soldiers get killed. The two gangs are looking for muscle, and both sides promise to help the players obtain the coveted atmosphere craft if they help eliminate their rival. As violence and crazy bouts of singing and dancing blight the sector, will the players manage to negotiate a peace? Are the two lovers doomed, no matter what happens? Extra complications could include the following: » How Do You Solve a Problem like Maria? The Maria droid is reprogrammed by a Nort agent to flirt and stir up chaos with the hot-blooded Roms. If the Player Characters are seen as a threat, they are targeted by the droid and soon come to the attention of the jealous locals. » Great Balls of Fire. Whilst salvaging the wrecked flier, an intact payload of bombs is discovered that is soon acquired by some particularly deranged gang members. » Disco Fever. Tuna, a romantically frustrated Rom, is a vindictive genius who tinkers with the disco equipment so that the laser lights emit lethal beams. The lighting effects trigger physical and psychological conditions whilst the dry ice machine releases a thick mist of chem-gas.
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SCAN NOIRE
Someone has been murdered in Scan Sector in a gruesome manner, and the adventurers must discover the culprit, though their investigations soon start to bring them into personal danger. This adventure is presented as a smorgasbord of ideas and tropes that can be selected by the GM. If the killer themselves is killed at any early stage in the adventure, the GM can alter the murderer’s identity, if it can be done without any paradoxes.
KILLER[S]
The killer should be able to notch up a few kills before their identity is revealed. » Senior garrison officer with a murky past. » Garrison commander’s aide that will stop at nothing. » Embittered beauty queen whose looks are starting to fade. » Experimental ‘Super Trooper’ boosted by drugs, cybernetics or conditioning. » Former prisoner of Nort military, possibly brainwashed. » Deranged doctor, psychiatrist, artist or priest.
MOTIVATION
» Insanity » Greed » Criminal Contacts » Blackmail » Revenge » Political Ambition
LOCATIONS
There is probably little chance of bright, midsummer weather, and most locations are often dark and gloomy from the blanketing chem-clouds. Perhaps there is a freak snowstorm bringing a white carpet of snow, biting cold and muffling everything into an unnerving silence? Tension can be created with dead, mutated animals or ominous droids that only prove to be wrecks. » Cabin in the Swamp. Remote and screened by chemclouds and twisted trees with a dank cellar. Probably only reached by boat or a treacherous footpath. » Art Gallery. Includes artwork of either a soulless or violent character that looks particularly eerie at night. » Designer House. Clean, spartan interior, possibly involving discreet robotic systems. Perhaps the computer system includes a complex chess game as a password? » Drug House. Insanitary, vermin-infested, dilapidated bunker or a shell-damaged building. » Goods Container Yard. Expect unopened storage containers, contraband, dark corners, exo-skeletons, crane,
CH/7: MISSION DOSSIERS //WONDER // WONDER WEAPONS and industrial droids. Robo-dogs and security cameras might provide a hinderance to investigators. » Clinic or Hospital. Antiseptic environment where staff move around on unspecified tasks in night-time hours. » Sauna. The ideal location for an attacker to catch their target without armour. The steam clouds hide the assailant’s features but might also fool them into killing the wrong victim.
NPCS
Besides the villain and his or her underlings, other inhabitants of the sector provide help, distractions, hinderances or danger. » Refugees from other sectors have been taken in but are a new underclass. Some are prey to corrupt officers. » Lone mad man who lurks amongst the war debris, drinking dubious alcohol and muttering about Valkyries or trolls. » Journalist on the trail of a scoop. Somewhere hidden in their computer files is a piece of vital evidence. » Delinquent hacker. » Jogger or robo-dog walker that discovers a corpse. » Bikers, most likely violent criminals and racists who operate a small smuggling ring and terrorize the neighbourhood. Possibly a former recon unit in remnants of their old uniform or the Ro-10s, an unruly gang of robo-runners on trike chassis who dress as Vikings. » ‘Ro-tary’, a robe-runner equipped with a chain saw. » ‘Ro-bust’, a pleasure droid. » ‘Beast-Ro’, Chef-droid with meat cleaver » A troll that is actually an Amok covered in mud and rotting vegetable matter from the swamps.
THE SECRET
Something is rotten in the Scan Sector. There’s a big scandal that some people are trying to keep hidden by any possible means. » Chem-vets are being euthanised to save resources. » Refugees are being used for underworld sweat shops or brothels » Refugees are being used for baby farming and body parts or are sold to alien slavers or the pleasure city of Cinnabar. » Part of the defensive wall was made with substandard equipment. Whilst some Scan officials made a profit, it has left the fortifications extremely vulnerable to an attack on specific locations if the details reached the besiegers. » A corrupt or uncooperative official was imprisoned or killed and replaced with a doppelganger. » Several Nort collaborators are still at large.
GETTING OUT OF SCAN-SEC
The military hovercraft Draco is mothballed in an old hangar near the swamp. Both sides of its skirts are decorated with a stylized dragon and, as if intended as a funeral barge for a madman, it’s hold has a cargo of fuel drums.
WONDER WEAPONS The arsenals of the competing militaries hold a vast array of weapons, and there is always some new device under trial, its inventors claiming that it will shift the balance of the war. The following prototype devices or alien weaponry exist. Perhaps the military needs them destroyed or a patron is willing to pay for the delivery of either a blueprint, an actual working machine or its creator? Alternatively, the unfortunate adventurers find themselves part of a team on the receiving end of a deadly field test. » Orbital Earthquake Weapons. Prototypes were used by both sides but abandoned as too predictable. » Nort ‘Dazzle Missiles’. Designed to be fired from launcher vehicles and blind enemy troops. » The Nort ‘Mindwarper’. Can produce suicide or cardiac arrest in a single target at a 1,000-kilometre range. » ‘Pacifier Cannon’. Developed by Professor Bonn Vaughan, this weapon fires a beam that effects a target’s vision and mind with hallucinations leaving them in the Blind and Dazed conditions. » Reduce, Reuse. A mobile factory containing an A.I. which kills soldiers before recycling them as cyber-zombies. » Seeing Double. Genetic scientists trying to create a race of clone soldiers similar to or improved versions of the Souther G.I.s. » The Master Chip. Developed by alien scientists and was capable of disrupting and assuming control of all computerised machines over a large distance. Stored within a robotic mainframe, the device was stolen by the Traitor General who used it to kill off the two armies at Nu Earth’s northern polar cap and seized control of their robots. The chip was destroyed by Rogue Trooper, but do other copies exist? » Direct Transfer. The teleportation device Rogue Trooper wore on his arm. It allowed its wearer to undertake interplanetary teleportation, but unknown to Rogue, it sapped the resolve and wits of the user, making him easier to manipulate, reducing his INT rolls by 2d6 and his Mental Defence down to 10. As a piece of insurance against the operator, the device is also booby-trapped with an explosive charge.
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GHOSTS IN THE MACHINE Some sophisticated computer systems allow connected biochips to assume avatar forms inside their programming, Rogue Trooper himself survived an encounter with a hostile computerized defence system in Nu Hamlyn by the infiltration of Bagman and Gunnar through its defences. Biochip characters can undertake similar quests, either attempting to disable the central intelligence of a computer, steal data from it or defend it from ‘bugs’, viruses that resemble cybernetic insects or giant amoebas. The biochips will assume shimmering, humanoid avatar forms and can use their physical skills inside the electronic landscape they find themselves in. Their progress through the neon-lit, maze-like complex of the computer’s program will be impeded by defences invoked by the A.I. firewalls blocking access must be disabled or passed through, huge machines fire laser beams at them, and hostile avatars try to tear them apart. The central intelligence avatar at the core of the programs will be either a sly trickster, a powerful demi-god-like warrior or a techno-sorcerer.
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FOREVER IN ELECTRIC DREAMS
On a world beyond Nu Earth, possibly Old Earth itself, computer gamers play ‘sin games’ in the Dreamerama, where neural links allow them to experience the skills, reactions and feelings of the captives hooked into violent alternative reality programs. The customers and the main computer programmer eventually experienced their own, real life, deaths when Venus Bluegenes, one of their guinea pigs, escaped to wreak havoc. Players might be hired or forced to participate in a similar VR game, which offers the chance for the Gamemaster to create unusual scenarios using different tropes from a gritty, modern war. The damage they receive in a game will not transfer to their actual bodies, but they will feel exhaustion and experiencing their avatar’s death will leave psychological damage. GMs might decide that avatar death subtracts a point of WIL unless a WIL roll is made based on the horrific manner of the demise. Falling below 3 WIL in these circumstances inflicts the Insanity condition.
CH/7: MISSION DOSSIERS //THE // THE PERILS OF BUCKY AURORA
THE PERILS OF BUCKY AURORA Bucky Aurora is the charismatic, adventure-loving, patriotic hero of the Southers, who, assisted by his dependable sidekicks, constantly thwarts the dastardly schemes of evil Nort leaders and their various sexy or grotesque alien allies — well, as far as his legions of juvenile fans are concerned! Bucky Aurora: Southern Cross Commando is a re-imagining of an old space opera series, adapted as a light-hearted propaganda series that continues to be popular with youngsters and male adolescents. The Perils of Bucky Aurora can be used as an initial adventure for a group of inexperienced Rogue Trooper characters. It is ideal for a team of G.I.s or other Souther military teams or specialists but can be adapted for other types using the guidelines provided.
BRIEFING The unit is off duty in a military base when they are told to report promptly to a command room. The corridor is guarded by Milli-fuzz, and, on entering the room they encounter Major Ruger, their commanding officer flanked by an austere colonel in a smart uniform and a dark- haired, attractive woman in a lab coat. The Colonel, whose name badge reads Mosby, proceeds quickly to brief the team, assisted by a droid that projects holoimages. Rab Custer, the actor who plays Bucky Aurora, has been kidnapped and is being held in a remote, ruined compound that used to belong to a pre-war drug lord. There is no firm evidence of the identity of the kidnappers, but they seem to have received military training, and the Nort army is not thought to be responsible. Custer is a valuable asset to civilian moral, and the team are tasked with rescuing him and eliminating any evidence of the incident. The mission team are shown a satellite image of the ruins and receive confirmation that at least six human life signs are present. Also, there is a 92.3% probability of some form of underground habitation. The nearest Nort forces are believed to be fifty klicks or more away from the ruins — a short distance for a fast transport — so speed and stealth are essential. The team will be inserted near the target by a night-flying hopper that will depart after dusk. Pickup at the same LZ will be three hours after dawn.
The attractive woman proves to be Doctor Kinsella, a GeneGenie. She informs the charcters that Custer has a biochip that can record his personality if he dies. Colonel Mosby adds that if Custer dies, the biochip is crucial, but he would prefer them to rescue the body as well.
// QUARTER MASTER ISSUES
The team can use their existing issued and purchased weapons, and each member also gets a personal Requisition Cap’s worth of military gear. The team is given a medikit, and in addition, each man is issued with three days of basic rations, a breaching charge and a gold micro bar to carry on the mission. Finally, they all receive a biochip support capsule, and any individual who isn’t a G.I. is given a short instruction in their use.
// RESEARCH
Characters who use a computer for a few hours attempting to find any useful information on Custer can make a LOG (computers) check. The following levels of success provide the following successive pieces of information: » Routine [10+] No news of his activities is publicly known for the past fortnight. » Challenging [13+] There are rumours of wild partying and illegal activities, which are covered up by the authorities. » Difficult [16+] Lurid rumours are circulating of Custer’s involvement with the occult. » Strenuous [25+] Recently supressed footage by a journalist purportedly shows Custer in the mysterious pleasure city of Cinnabar. If any success is achieved, the researcher can attempt a Challenging [13] LOG (psychology) roll. Success will reveal that Rab is extremely superstitious, and the characters will gain 1d6 on any INT or (psychology) rolls involving Custer’s behaviour during the adventure.
// COMPLICATIONS
The team are assigned ‘Argus’, a robotic camera, to film their mission. Use the Vid Vulture (see p. 185) for stats. Fortunately, it is quieter than most war correspondents. Optionally the team are expected to make an airdrop using a grav chute at a location near their target.
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ALTERNATIVE ADVENTURE HOOKS THE SNATCH [CRIMINALS] You are contacted by Dino ‘the Weasel’ van Diesel, an underworld go-between who seems to be well off for credits in recent months. Goons have stopped seeking him for gambling debts, and he’s been spotted in the company of the best floozies in the local nightclub buying expensive drinks. He claims that he has been hired by a ‘powerful concern’ who wants an individual extracted intact. There will be flier transport provided for an in-and-out trip, and you can each have a thousand credits worth each of ‘army surplus’ [black-market] military gear along with a couple of breaching charges. You will each get 5k if you return with ‘B.A.’ still alive. While Dino hints that there might be further work if they do well, he doesn’t mention the consequences of failure. // COMPLICATIONS: The group are given a snakeeyed ‘minder’ called ‘Mr Asper’ who is actually there to prevent them double crossing the mob. Use the Mob Enforcer (see Judge Dredd and the Worlds of 2000 AD, p. 238) but replace the baton with a dagger that uses a Poison that inflicts the Sick condition. Just why does the mob want Custer, and do you really want to find out?
LOST [CIVILIANS] Whilst travelling across the wilderness you are hit by a ferocious series of storms. Several nightmarish days later it abates. Your guide is killed, and your comms and navigation equipment are wrecked. You realize you must have travelled a good distance from your original route, and worse yet, you are low on water and most of the rations and your bubble shelter were lost. As you peek over the crest of a hill, you spy some ruins that might just hold something that could help you to survive… // COMPLICATIONS: You have just one day’s rations and oxygen, and any vehicle you have is broken down and needs machine parts you don’t have.
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The renegades will not appreciate their hideout being discovered, and won’t let any civilians escape. They might decide to capture them alive to sell to alien slavers. If the civilians will be totally outclassed, the numbers of Norts can be substantially reduced.
RUNNING THE SCENARIO ASSET RETRIEVAL [VARIOUS]
Maxie Bouquet, Rab Custer’s manager based at the Souther city of Nu-Huston, hires a group of bounty hunters or similar types to retrieve the source of a considerable income. He arranges a hopper and pilot as a ‘taxi’ and offers them ten thousand credits each for Rab’s safe return or ten percent for his intact biochip. No armaments are provided by Maxie, though he gives them a single biochip support capsule.
// COMPLICATIONS.
Maxie insists the team sign a contract then and there and also resists suggestions to involve lawyers. Maxie uses an exploit to boost his CHA (bluffing) roll to 7d6 which must be opposed by a LOG (law) check or they are bamboozled into signing it. If they sign, they automatically owe a 10% deduction towards admin and transportation costs and are committed to a 20% penalty clause if Rab is wounded during the rescue. Further, 20% is deducted if they fail to retrieve his manservant intact, and they will owe 10% on any future revenue they make involving books or interviews relating to the rescue. Getting each clause removed from the mission involves a suitable opposed roll against Maxie’s bluffing.
FOR THE GLORY OF NORDLAND [NORT] The Norts have decided not to trust the renegades, led by Kapitan Platov, who have communicated with them and send a team to extract Custer. This is handled similarly to the Souther military mission, though the team has only one biochip survival capsule. The Kapitan and his men are traitors who are to be summarily executed.
// COMPLICATIONS
The team is also tasked with bringing back Werner, the communications specialist, as a prisoner.
CH/7: MISSION DOSSIERS //THE // THE PERILS OF BUCKY AURORA THE LOWDOWN
THE HIDEOUT
Custer was recently partying in Cinnabar when he was kidnapped, along with Zerox, his robotic manservant. His captors are a band of renegade Norts and a Lim-Ee pilot under the command of Kapitan Platov who were formerly employed by one of the Cinnabar Kabal. Their hideout is amongst the ruins of a former drug lord’s pre-war compound that was burnt and looted after his arrest. The elevator that leads down to a hidden underground level has been recently repaired, as well as the generator and the air filtering system. On being captured, Custer eagerly affirmed to his captors that he will get promptly ransomed by the Souther authorities, especially if he is returned unharmed. Unfortunately for Custer, the gang have contacted the Souther authorities but are waiting to see if the Norts will pay more. The spoilt movie star’s behaviour has become erratic as he suffers from the withdrawal of his various recreational drugs. His constant complains about his accommodation and food and tantrums involving throwing objects are starting to grate on his captors, though to-date they have been content to take out their anger on his droid who they have been using to complete chores in the basement. Custer’s importance to the Souther morale has prompted the S3 intelligence outfit into swift action. They have spent a considerable amount of money hiring a cell of alien psykers to assist to assist them in a search for the missing actor and have received images that they have been able to run through spy satellites and map files to narrow down a likely location.
ABOVE GROUND
INITIAL APPROACH The team’s night-time flight in a ground hugging hopper that is augmented with stealth technology will be uneventful, though comms and far off lights sometimes show that battle is joined here and there in the distance. The party are set down behind a bluff some five kilometres from their objective and the hopper vanishes after they disembark. By the time the team complete their approach through the lifeless, rocky terrain to their target it is dawn.
The eight-foot-tall wall has crumbled away in many places and the classical styles buildings are mere gutted, bullet pocked, ruins of two to three stories in height. Many of them have parts that are dangerous to move on or lean against. The old swimming pool is filled with a murky soup of acid and is used by the kidnappers to dump garbage and slops. All the renegades above ground are the equivalent of a Nort Infantryman (see p. 169) and carry comm units. They would rather be underground with the rest of their outfit and are careless and tired, suffering a 1d6 penalty to perception tests until they are aware of any intruders. The highest point of the ruins, some three stories tall, contains a pair of renegades tasked with manning a lasmachine gun on a bipod (see p. 42). They have a couple of crates that they use as seats and an anti-aircraft tripod. One renegade is currently getting in a stop of sleep on a bed roll. They also have fixed a short steel rope ladder between their floor and the one below it. There are a couple of men allocated as sentries who make occasional solitary circuits of the perimeter whilst the four others are huddled in a bubble tent under a camo net, either sleeping, gambling or gossiping. If the Player Characters seem to be potentially understrength for the mission, the number of sentries and resting guards on the surface can be halved. A military-armed and fuelled hopper is stationed on the old heli-pad, covered with camouflage nets with a nearby cache of fuel drums. The retro-styled nose art features a young woman in a red coat and black cap holding a hockey stick. The pilot has installed a security code to activate the electronic systems which will need a Challenging [13] LOG (computers) to bypass. If the PCs fail this check, the machine can be hotwired with a Challenging [13] LOG (electronics) roll. Extra security is provided by three sleeping sentry mechanisms (see p. 40). All the renegades are aware of their location and wear transponders to shield themselves.
THE BUNKER
In the ruins of the main villa is a box-like structure partly concealed with sheets of corrugated metal. A curtain of netting screens a pair of airlock doors and a security-coded keypad. The doors are opened by a numbered keypad, and without learning the code from a Nort, it requires a Difficult [16] LOG (security) check to crack. Failing this, a breaching charge can blow a hole through the door. Inside the airlock, a decontamination spray
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// THE COMPOUND
treatment is released. Like the generator and air filters, the elevator beyond is repaired to working, albeit noisy, order. Unless alerted, the renegades are just stirring. Rab is kept locked up, and Werner, the communication expert, orders Zerox to prepare a meal. If warned of the presence of intruders, Platov will order Zerox to be locked up and will try to get his men to set up an ambush and crossfire. He will be reluctant to lose his prize, but faced with defeat, he will negotiate with a team who are not a Nort military team or obvious bounty hunters. He will be quick to turn on a team who let their guard down. Unless contaminated through the actions of the PCs, the complex has a breathable atmosphere. Its walls still bare scorch marks and signs of decades old graffiti whilst broken tiles and rusted junk are piled in odd corners. New lights have been wired around the complex, and some of the damp floors are covered with plastic sheeting. Unless indicated on the map, wrecked or burnt doors have not been replaced. The doors to Platov’s room and those used to imprison Rab and Xerox have had mechanical locks added. Sleeping rolls, kit bags and a
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couple of chemical toilets are amongst the assortment of items scattered around the rooms. Some of the rooms include the following extra features: » Storeroom: Four Nort chem suits and hoods, three lascarbines, two boxes of las-rounds and various cleaning materials. » Kitchen: Las-cooker. Stores of ration packs and a selection of tinned foods that were taken from Cinnabar. » Diggles’s Room: Engineering toolkit, antique alarm clock that ticks loudly, and a kit bag which holds a dressing gown, a set of striped pyjamas and Ginger, a growling teddy bear. » Werner’s Room: Medi-kit, high quality military communicator. » Platov’s Room: Bottle of cherry brandy and a silvered shaving kit taken from Cinnabar. » Safe Room: The hidden final refuge of the drug lord features heavily re-enforced walls, ceilings and floors. Its doorway is breached, and the room is used by Platov to
CH/7: MISSION DOSSIERS //THE // THE PERILS OF BUCKY AURORA // THE BUNKER
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store a survival kit. He has also used a hidden compartment to hold a case of silver cutlery set and a carilot with 5,000cr inside. » Generator Room: Contains a repaired generator and mechanisms for the air filter system.
THE OCCUPANTS KAPITAN PLATOV
The leader of the deserters. He is a ruthless individual who will use his men’s lives to save his own neck. Amongst his equipment pouches is a gold cigarette case and lighter both monogramed with R.C., a biochip support capsule and a plastiskin mask he took from Zerox. He has a blaster pistol concealed in one of his boots. Use the stats on pages 130-131 at the end of this chapter.
If the Player Characters are outnumbered by the mercenaries in the bunker or seem to be unlikely to best Platov, he can be downgraded to a 5 MDA character using the Infantryman Stats but adding the Kill Him! And Leadership exploits. If the players are a highly competent team Platov can use the 7 MDA Officer stats on page 175. This makes him extremely dangerous!
DIGGLES
Former Lim-Ee military pilot who flies what he affectionately calls the outfit’s crate. Use Infantryman stats (see p. 169) adding pilot 6 (3d6) and any pilot exploits deemed appropriate. He is also Fearless. He sports a moustache and a somewhat archaic looking chemsuit and talks with an affected and excited voice using terms like ‘chocks away’. He is armed with an antique handgun on a lanyard and a strange looking club that only a Lim-Ee will identify as a cricket bat. He will refuse to leave the bunker without Ginger, his wingman.
WERNER
Former O.P.G. agent who is the communications expert of the renegades. Armed with a las-pistol he also carries a concealed microblaster. Use Infantryman stats (see p. 169) adding bluffing 3 (2d6), communicators 3 (2d6), law 1 (1d6), stealth 3 (2d6). He is a cunning individual who will desert his comrades or turn on them if necessary.
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RAB CUSTER
Currently locked in a suite with an old, wrecked bathroom. He will holler out to be rescued but will prove to be a spineless individual, incapable of helping his rescuers in a fight and often getting in their way. Being in his proximity can sometimes generate a 1d6 penalty to allies. Rab is prepared to do anything to stay alive, even if it means barging an ally to the floor or betraying them.
ZEROX
The robot hasn’t got its disguise and resembles Rab.
OFF DUTY GUARDS [OPTIONAL]
If the PC group is a large or extremely capable group, extra idling renegades camped out in the rooms near the lift’s lobby can be added by the GM. Additionally, the GM may add one extra Infantryman for each PC above four in the rescue team.
WHO’S WHO?
Zerox is starting to act strangely after taking too many beatings, and when it looks like rescue is at hand, he pretends to be Rab Custer, denouncing his former master as a Nort agent. Rab will protest, calling his accuser a deranged droid. Zerox will be clever enough to try steal or sabotage any scanners that could identify him. Telling Rab and Zerox apart will not be easy. Zerox sweats and mimics most of Rab’s mannerisms, but the following are some of the clues to their identities: » A medical scanner with Routine [10] LOG (medicine) or (biology) checks reveals whether the individual scanned is human or an android. » Using an identity scan device and making a Routine [10] LOG (scanners) check will confirm that Rab is who he claims to be, whilst a similar test will reveal Zerox’s identity as an android. » Examining the two rabbit’s feet and making a Difficult [16] INT (perception) roll shows that one has lost bits of fur, presumably through the human Rab’s constant handling. » Both have an apparent scar at the back of the neck, but one has an assortment of bruises. Looking at their unclad bodies and making a Challenging [13] INT (medicine) roll reveals that one — actually Zerox — has a legion of healed injuries. » At some stages, such as having to pass under a ladder, or having to step on a crack in the floor, faced with a walleyed man, Rab flinches or freezes due to his superstitious nature. This needs a Difficult [16] INT (psychology) check to notice.
CH/7: MISSION DOSSIERS //THE // THE PERILS OF BUCKY AURORA
» If anyone contacts Rab’s manager, Maxie knows a few secrets that only he and Rab share. » The PCs may search for a biochip, though neither of the two look-alikes will consent to having someone cutting their head open.
THE CRISIS At some point the party might be faced with a crucial dilemma as to who is the real Rab Custer and must make a fast decision. If required, Zerox can be assumed to escape from the room he was locked in to confront the rescuers. The incident could be any of the following: » A Nort is drawing a bead on the two Rabs, or a huge slab of masonry is falling towards them during a firefight on the surface. One PC near them has the opportunity to bundle just one of them into safety. » Aboard the hopper, turbulence is encountered from bad weather or the craft frantically evades a missile. The Rabs are teetering by an open doorway, and the nearest PC can only grab one of them before they fall. » Recent damage, not to mention years of having to kowtow to a sleaze ball like Rab Custer, affects Zerox’s programming. At a dramatic point, such as the middle of a firefight or inside the airborne hopper, it tries to kill Custer.
EXTRACTION The hopper tasked with picking up the team will arrive on time. After this, it will form a dice pool of 3d6 and roll every ten minutes, leaving when the pool is depleted. The trip back can be as mundane or action packed as the Gamemaster desires, though a late departure is more likely to encounter interference from Nort ground troops and fliers on the route back to the Souther lines.
DEBRIEF On arriving back at base, Rab Custer will be whisked away in an ambulance or limousine. If his biochip had to be retrieved, it is handed to Doctor Kinsalla. The team themselves will be given any medical assistance they need. If successful in recovering Rab in some form or other, the team members receive 1d6 days R&R. They are instructed to keep secret the details of their mission on pain of court martial and any used or lost equipment, including gold ingots, must be accounted for and, along with remaining Requisition Cap items, returned to the Quarter Master. If the mission failed to rescue Rab Custer, Souther intelligence arranges for a nuclear missile to be fired at the hideout to prevent Custer falling into the hands of the Norts as a propaganda piece.
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FURTHER COMPLICATIONS The following events can be introduced into the adventure by the GM: » The renegades have a Hammerhead Droid (see p. 168). It is either deactivated awaiting repair in one of the underground storerooms or is used by Platov as a bodyguard, though the Kapitan is unaware that it will defer to Werner’s control when it hears the aide issue a code word. » Rab is having such a bad time coping with stress and being without his drugs that he has the Confused condition. » After a Nort spy-sat detects military activity in the compound, a pair of hoppers are scrambled and sent to investigate. » Other actors and actresses or film crew members of the Bucky Aurora series have been kidnapped, including the voluptuous Carrie Mutiano who plays Princess Polara. Some prisoners might exhibit signs of Stockholm syndrome, siding with their captors in a crisis. » Another team arrive at the stronghold and are seeking to capture or rescue Custer. The optional adventure hooks should provide a motive for the rival team. » The rescue hopper is blown out of the sky by an enemy atmocraft. With Nort patrols on their way, the team must attempt to travel overland to safety or hide whilst they try arranging a new pickup.
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FURTHER ADVENTURES » Military teams are selected for propaganda news reels and have a Vid-Vulture (see p. 185) assigned to them for their next tour of duty. » Successful teams are given further dangerous assignments by the S3 intelligence department. » Civilians are approached by journalists who want the real story and are offering plenty of Nu Earth credits for an exclusive. » The team are selected as bodyguards for Rab, who starts a tour of military bases. If they insulted or hurt him during his rescue, he will prove vindictive and constantly make life difficult for his minders. » The actor is unaware that everything was an elaborate Nort Intelligence operation. Rab has been successfully brainwashed and will act as a spy, saboteur or assassin when a red rose with an attached garter is sent to him.
SUPPORTING CAST If the robotic camera or its film slug is retrieved, the news of the incident is supressed for a few days whilst a Souther propaganda unit springs into action. CGI, reconstructions and judicious editing create a cinematic heroic escape or death for a costumed Rab who is wearing his Bucky chemsuit. During these fabricated escapades, he guns down squads of Norts, rescues wounded allies and all whilst maintaining a string of pithy one-liners. The rescue team are shown as participants in the thrilling ‘true life’ drama, but their roles are decidedly minor when compared to those of ‘the greatest hero of the Southern Cross’.
CH/7: MISSION DOSSIERS //THE // THE PERILS OF BUCKY AURORA // MEDIUM SENTIENT HUMANOID [6D6] // CRAVEN ACTOR WHO WILL DO ANYTHING TO FURTHER HIS CAREER AND STAY ALIVE STR 6 [3d6] AGI 6 [3d6] END 6 [3d6] INT 6 [3d6] LOG 6 [3d6] WIL 3 [2d6] CHA 12 [4d6] LUC 10 [4d6] REP 15 [5d6] MENTAL VITAL MELEE RANGED DEFENCE DEFENCE DEFENCE 18 DEFENCE 12 18 12 VULN none IMMUNE none SOAK 3 INITIATIVE 4d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 15
CARRY 90 lb (max lift 300 lb) REACH 5’
ACTIONS 2 Brawling 3d6 (2d6+3 blunt damage) Prop 4d6 (2d6+3 blunt damage) SKILLS
acting 3 (2d6), carousing 3 (2d6), disguise 1 (1d6), driving 1 (1d6), flirtation 3 (2d6), perception 1 (1d6), reactions 1 (1d6), stage weapons 1 (1d6), swimming 1 (1d6)
RAB CUSTER AKA ‘BUCKY AURORA’ Rab is the popular star of a long running Souther adventure serial that is a revamp of a pre-war series. Blonde and handsome, his advancing years have been disguised by extensive plastic surgery, though when seen in person there is a certain stretched and glossy look to his features. He is vain and arrogant and extremely unpopular with individuals who must work with him. His impressive onscreen heroics are purely the result of CGI manipulation or robot doubles.
GEAR colourful chemsuit, rabbit foot charm, biochip in skull EXPLOITS Wings of Fear. Rab gains +2 SPEED when fleeing. Infernal Luck. Some people whisper that Rab has made an unholy bargain for his soul. Once a turn as a reaction, if Rab is conscious and hit by an attack but spends a LUC dice, an ally within 10’ will take the damage instead. Each time this is used, it immediately costs Rab 1d6 permanent points of LUC. If he ever reaches 0 LUC, he will die of cardiac arrest and cannot be brought back to life. His biochip will suffer a mysterious malfunction, failing to absorb his personality matrix and its skull icon warping to look like it is screaming.
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ZEROX
Zerox has been tasked with performing duties as a body and stunt double for Rab during the filming of his vid-show episodes. Rab has leaned on his producers to allow him the use of the droid as a bodyguard and manservant and secretly uses it as a substitute for social chores he wants to avoid or as a decoy when he wants to undertake recreations that would upset his fan base. When not impersonating Rab, the droid wears a plasti-skin mask of an undistinguished ‘mook’. // MEDIUM SENTIENT MECHANOID [6D6] // REPLICA STUNT DOUBLE STR 6 (3d6) AGI 10 (4d6) INT 6 (3d6) LOG 6 (3d6) CHA 6 (3d6) LUC 0 (0d6) MENTAL MELEE RANGED DEFENCE DEFENCE 24 DEFENCE
END 6 (3d6) WIL 6 (3d6) REP 3 (2d6) VITAL 12 DEFENCE 18
18 SOAK 6 INITIATIVE 6d6 SPEED 9
VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion, PERCEPTION 4d6 CLIMB 5 JUMP 20’/6’
HEALTH 36
CARRY 120 lb (max lift 300 lb) REACH 5’
ACTIONS 2 Martial arts 6d6 (3d6+3 blunt damage) Micro blaster 4d6 (2d6 Heat damage, range 9) (currently carried by Platov) SKILLS acrobatics 1 (1d6), acting 1 (1d6), climbing 3 (2d6), martial arts 3 (2d6), perception 1 (1d6), reactions 3 (2d6), running 3 (2d6), swimming 1 (1d6) GEAR colourful chemsuit, rabbit foot charm
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EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable (1d6) to electricity damage, and vulnerable (2d6) to ion damage. They are usually immune to the Sick and Fatigued condition. Impersonate. Zerox can easily impersonate any job role that it has had the opportunity to observe within the past day, even briefly. It gains a 1d6 bonus to fool anybody observing that it is performing the job competently. Human Appearance. Zerox is indistinguishable from a human without a proper medical scan. He even feels warm and mimics breathing, blinking and so on.
KAPITAN PLATOV Kapitan Platov’s Stats can be used for representing less-capable officers than the Officer template given on page 175. // MEDIUM SENTIENT HUMANOID [6D6] // CALLOUS MERCENARY COMMANDER STR 6 (3d6) AGI 6 (3d6) INT 6 (3d6) LOG 6 (3d6) CHA 6 (3d6) LUC 10 (4d6) MENTAL MELEE RANGED DEFENCE DEFENCE 18 DEFENCE
END 6 (3d6) WIL 6 (3d6) REP 6 (3d6) VITAL 18 DEFENCE 18
18 SOAK 6 INITIATIVE 4d6 SPEED 6
VULN none IMMUNE none PERCEPTION 4d6 CLIMB 4 JUMP 12’/6’
CH/7: MISSION DOSSIERS //THE // THE PERILS OF BUCKY AURORA HEALTH 36
CARRY 120 lb (max lift 300 lb) REACH 5’
ACTIONS 2 Vibro-Knife 5d6 (3d6+3 heat damage) Las-pistol 5d6 (3d6 heat damage: range 9, beam) Micro-blaster 5d6 (3d6+3 heat damage, range 5, beam) SKILLS bravery 3 (2d6), knives 3 (2d6), leadership 3 (2d6), medium armour 3 (2d6), perception 1 (1d6), pistols 3 (2d6), stealth 3 (2d6), survival 3 (2d6), tactics 1 (3d6) GEAR las-pistol, vibro-knife, micro-blaster, camouflaged chemsuit, digi-map, binnox
EXPLOITS Dive for Cover. If a ranged attack misses Platov, he may immediately move half his speed as a free action and either throw himself prone or get behind cover if in range. Kill Him! Platov choses one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. Platov can donate his LUC (4d6) to allies; this must be declared this before any dice are rolled.
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CH/8: BEYOND NU EARTH MISSION DOSSIER SPY IN THE CITADEL Nort Command has received word from one of their covert agents that they are at risk of discovery. The agent would normally be required to self-extract, as sending a rescue party could be viewed as both a sign of propagating weakness on the part of Nort Command and a failure to live up to Nort virtues of strength and honour by the agent. In this case, though, the agent’s message implies that they have uncovered a matter of significant importance to the war effort and that they need assistance to safely extract the data. The decision has therefore been taken to insert a small team of operatives into the station with a view to contacting the agent and retrieving the data back to Nort lines.
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TIMINGS AND FOCUS
This short scenario is set in the Acoma system circa ‘93 during the events of The 86ers comic strip. It has been designed to suit a group of Grade 5-8 Nort PCs, or perhaps mercenaries who are happy to work for them. With a little adjustment, however, it can also be run from the Souther perspective. In addition to combat abilities, PCs should also consider investing in non-combat skills as they may need to rely on stealth, subterfuge, engineering and a dash of piloting. A good spread of careers and areas of expertise is recommended.
GMs may want to make the players aware that this is a highrisk commando mission behind enemy lines. It is therefore entirely possible that some characters may not return.
“A SPY, NOT THE SPY” Readers of the 2000 AD series The 86ers will be familiar with both the setting of this adventure and the key plot thread—a Nort spy is aboard the base. This adventure presumes that the specific spy alluded to in the comic strip, Security Chief Montuez’s second-in-command Gittes, remains hidden and that the subject of this story, Kaspar Noktov, is a minor operator, possibly completely unaware of the main spy’s identity. Individual GMs are of course free, and in fact encouraged, to amend this however they see fit.
OPERATION The PCs are gathered at the Stavka, the supreme Nort Military Command point in the Nordland Inner Rodina Systems, by a senior Nort officer, Kapitan Oskar Molschimdt. Molschimdt is a wiry fellow with regulation cropped hair, a thin moustache and an obvious cyber-monocle surrounded by scar tissue. He glares at the PCs until they are silent. Read aloud or paraphrase the following once their conversation dies down:
You may well be aware that the Acoma system is currently held by the Southers and that the system guards a vital supply route between the Nu Earth and Nu Karthage warzones. It has long been of interest to Military Command, not least for its strategic importance. It will also come as no surprise to you that the superior strategic minds of Nort Covert Operations already have a number of agents working under the very noses of the idiot Southers. Our agents have been deployed in the Citadel, home of the Souther 86th Air Reconnaissance Squadron.
The base is located on an active asteroid mine, and the system’s binary star throws out tremendous amounts of radiation, so communications are often limited and sporadic. One such communiqué has however been received, and although the contents degraded in transit, it appears that the agent in question, one Kaspar Noktov, has discovered some data of immediate importance. But in doing so, he has left himself at imminent risk of capture. You are tasked with boarding the station, locating Noktov, acquiring the data and bringing it safely back to Nordland. The PCs will likely have a number of questions at this point. Whilst the GM should aim to answer them as best as possible, the PCs have been tasked with a covert mission, and the Norts much prefer obedience to openness. It is therefore perfectly viable for Kapitan Molschmidt to answer enquiring PCs with:
“That information is beyond your clearance level.” More persistent PCs can then be threatened with a gulag. Common questions Molschmidt is willing to answer include:
HOW LONG DO WE HAVE? We are not sure on specific timescales due to the inefficiencies of the Souther counter-espionage capability. However, we presume that this must be dealt with in all haste.
HOW WILL WE GET INTO THE STATION? You will be inserted via a captured Souther transport vessel.
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HOW WILL WE GET OUT AGAIN? You will need to capture a Souther ship. As the base is home to an Air Reconnaissance Squadron, there will be ample craft to choose from, albeit substandard and technologically inferior Souther vessels.
HOW WILL WE IDENTIFY NOKTOV? You have each been given a data packet with images of his physical appearance. He is currently inserted as part of a group of ex-Nort service personnel who have turned traitor. He does not operate under a pseudonym so locating him, once you are aboard the station, should not pose too great an issue. Once the briefing is over, the Kapitan will ask the character he considers to be the “ranking officer” (the one with the highest REP) to stay behind. He will provide them with a sealed data packet containing additional orders and will advise that it will only open for them, or a second-in-command that they appoint, and that the packet should only be opened upon successfully locating Noktov. It may be a good idea for the GM to prepare the orders as physical prop in a sealed envelope. Refer to The Sealed Orders for the full content. As Acoma is a Souther-held system, the team will be deep in enemy territory once deployed and operating on their own. There will be little they can do in terms of obtaining support, but likewise there will be no immediate oversight from any superior officers. Note: Some GMs may wish to begin this scenario by thrusting the players straight into the action with the insertion onto the Citadel. If this is the case, the briefing can be inserted between scenes as a series of flashbacks that slowly unveils the objectives.
INSERTION Nort Command has come up with a less than savoury way to get the team aboard the station. While largely self-sufficient, there is a regular garbage collection routine. A contracted garbage scow vessel positions itself to receive the nonrecyclable station waste, the waste airlock opens, and the ship collects the torrent of trash that is sucked out into the void.
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CH/8: BEYOND NU EARTH MISSION DOSSIER //SPY // SPY IN THE CITADEL The Norts commandeer the scow and force the crew to follow instructions to maintain an air of normality, using their knowledge of procedure and their security clearances to get close enough to the station. The team will be waiting in the hold of the vessel, and when the ship’s bay doors open to receive the waste, they will need to spacewalk across through the waves of ejected refuse and clamber into the Citadel’s waste bay.
OPTIONAL SCENE: CAPTURE THE SCOW The adventure assumes that the focus will be on the covert operation within the Citadel itself, and that the garbage scow that the team uses to gain entry onto the station has already been obtained by Nort Military Command.
However, enterprising GMs may wish to extend things further and have the Player Characters tasked with, or involved in, the capture of the ship. The players will need to somehow board the ship while it’s in dock or lure it to a stop in open space and board it with minimal damage. They then must capture the crew and coerce them into running the ship, which will help convince the Southers by maintaining the facade of normality. Treat the crew as standard Workers (see Judge Dredd and the Worlds of 2000 AD) with Piloting 1 [1d6] and Engineering 1 [1d6]. Also note that if the scenario begins in media res, the capture of the garbage scow could be included as a part of a flashback.
// GARBAGE SCOW
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Getting through the void, past a flood of station refuse including scrap plastics, waste ore and non-recyclable chemicals and bio-matter is an extended group task. The team will need to make three checks against a Challenging [12] difficulty in a difficult terrain, radioactive, vacuum environment. Skills used may vary depending on the approach or ingenuity of the players but could include zero-g, acrobatics, climbing, survival, concentration, or fortitude. This assumes that the team works together and as long as at least half the group passes each check they all manage to safely get into the Citadel’s waste bay. If, for whatever reason, the team refuses to help each other, have each PC make their own checks and succeed or fail on their own merit. Failing one check means that the characters are struck with debris (2d6 blunt damage), while failing a second check results in them also suffering the Fatigued condition. Failing a third check means that as well as the two preceding penalties, the bay doors close before they can enter, and they are trapped outside the station. The players will need to come up with a creative solution to gain access to the station.
OPERATIONAL GEAR Due to the method of arrival at The Citadel, Nort Command will ensure that the PCs are each given a vacuum-capable suit (see Environmental Suit, p. 106 Judge Dredd and the Worlds of 2000 AD).
IDENTIFICATION Once aboard the Citadel the team will find themselves in what is essentially a huge dumpster. Once the external airlock closes, the space will slowly pressurise, but as the crew do not expect it to contain workers, let alone a covert Nort insertion team, they are in no hurry to normalise the atmosphere. Thus, the PCs may not be able to strip off their environmental suits straight away and likewise they may want to spend the time looking for ways to get out of the waste bay. The bay is a large metal box, about 50 cubic feet in volume. Approximately ten feet from the roof, a walkway with a rail runs around three walls and, thankfully for the PCs, a maintenance and access ladder extends from the walkway to the floor of the box, where the characters will be. Once the bay doors are closed, the artificial gravity orients the characters so that the doors are now the floor.
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Climbing the ladder and crossing the walkway to one of the large doors used to access the bay should be relatively simple. There appears to be little in the way of surveillance systems deployed—after all who needs to watch their rubbish?—but the team will need to find a way to open the doors. Obvious solutions could include hacking the locks (Difficult [16] engineering or computers check) or attempting to breach the door with weaponry or explosive charges (HEALTH 25, SOAK 20, DEFENCE 12). The characters will then need to decide how to locate Kapsar Noktov. This may actually be somewhat easier than the players expect as he is openly one of the Turncoat Norts under Stalov’s command. The Nort faction within the 86th are distrusted and disliked by all at Acoma, but getting to them and avoiding contact with other station crew may be the real issue. While it is likely that players will come up with their own ideas on how to locate Noktov, some suggestions include: » Hacking the administration records in the Citadel’s computer network. Once the players have found an access terminal (two Routine [10] perception, computing or engineering checks) or found some other means to get a wireless connection into the system, they need to make three quick Difficult [16] computers tasks to find the information they need. Note that due to the time constraints the PCs are under, this does not give them access to anything other than basic administration records. Considering that this is a military site greater control or depth of information would take hours and at least Strenuous [25] difficulty. » Abducting and interrogating members of the station staff. Treat station staff as standard Infantrymen (see Chapter 9: Allies and Enemies) with las-pistols rather than las-rifles and run such encounters as standard combats and interrogations as detailed in Judge Dredd and the Worlds of 2000 AD. » Attempting to contact Noktov on the frequency he used to transmit his message to command. A Challenging [12] comms or Difficult [16] engineering or computers check will successfully contact him. Moving through the station will be difficult. The large station has a good-sized population, both of Souther personnel and “Termie” miners, so the team constantly risk discovery. The PCs should aim to use AGI with skills like stealth, acrobatics and climbing to move swiftly and silently through the station, or possibly gain access to service ducts and crawl spaces using LOG (engineering) or STR (athletics).
CH/8: BEYOND NU EARTH MISSION DOSSIER //SPY // SPY IN THE CITADEL THE TICKING CLOCK To add suspense to proceedings the GM should set a 10d6 countdown once the players are aboard the Citadel. Outside of combat- or turn-based action, roll as seems appropriate to maintain the tension of the story. If the scene switches to turn-based action, make the countdown roll at the start of every round. The increased noise and activity are more likely to be observed, and the rapidly reducing countdown will help increase the drama of the scene. When the clock runs down to 3d6, all enemy perception checks gain a +1d6 modifier and all PC attempts at social subterfuge suffer a -1d6 modifier due to the heightened state of alertness that the Southers are operating under. Should the clock expire, then the station crew are fully aware of the team’s presence and start to act accordingly. At the point that the clock runs down, or the team is otherwise found, the alarm is raised, and the PCs should encounter armed resistance. This could come in the form of a group of offduty pilots who happen across the characters, a squad of Mili-Fuzz possibly led by Security Chief Montuez, or even Kapitan Stalov and a group of his Norts who may try to convince the team that they are on their side, until betraying them to their Souther “hosts”.
KASPAR NOKTOV // MEDIUM SENTIENT HUMANOID [5D6] // DUPLICITOUS NORT TURNCOAT STR 6 (3d6)
AGI 4 (2d6)
END 6 (3d6)
INT 6 (3d6)
LOG 4 (2d6)
WIL 6 (3d6)
CHA 3 (2d6)
LUC 1 (1d6)
REP 1 (1d6)
MELEE DEFENCE 15 SOAK 5
RANGED DEFENCE 15 VULN —
INITIATIVE 3d6 SPEED 5
MENTAL VITAL DEFENCE 15 DEFENCE 15 IMMUNE — PERCEPTION 3d6
CLIMB 3
JUMP 8’/6’
HEALTH 15 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Las-pistol 4d6 (1d6+5 heat damage; range 10)) SKILLS light armour 1 (1d6), piloting 1 (1d6), stealth 1 (1d6), survival 1 (1d6) GEAR las-pistol, flight suit EXPLOITS Dive for Cover. If a ranged attack misses Nostok, he may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range. Panicked Unload. Nostok fires two shots at a target, and if both hit, he can attempt a third shot.
Regardless of specific method, the Player Characters will be opposed by the perception of the standard crew (3d6) and will need a number of successful checks based on how far or for how long they are trying to avoid discovery (probably 2-4). If the PCs take the opportunity to rest and lay low in the engineering station and the countdown clock is still running, they can spend LUC dice on a one-for-one basis to add dice back onto the countdown.
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// SUB LEVEL 5
THE SEALED ORDERS It is around this time that the players may decide to open their sealed orders. In the data packet will be a simple and clear instruction:
Noktov has proven himself to be an inferior agent and one unworthy of Nordland. Obtain the data he believes is so precious then eliminate him. If possible, do so in a way that will distract the Southers’ attentions from further investigations.
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Eventually Kaspar will come to meet the PCs, but he will not be alone. The PCs may immediately think they are being betrayed or that Noktov is further jeopardizing the mission, but he will beg them to hear him out. He introduces his companion as Doctor Razmus Carden and explains that Carden is a Souther researcher who wishes to sell what he knows to the Norts and needs protection. The Doctor is the source of the vital data which triggered Kaspar’s original urgent communication.
CH/8: BEYOND NU EARTH MISSION DOSSIER //SPY // SPY IN THE CITADEL COMPLICATION If the Player Characters are successful in locating Kaspar Noktov and make contact, he will initially be a mix of shocked (that his message was received and responded to) and grateful (that the team has come all this way to help) but that will swiftly shift to paranoia as he fears that they are in fact Souther counter intelligence agents looking to trap him. The players will need to come up with a convincing reason for him to trust them along with at least one successful CHA (social skill) versus Kaspar’s MENTAL DEFENCE 15. Once convinced that the PCs are on the side of the Norts, Noktov will arrange a meeting place. If the team has already approached him in person, he will insist that now is not the time and that he will meet them in a safe place. He will also tell the team of engineering station where the backup atmosphere processing systems are maintained. It is visited so infrequently that they should be able to talk unobserved, and he even suggests that the team could hide out there for the time being. The engineering station is on Sublevel 5, and Noktov provides the PCs with an access code to gain entry. If the PCs follow his advice, once they arrive, they will discover that the codes Noktov managed to get hold of were correct but have since been changed. The players may decide to try to gain access by hacking the door lock (Demanding [21] engineering or computers check) or breaching it in some way (HEALTH 25, SOAK 20, DEFENCE 12). Failure in either approach means that while they still gain access to the chamber as the PCs complete their action a pair of Souther Maintenance Techs coming around the corner. Players may fear that this is a sign that Noktov has betrayed them and that this was a set up.
DOCTOR RAZMUS CARDEN // MEDIUM SENTIENT HUMANOID [5D6] // TRAITOROUS SOUTHER RESEARCH SCIENTIST STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 18 DEFENCE 18 DEFENCE 24 DEFENCE 18 SOAK 5 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 36 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2
Las-pistol 5d6 (1d6+6 heat damage; range 10) SKILLS genetics 6 (3d6), interrogation 1 (1d6), intimidation 1 (1d6), medicine 3 (2d6), perception 1 (1d6), piloting 3 (2d6), pistols 3 (2d6), tactics 1 (1d6) GEAR Las-pistol, chemsuit, cybernetic brain implant EXPLOITS Healing. Carden can use an action to heal an adjacent ally of 3d6 HEALTH. Each ally can only benefit from this Exploit once per day. Remove Condition. Carden can remove a condition from an adjacent ally with a single action. Weak Point. Doctor Carden can identify a weak point in a target as an action. Once identified, the next attack against that target by the Doctor or an ally ignores SOAK. Any given target can only suffer this effect once.
Given the chance, Dr Carden will explain that he has been a part of a number of secret experiments involving a covert team within the Souther command structure and that even the upper levels of command are not aware as to the extent of their work. The Doctor considers himself a logical pragmatist and has no real loyalty to the Souther cause. He is more than willing to turn traitor and join the Norts, if they can guarantee his safety. He figures that the information he has will allow him to negotiate a price once he is safely away from Acoma.
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The Doctor is no fool and has locked the data within a cybernetic brain implant. If he is betrayed he can send a mental command to scrub the data, and it will be automatically wiped should he die. While the players may decide to eliminate Noktov, it would appear that succeeding in their mission now involves getting Carden off the station.
KAPITAN STALOV // MEDIUM SENTIENT HUMANOID [7D6] // A TURNCOAT NORT OFFICER WHO BETRAYED HIS KHAN-MARSHAL. STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 6 (3d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 21 DEFENCE 21 DEFENCE 28 DEFENCE 21 SOAK 6 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 12’/6’ HEALTH 42 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2
Vibro knife 6d6 (2d6+5 piercing damage)
NOTORIOUS ENCOUNTERS In a contained location such as the Citadel, it would seem very likely that the Player Characters could encounter a character from the pages of the comics. In this case, it might be specific members of the 86ers. However, if the players are keeping to their covert mission brief and succeeding then the opposite should be true! With this in mind though, the two individuals that they may encounter are most likely to be Stalov while trying to locate Noktov, or Security Chief Montuez if they were spotted and the alarm raised.
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Las-pistol 6d6 (1d6+5 heat damage; range 10) SKILLS bravery 6 (3d6), intimidate 1 (1d6), knives 3 (2d6), leadership 6 (3d6), light armour 3 (2d6), perception 1 (1d6), pistols 3 (2d6), piloting 3 (2d6), stealth 3 (2d6), survival 3 (2d6), tactics 6 (3d6) GEAR las-pistol, vibro knife, flight suit EXPLOITS Give Orders. When Stalov gives an order, all allies within 30’ get an immediate bonus action. Kill Him! Stalov choses one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. Stalov can donate LUC [3d6] to allies; this must be declared before any dice are rolled.
CH/8: BEYOND NU EARTH MISSION DOSSIER //SPY // SPY IN THE CITADEL SECURITY CHIEF MONTUEZ
EVACUATION
// MEDIUM SENTIENT HUMANOID [7D6] // BRUTAL AND OPINIONATED SECURITY OFFICER WHO IS INVOLVED WITH A SECRET CONSPIRACY.
Having located the data that they were sent to acquire, albeit still currently in the brain of a Souther scientist, the PCs will need to make their escape. If asked, Carden supports the plan of stealing a Souther vessel and escaping the station that way. Although he does not have the clearance to gain access to the hangar bays, he is willing to provide details of where they are and how to get there. If the team does not trust him, Noktov can provide the information (if he is still alive) or the information can be obtained from the Citadel computer system using a console in the Processing Station (three quick Difficult [16] computers tasks, reduced to Challenging [12] if the PCs previously hacked the computer system). A successful Routine [10] LOG (tactics or piloting) check would suggest that the greatest chance for success will be from taking a combat vessel such as a small scout, courier or gunboat rather than a set of fighters. It will be easier to take and secure a single vessel, and it will be a balance of durability and speed. With that in mind, the team can identify the most suitable hangar bay to target. Knowing where the PCs need to go is only half the solution— they need to get there, possibly with a non-combatant scientist in tow. This will be similar to making their way around the station to locate Noktov but difficulties are increased by a level with Dr Carden in the group. Once they have arrived at the bay, the team will need to do the following to enable their escape: » Gain access to the bay. The hangar is staffed by standard crew (treat as Infantrymen with las-pistol sidearms rather than las-rifles and bayonets) who could be bluffed, bribed or coerced, snuck past or even assaulted. If attacked, they will try to raise the alarm—if it is not already raised—and a squad of four milli-fuzz will arrive in 1d6 minutes. If the alarm has already been raised by the time the PCs head to the hangar, a squad of four milli-fuzz will already be on guard duty. » Locate a suitable vessel. This must carry the team and any NPCs they have with them and be prepped and ready for launch. A Challenging [12] INT (perception, tactics or piloting) check will spot a suitable ship. Treat the ship as a Space Attack Craft with two las-cannons. (See Chapter 3: Tools of War.) » Get aboard the ship. Accessing the ship could be done by successfully convincing one of the hangar crew using CHA (social skills) or more violent methods, or hacking the access panel Difficult [16] engineering or computers checks.
STR 6 (3d6) AGI 6 (3d6) END 10 (4d6) INT 10 (4d6) LOG 6 (3d6) WIL 10 (4d6) CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 18 DEFENCE 18 DEFENCE 28 DEFENCE 28 SOAK 6 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 50 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2
Truncheon 5d6 (2d6+4 blunt damage)
Las-pistol 6d6 (1d6+5 heat damage; range 10) SKILLS clubs 3 (2d6), drive 1 (1d6), interrogation 1 (1d6), intimidation 1 (1d6), law 1 (1d6), light armour 1 (1d6), perception 1 (1d6), pistols 3 (2d6), tactics 1 (1d6) GEAR las-pistol, truncheon, armoured chemsuit EXPLOITS Backup. Montuez can call for backup. Within 3d6 minutes, 1d6 milli-fuzz will arrive. Leadership. Montuez can donate his LUC (1d6) dice to allies; this must be declared before any dice are rolled. Painful Strike. Instead of causing damage with a blunt melee attack, Montuez can inflict the Pain condition instead. Tongue Lashing. The security chief can make a REP + intimidation mental attack against a target within 30’, inflicting the Afraid condition on a success. NOTE: If the alarm has been raised, Montuez will be accompanied by a security detail consisting of as many milli-fuzz as there are PCs (see Chapter 9: Allies and Enemies for details).
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» Disengage the bay doors and override the launch protocols. Similar to gaining access to the ship, this could be done by successfully convincing the control staff to comply using CHA (social skills) versus WIL (3d6), or hacking the overrides Difficult [16] comms or computers checks. » Launch the ship. This will take three Routine [10] checks in the following order: INT (engineering) to bring the reactor and all systems online, LOG (computers, comms or navigation) to initiate the flight systems and finally AGL or INT (piloting) to safely exit the bay.
SCRAMBLE! If the Player Characters are successful in getting away, then within 1d6 minutes of their launch, a pair of Souther fighters will be scrambled to intercept them. While the PCs may have a head start, the 86ers are capable pilots, and they are flying faster vessels. Run the getaway as a standard chase as detailed in Judge Dredd and the Worlds of 2000 AD, p. 128, with six wins needed to escape the pursuing ships. Treat the 86ers as Elite Infantrymen with piloting 3 [2d6] flying Seraphim Fighters (see Chapter 3: Tools of War). If the fighters succeed in catching the players’ ship, then they will initiate combat. If the players manage to escape, then they have successfully evaded capture in the system’s dense asteroid field. If the players are able to destroy their pursuers or hide and lay low in the asteroid field, they can consider the mission a success and plot their course back to Nort lines.
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WHAT ABOUT THE PSI? One of the key crew on the Citadel is a psi named Kristos, and it may occur to some players that he may be able to track or locate them. The fact that he does not appear within the story is intentional to provoke and maintain the suspicion in the comic that he may be a Nort agent. However, GMs are welcome to adjust things to include him if they see fit or, if an explanation is preferred an NPC could make mention of the fact that Kristos is off station at present or his abilities are currently hampered due to a flux in Acoma’s already high levels of background radiation.
CH/8: BEYOND NU EARTH MISSION DOSSIER //SPY // SPY IN THE CITADEL // HANGAR BAY 4
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HUNTED BY NU-OKTOBER The Player Characters are crew or passengers upon the Souther starship Cassandra when it is targeted by a Nort warship. Outclassed and alone, the PCs will need all their wits, cunning and creativity to save the ship and themselves from threats within and without. This scenario is aboard the Southern Cross Confederation scout and reconnaissance vessel Cassandra. It would suit a group of Souther-allied characters of Grade 5. Player Characters will need skills beyond combat ability as while there is some direct combat, with the majority of the action taking place aboard the confined space of a single starship, they would do well to ensure that they have a mix of social, technical, medical, vehicular and possibly even scientific skills in order to be able to contribute to scenes where there is no immediate enemy to stab or shoot. While there are suggestions on how to integrate this adventure into an ongoing campaign, it could easily be run as a one-off game with specific naval characters.
SETTING The majority of this adventure is set aboard the Cassandra, a light scout, reconnaissance and electronic warfare vessel in the service of the Souther Space Navy. The ship and its crew have seen a lot of action in the Nu Earth system and have recently received orders to deploy to the Nu-Karthage front. Player Characters can be drawn into events in one of two ways, either they are members of the Cassandra’s crew or they are also being sent to the Nu-Karthage warzone and command have seen fit to berth them on the Cassandra for the journey.
By default, she will address the group via the highest-ranking member (or highest REP if there is no clear ranking officer). Being used to military service and confidential missions, she doesn’t pry as to what the party are doing or why they are travelling to Nu-Karthage, but she is more than willing to engage in small talk and is generally pleasant to talk to. She wants to show the ship and its crew in the best light possible but won’t cover up problems to do so. The lieutenant will show the PCs to their bunks and help them get their gear stowed away. All weapons will be required to be placed under lock and key in the ship’s armoury due to the risk of accidental discharge and potential hull breach. The Player Characters will be quartered in with the petty officers and the ship’s system of watches will be explained. Due to the limited space on a ship of this size, there are insufficient bunks for the whole crew to rest at once. Therefore, it is accepted that “your” bed is not your own but is in fact shared with between one and three other crewmates. The crew are organised into three teams each of which is on watch for six hours, then assigned other duties, such maintenance tasks or training, for six hours and then a rest watch of six hours, before returning to watch duty again. This way, the ship is able to operate constantly.
SIX-HOUR WATCH SECTIONS (SHIP’S CLOCK) 0100–0700 0700–1300 1300–1900
BOARDING STATIONS Passenger PCs embark on the ship from one of the Souther Buzzard satellites that orbit Nu Earth. They will be received by the starship’s Executive Officer (XO) Lt Roberta “Bob” Tooting. Lieutenant Tooting is a career officer and a fine example of the Souther military. She is calm, professional and polite to the PCs who she perceives as guests. Tooting has received word of the party’s arrival and will be aware of their names, ranks (if applicable) and general area of service or function.
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1900–0100
Day 1 Team Argos Team Balthazar Team Caspar Team Argos
Day 2 Team Balthazar Team Caspar Team Argos Team Balthazar
Day 3 Team Caspar Team Argos Team Balthazar Team Caspar
The captain leads Team Caspar, the XO heads Team Balthazar and the chief engineer heads Team Argos. The PCs are due to keep the same watch schedule as Balthazar.
CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED // HUNTED BY NU-OKTOBER
THE CASSANDRA VEHICLE
Delphi-Class Scoutship
COST (MCR)
WEIGHT
12,000
1,800,000
OCCUPANTS
SPEED
ACCEL
HAND
HEALTH
SOAK
DEF
36
80
8
5
1500
19
+6
(LB)
Delphi-class scoutships are armed with twelve missiles (firing a maximum of two per turn) and three las-cannon turrets. Group Three Delphis (such as Cassandra) also carry a pair of squad-capacity drop pods for the insertion of planetary scout units or as emergency evacuation vessels. These ships are not intended as frontline combat vessels but have an advanced sensor suite and electronic warfare package so they are often seen in support of Souther flotillas or sent on reconnaissance or “listening post” missions.
// THE CASSANDRA
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TYPICAL CASSANDRA CREW-MEMBER // MEDIUM SENTIENT HUMANOID [5D6] // TRAINED AND COMPETENT SOUTHER SPACE NAVAL CREW STR 6 (3d6) AGI 4 (2d6) END 6 (3d6) INT 6 (3d6) LOG 4 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 15 DEFENCE 15 DEFENCE 15 DEFENCE 15 SOAK 4 VULN — IMMUNE – INITIATIVE 3d6 PERCEPTION 3d6 SPEED 5 CLIMB 3 JUMP 8’/6’ HEALTH 15 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Punch 3d6 [1d6+3 blunt damage] Las-carbine 3d6 [2d6 heat damage: range 8] (if an officer has broken out the armoury) SKILLS computers OR comms 1 (1d6), engineering OR gunnery 1 (1d6), piloting 1 (1d6), survival 1 (1d6) GEAR flight suit [Add las-carbine if an officer has armed the crew.] EXPLOITS Aim. The crewman gains a +1d6 bonus to their ranged attack if they spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses an crewman, they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range.
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TYPICAL CASSANDRA OFFICER // MEDIUM SENTIENT HUMANOID [7D6] // VETERAN NAVAL COMMANDER STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 6 (3d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 21 DEFENCE 21 DEFENCE 28 DEFENCE 21 SOAK 4 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 12’/6’ HEALTH 42 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Las-pistol 4d6 (1d6+5 heat damage; range 10) SKILLS bravery 6 (3d6), computers OR comms 3 (2d6), engineering OR gunnery 3 (2d6), leadership 6 (3d6), light armour 1 (1d6), perception 1 (1d6), pistols 3 (2d6), piloting 3 (2d6), survival 3 (2d6), tactics 1 (1d6) GEAR las-pistol, flight suit EXPLOITS Give Orders. When the officer gives an order, all allies within 30’ get an immediate bonus action. Kill Him! The officer chooses one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. The officer can donate their LUC [3d6] to allies; this must be declared before any dice are rolled.
CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED // HUNTED BY NU-OKTOBER INTO THE BLACK Soon after the Player Characters are settled in, the Cassandra will be underway. Lieutenant Tooting (who will tell any officers amongst the PCs to call her Bob) will then give them a tour of the ship. This will give them a chance to ask any questions. During the tour, she will look to introduce them to some of the key personalities aboard ship. Note that these encounters do not have to happen all at once. GMs can certainly break the introductions up across the initial stages of the journey.
PERSONNEL INTRODUCTIONS
» Chief Engineer Lt Commander Arthur Rivens is another career naval officer. He likes to put forward a gruff and stern exterior, but he is a decent chap who has worked hard and is not far off retirement. He is tremendously proud of the Cassandra and especially his engineering team. He would possibly have a command of his own by now if not for the severe injuries he suffered in battle against a Nort Drakonskul warship. He returned to service after extensive reconstructive surgery and is now exceptionally conscious of his cybernetics. Use the Typical Cassandra Officer with computers and engineering for Rivens. » Tooting will try to introduce Consultant M’Meehua, but any conversation may take place through a partially open drop pod hatch. M’Meehua is an alien employee of the Kada-To Industrial Unlimited Corporation. They have been sent by their employer to monitor and support some of the cutting-edge sensor equipment that has been installed on the Cassandra, much to their chagrin. M’Meehua was not keen on the idea before they were aware that the ship would be going near an active warzone, and now they know, they are even more upset, frustrated and annoyed. Due to the limited space on the Cassandra, the alien has been provided with one of the ship’s two drop pods as their accommodation and work suite and has the most spacious and comfortable living space aboard. None of this has improved their mood, and the alien is rarely seen. They do the minimum required to satisfy their contract and keep the rest of the crew from interfering, but beyond that, they keep to themselves. M’Meehua denies all access to the drop pod, saying that it contains commercially sensitive data and fearing industrial espionage or “...the forced subjugation beneath the military jackboot!”. In appearance, M’Meehua has pale orange skin and is completely hairless. They are a seven-foot-tall biped, skinny by human standards, with two main digits and
one opposing on each hand and foot. their head is quite triangular in shape with the “point” at the bottom of their face where their mouth is. The mouth itself consists of a dozen or so short, tentacle-like cilia, giving M’Meehua’s voice a raspy note whenever they lower themselves to speak to humans. » Petty Officer Quentin Short is the chief helmsman and possibly the best pilot aboard. He isn’t over keen on ground pounders after getting into too many bar fights with other servicemen when on leave. He will be polite but unwilling to engage in conversation. Perceptive PCs (INT (insight) versus WIL (4d6)) may notice that he is more dismissive of them than one might otherwise expect. Use the Typical Cassandra Crewman with comms, engineer and an increased piloting of 6 [3d6] for Short. » While nominally a lead comms officer, Lieutenant Kovia Pova is also the Cassandra’s most senior emergency medic and is the defacto ship’s doctor. As a matter of protocol, she will check that she has the correct details for each of the Player Characters and if there are any particular medical conditions or issues she ought to be aware of. A Challenging [12] INT insight check may detect from both her name, and a slight hint of an accent, that Kovia has Nort heritage. She will be unwilling to answer questions on the subject. She can be pressed (CHA or REP (social) versus WIL (4d6)) or the PCs can obtain access to her service record (Difficult [16] CHA or REP (social skills) to obtain access from a senior officer or Demanding [21] LOG (computers) check to obtain from the ship’s records). They will learn that she was from Charleston Beta and that her mother was a Nort who defected after bearing the child of a Souther officer. Use the Typical Cassandra Officer with comms and medicine instead of engineering OR gunnery for Pova. » Commander Colin Padraic is the captain of the Cassandra. A seasoned veteran, he has lived through years of the conflict and has been present at many of the key space battles. A Challenging [12] INT (tactics) or a related (academic) skill, such as military history or REP (social skills) check indicates that a PC is aware of him and his record. He took command of the Cassandra four years ago after exemplary service in the Naval Counterintelligence division, and he is an expert in surveillance, countersurveillance and espionage. He is a stately looking officer, well turned out at all times, with a dispassionate manner but a clear air of command. His crew looks up to him, and most have served under him for a number of tours of duty. His age is starting to catch up with him, and a successful INT (insight) versus WIL (4d6) check will suggest that there is a certain weariness behind the eyes.
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The route the Cassandra takes will be a jump from Nu Earth to the Acoma system and then from there to Nu-Karthage. Creative GMs could add additional encounters in the voyage, from killer satellite attacks leaving Nu Earth orbit, being waylaid by pirate or Nort privateer attacks in the Acoma asteroid belt, or even a stop off on the Citadel, home of the Souther’s 86th Air Reconnaissance Squadron. However, the key part of this tale, as written, begins once the ship has jumped to the Nu-Karthage system.
ARRIVAL IN NU-KARTHAGE
Before long, the Cassandra is ready to make the black hole jump from Acoma to the Nu-Karthage system. While the crew makes final preparations, the captain will address the ship as a whole:
You are about to embark upon yet another great crusade, similar to the many previous ones we have striven to complete over these past months, and for many of us, past years. In company with our brave allies and brothersin-arms on other fronts, we will once again be thrust into the firing line in opposition against our great enemy. I almost always feel inclined, when I address the crew like this, to impress upon you that before us we face an ordeal of the most grievous kind. We have further months of struggle and of suffering. You ask, what is our strategy? I can say: It is to wage war, by sea, land and air, with remaining strength that we can rouse, to attempt to wage war against insurmountable tyranny, never surpassed in the dark, lamentable catalogue of human existence. Those are the demands of our leaders, and that is the policy we must execute. All hands to stations. Make preparations for jump.
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An INT (insight) (+1d6 if the PCs passed a previous insight roll versus the captain) versus WIL (4d6) check will lead PCs to question the tone and content of Captain Padraic’s speech. There is a resignation in both his attitude and outlook, which the crew do not appear to see but the Player Characters pick up on. He no longer seems to be the heroic stalwart as painted by those under his command.
WELCOME PARTY
As soon as the Cassandra arrives in the Nu-Karthage system, the ship’s proximity alarms start to blare. The crew move straight into action and reports are returned that a pair of Nort Grendel fighters (see Chapter 3: Tools of War) are being flown by Infantrymen with Gunnery 1 [1d6] and Piloting 1 [1d6]. While probably a scout patrol, they have been lying in wait at the jump point. Thinking the Cassandra is a relatively soft target, they move to intercept.
ACTIONS DURING SPACE COMBAT If the PCs are used to ground combat and personal confrontations, the prospect of being part of a combat in space may leave them feeling incapable of being able to contribute to the battle. That is of course not true and there are a number of ways that GMs can involve the characters in the action: » Command Tasks: PCs with command rank or leadership skills could be given command of a section or work group. They will need to motivate them, coordinate their actions and keep them focused on the task at hand using [social] skills and CHA and REP checks. » Technical Tasks: Anyone with technical knowledge will be put to work at a station. They might be sent down to the engine room (engineering) or sat at a bridge station (piloting, comms or computing). » No Idle Hands: In frontline combat, the ship cannot afford idle crew, and if the PCs have no other immediately obvious applicable skills, the captain or XO will give them physical duties. Supplies need moving, gear
CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED // HUNTED BY NU-OKTOBER needs shifting, missile tubes need loading or clearing. In the heat of battle, commands may need to be taken personally through the ship, even one as comparatively small as the Cassandra. (Use developmental and physical skills and a whole variety of attribute checks.) » Damage Control: If the Cassandra takes any damage, the PCs will be obvious “nonessential” crew who can attend to the situation. Fires aboard the ship, which can rapidly overwhelm the atmosphere processors’ abilities to replenish oxygen supplies, are lethal, let alone systems damage, hull breaches and wounds to crew. There are a variety of skills and abilities that could come into play, from medical care, technical skills or simple physical ability. Note that casualties among the crew are a surefire way to get the PCs involved in active roles aboard ship as they are called upon to back fill duties. » “Direct” Combat: As soon as combat begins, any competent gunner or weapons expert will be ordered to either one of the las-cannon turrets, fire control on the bridge or the missile bays. Likewise, PCs with a reputation for strategic accomplishments (or a high tactics skill) will be asked to remain on the bridge by Lt Tooting. She will look to them for tactical analysis and guidance, essentially placing them in control of what the Cassandra does in the battle, which may cause the players to wonder why Captain Padraic is not more assertive in that role. While the PCs and crew of the Cassandra may be able to handle a pair of Grendels, in 1d6 turns another two will arrive and long-range sensor scans requiring a Challenging [12] INT (computers) check will detect a further flight of four en route to engage them. Upon hearing this, the captain will not hesitate to issue the order to disengage and attempt to flee.
SETTING COURSE FOR TROUBLE
Evading the Nort fighters is a standard chase as detailed on page 128 of Judge Dredd and the Worlds of 2000 AD with six successful checks needed to escape the pursuing ships. PCs can assist in this with a variety of creative skill use such as tactics, piloting, astronavigation, leadership, comms, computers or engineering. If the Cassandra is caught, initiate another combat, but if they manage to evade their pursuers, the vessel is able to hide within a stellar nebula. The nebula hampers the fighters’ sensors so they cannot lock onto the Souther ship, however it also renders the crew of the Cassandra functionally blind. The scoutship’s advanced sensor suites are able to get some readings from outside the nebula, but the feeds are erratic, and the data frequently corrupted. PCs may wish to try to convince M’Meehua to assist, which is not an easy task. If they manage, they will begrudgingly get to work, but amplification and defragmentation of the data will take time.
M’MEEHUA // MEDIUM SENTIENT HUMANOID [6D6] // ALIEN CORPORATE CONSULTANT WHO WOULD RATHER BE ANYWHERE ELSE STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 4 (2d6) LUC 4 (2d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 18 DEFENCE 18 DEFENCE 24 DEFENCE 18 SOAK 5 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 36 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Slapping Wildly 3d6 [1d6+3 blunt damage] SKILLS bureaucracy 3 (2d6), comms 6 (3d6), computers 1 (1d6), engineering 3 (2d6), negotiation 3 (2d6), perception 1 (1d6), pistols 3 (2d6), piloting 3 (2d6)
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GEAR communicator (planetary), flight suit, personal computer, toolkit (engineering), scanner (scientific) EXPLOITS
Analytical Eye. M’Meehua is able to identify the resistances, immunities, and vulnerabilities of any creature they can see with a Difficult [16] LOG check; if using a hand-scanner, it is only a Challenging [13] LOG check. This requires two full actions of observation. Once the ship is in the relative safety of the nebula, the Player Characters will probably be asked to assist with a number of duties including ship-board repairs, medical care for injured crew, work on the sensors, analysis of the data received, or working with the command crew on a plan of what to do next. Captain Padraic will insist on running silent—no attempt should be made to communicate off the vessel at risk of giving away the Cassandra’s position.
SOMETHING’S OUT THERE SENSOR GHOSTS
If the PCs are involved in recalibrating or amplifying the sensors, have them make an extended (three, hourly tasks) set of Difficult [16] checks using a suitable technical skill. Alternatively, if they have been successful in convincing M’Meehua, they will complete the work in five hours alone or, if the PCs are working with them, they will only require two successful hourly tasks instead of three. With the sensors improved, the crew learn that the fighters are still lurking outside the nebula and that a larger vessel has arrived. As the crew attempt to get a lock on the ship, it moves into the nebula. Likewise, the fighters have dispersed, heading back to their base or carrier for refuelling. Analysing (using skills such as computers, tactics or scanners) what little information the ship’s sensors were able to glean regarding the other vessel provides the following (each level provides all previous information for lower success levels): » Routine [10]: The wake of the ship indicates it is Souther vessel. » Challenging [12]: From the trace data received, it is an escort size vessel and slightly larger than the Cassandra.
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» Difficult [16]: Energy signatures indicate that it is better armed than the Cassandra with military-grade weaponry. » Demanding [21]: Some Nort starship kapitans are adept at recalibrating their ship’s main drive so that the energy wake reads like a Souther craft. » Strenuous [25]: Compiling and assessing the data in full reveals that this is in fact a Nort Ghost Raider, the NuOktober, a ship proficient in cat and mouse games and hunting other vessels. If the PCs believe this new vessel to be a Souther craft, they may believe that it chased off the fighters and is looking to locate or assist them. With this in mind, they may look to set course to rendezvous with them. This is Captain Padraic’s preferred course of action and one he will wholly support. He will deride any suggestion that this could be a Nort vessel or a trap, and if challenged with data to the contrary, he will argue that they should at least try to locate the ship to learn more of it and, if it is hostile, keep track of its whereabouts.
OPTIONAL SCENE : THE STOWAWAY While tensions are high, a perceptive character (whichever PC has the highest total perception) will think that they hear a noise coming from within the walls or below the floor. If they choose to investigate, they will discover Asik Alev, a teenage boy who has stowed away aboard the ship and has been holed up in the storage tanks ever since the Cassandra left Nu Earth space. Due to damage the ship suffered or the modifications to the sensor arrays, he has had to move hiding place, giving away his location. The boy is looking for adventure and an escape from the horrors of civilian life on Nu Earth, but little did he know what he would actually be getting himself into. Treat Asik as a standard Civilian from Judge Dredd and the Worlds of 2000 AD.
CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED // HUNTED BY NU-OKTOBER
// THE CASSANDRA (SIDE VIEW)
SECOND ENGAGEMENT
It is said that hunting a Nort Ghost Raider is like trying to catch smoke in a net, and the crew and Player Characters will have a dreadful job of locating their target. Sensor traces just seem to slide off it—a fact that will equally frustrate and fascinate M’Meehua—and the concern within the crew becomes more and more evident. They appear to be chasing phantoms, and tempers start to fray as tensions rise. At a suitably dramatic point, possibly as an NPC crew member and PC are having a heated discussion or argument about what to do next, the Ghost Raider emerges from a break in the pinkish clouds of the nebula and opens up with its weapon batteries, striking the Cassandra across the bow. The Cassandra spins from the impact, emergency sirens wail, and the lighting aboard switches to red. Orders are shouted and damage assessments come flooding in. Lt Tooting is on the bridge at the time, as it is Team Balthazar’s watch, and she commands the PCs to assist in various ways. They may help navigate or pilot the ship out of danger, assist in damage control, man the weapons and so on. Her priority is to get out of the firing line and into relative safety.
WHERE ARE THE SHIP STATS? It is intentional that the Ghost Raider, or Nu-Oktober, has not been provided with a stat line. As with the Monstrous Machines mentioned in Chapter 3: Tools of War, the weapons and tools at the players’ disposal are woefully outclassed by the Nort ship. It is a narrative tool and as such it does whatever is needed by the GM to make for a good and exciting story. Direct action by the players is not going to defeat or destroy it. The Ghost Raider will not give chase. Its kapitan is skilled in hit and run and is content to toy with this “mouse” before landing the kill. It wants the Southers panicked and afraid, more likely to make mistakes and much easier to then destroy.
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FROM BAD TO WORSE SABOTAGE
Once the immediate crisis is over and the Cassandra is back within the clouds of the nebula, the sensors indicate that they have evaded the Ghost Raider. Lt Tooting will convene a meeting of the lead crew, including the captain and the PCs, to assess options. During the meeting, she eats a meal, taking any chance she can to cram in some food while trying to get the crew safely out of the crisis. During the discussion, Tooting will double over in pain and vomit uncontrollably. Her body will cramp up in agony, and a Difficult [16] LOG (medicine or similar applicable skill) will identify that it is likely that she has been poisoned. It is a relatively simple deduction (Routine [10] LOG check if needed) that the poison was in her meal, and if the PCs do not take swift action, the current watch will soon follow suit when they eat. Someone has tampered with the food. Speaking to the crew who are on galley duty (see Interrogation Rules, Judge Dredd and the Worlds of 2000 AD, p. 132) gains no significant leads. The two crewmen who were preparing the food have been together the entire time, and there are no security cameras which monitor the galley. The food could have been contaminated before they started work, but the only people who have access to the food stores are the crew on catering duty or the senior officers.
MESSAGES FROM WITHIN
Just as the players are getting information about the food, they will be interrupted by either M’Meehua or Lt Pova, whichever of the two of them the Player Characters have had the most interaction with. They bring grave news and want to talk to the PCs in private if possible. They have discovered from the sensor data (M’Meehua) or the ship’s comm logs (Pova) that someone on board is breaking the captain’s command and is sending signals out. What is worse is that they appear to be being transmitted on open Nort frequencies. The system logs aren’t able to track the contents of the messages, but they started after the Cassandra entered the nebula. If a player suggests investigating, a Routine [10] LOG check reveals that the times of the messages occur during all three watch team’s duties with no apparent pattern. If asked, M’Meehua or Pova can confirm that the messages could be sent as an automated job, and that there are no records of messages being received, only transmitted.
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WARNING SHOTS AND GHOSTLY ECHOES Give the players time to discuss the revelation of the signal transmission and their theories on who the culprit could be. Just as they are starting to decide on a plan of action, the ship is rocked by a concussion wave. Once again, the ship will go to red alert, and the Player Characters will hear that the Ghost Raider is back. It appears that the enemy ship has not got a lock on them but is instead firing missiles to detonate nearby in an apparent attempt to flush the Cassandra out. The players may decide to intervene, suggesting anything from silent running to launching a barrage of missiles, or even launching a drop pod as a distraction. Encourage any plans that they come up with and let them run with it. The key purpose of this attack from a story perspective is to break up the players’ train of thought regarding the comms messages and remind them of the danger without as well as within. It is possible that the PCs may decide to ignore the situation with the Nort vessel and instead focus on the transmissions. If that is the case, Lt Commander Rivens, who is the duty officer at the time, will try to perform a set of evasive manoeuvres to get out of the way of the fire pattern of the Nort ship and lose them once more in the nebula. During this, the ship’s crew will be committed to Rivens’s orders and will be focused on saving the ship and themselves. It may be quite hard for the Player Characters to get any assistance from them in their query, however with the crew’s attention focused on the current crisis, the characters may get to do some uninterrupted investigating.
THE DETECTION GAME
It seems clear from the sabotage of the food and the Nort transmissions that have been sent that there is a spy or saboteur aboard the Cassandra. The PCs may have a number of suspects, the obvious ones being: » Consultant M’Meehua » Lieutenant Kovia Pova » Commander Colin Padraic » The stowaway Asik Alev (if the optional scene is used) The players can investigate or interrogate as they see fit, but if they question other crew members, they will lean towards the likely candidates being M’Meehua or Asik with the captain considered beyond reproach.
CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED // HUNTED BY NU-OKTOBER Other forms of enquiry or evidence gathering could involve the ship’s logs (computers skill checks), security systems (surveillance skill checks), analysis of the contaminated food (chemistry skill checks), checking crew service files (bureaucracy skill checks) or anything else that the players might come up with. The evidence will point inevitably to Commander Padraic himself, and the key clues are: » His demoralised demeanour and the resigned speech he gave. » The fact that he wanted to set course to meet the Ghost Raider before it was a confirmed ally or threat. » The captain’s insistence on no outward comms when it is possible that they could have summoned assistance from other Souther vessels. » The fact that the sabotage and recent encounter with the Ghost Raider did not happen during his watch. » He has the command authority to get access to everything he needed. » His background in espionage and countersurveillance.
COMMANDER COLIN PADRAIC // MEDIUM SENTIENT HUMANOID [7D6] // PSYCHOLOGICALLY DAMAGED VETERAN NAVAL COMMANDER
GEAR las-pistol, flight suit EXPLOITS
Give Orders. When the captain gives an order, all allies within 30’ get an immediate bonus action.
Leadership. Commander Padraic can donate his LUC [3d6] to allies; this must be declared before any dice are rolled.
If the commander himself is questioned, he will sigh, his shoulders will slump, and he will look the PCs straight in the eye, weariness and sorrow unmistakable in his face.
So, this is it then. I am discovered, for all the good it will do you or any of us. Can you not see the madness of it all? The pointlessness of what we have become? I have seen it all, you know. I have seen the glory and the tragedy of frontline warfare, and I have seen the covert war fought on the edges and in the shadows. I have seen the whole, abysmal, demoralising truth of it all.
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 21 DEFENCE 21 DEFENCE 28 DEFENCE 21 SOAK 4 VULN — IMMUNE — INITIATIVE 6d6 PERCEPTION 6d6 SPEED 7 CLIMB 4 JUMP 12’/6’
The disgraceful honesty is that this will never stop. More and more of our sons and daughters will be thrown time and again into this beast of a meat grinder, this noble savagery of a war. And for what? What is it we are fighting for? Do any of you know? Do you even care?
HEALTH 42 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Las-pistol 6d6 (1d6+5 heat damage; range 10)) SKILLS bravery 6 (3d6), computers 3 (2d6), comms 6 (3d6), demolitions 3 (2d6), leadership 6 (3d6), light armour 1 (1d6), perception 3 (2d6), pistols 3 (2d6), piloting 3 (2d6), surveillance 6 (3d6), survival 3 (2d6), tactics 3 (2d6)
You know your enemy, and your enemy knows you, and you go at it with all the force you can muster for you believe it is right... But it is a lie. There is no value in any of this. Not to us, not to those who actually brave the hard edge of combat. But once I realised, what could I do with that knowledge? My superiors would call me mad, and I could not break the hearts of those who so fearlessly fought under my command.
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The only option then was a valorous end. Stop the cycle for us by going out in flames. It wasn’t something I planned, it was just something I realised, an epiphany of sorts, once we had entered this nebula. Us against the Nort menace, a tragic yet classic duel. Glory in death. But you all, both you and my wonderful, talented crew, set about to ruin it. You kept fighting. You would not just embrace your fates. So obviously I had to nudge things along. Tooting had to go. Poor, effective dutiful Bobby, and my goodness those Norts! They could not have found us if we were blaring out the Memorial March, so of course I had to keep dropping breadcrumbs, little signal traces to keep them interested.
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But the end is very near now. Only moments away, I should think…
DESTINY CLOSES IN FATAL SABOTAGE
Once the captain has finished his confession, the GM should allow the PCs to respond either with actions or to engage in dialogue with the commander. Hopefully they will have had the foresight to have a surviving senior member of the crew with them when they spoke with the captain as a witness. As they process Commander Padraic’s confession, the explosive device he had previously prepared and planted in the engine room will go off, crippling the ship and creating an energy signature that the Nu-Oktober will not be able to miss.
Once the captain’s device has detonated, start an 8d6 medium countdown, which should be used to help maintain the atmosphere of urgency. Should the clock expire, then the Ghost Raider returns to finish off Cassandra.
CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED // HUNTED BY NU-OKTOBER Things look dire for the crew and the PCs, but there are a number of things that they can do to still save the day: » Taking Command. In the Cassandra’s chain of command, if he is still alive and the captain is proven incapable of command, Lt Cmdr Rivens is commanding officer. The PCs may need to convince him of this or, especially if one or more of the characters have command rank or experience, they may decide to take command themselves. Either approach may require one or more social skill checks versus Riven’s WIL. » Damage Control and Emergency Repairs. The damage wrought by the captain’s sabotage is grave, but it’s not insurmountable. The Player Characters can rally up a work group, possibly with the aid of Rivens, and set to work on conducting emergency repairs. To do so requires four successful opposed checks versus Padraic’s LOG (demolitions). » Signal Boost. The Nu-Karthage system is an active front, and while the Norts may control it, there are numerous Souther units in the area. It is possible that, calibrated correctly, a signal could get through the nebula and to a nearby patrol of Souther Seraphim fighters that are searching for the Cassandra. Achieving this would be a Strenuous [25] comms check, but it is possible that M’Meehua or Pova could be convinced to help. » “Do not go gentle into that good night” If he has not been restrained, the commander will do all he can to stop the PCs from saving the ship. He will try to convince and command crewmembers to stop them, suggesting that they are Nort agents and will resort to personal violence as necessary. » Rallying Support for or against the captain. If the players didn’t have one of the crew with them when the captain gave his confession, they may have an uphill struggle convincing the crew to side with them and against him. Social skill checks (with bonus dice if the PCs can produce tangible evidence) versus the crew WIL may well help turn the tide of sentiment. With a well-trained crew on their side, they have the best chance of surviving this.
» Go Down Fighting. The Cassandra is still armed, and with a decent plan, gunners in all the remaining functional turrets and creative use of missiles, the ship may be able to hold off the Ghost Raider, or even cripple it. Any combat like this should be handled abstractly and narratively. Creative ideas and skills such as tactics and leadership are what will carry the day, but even if they make it, it should not be without a cost. » Abandon Ship. The Player Characters may decide that all is lost and to try save as many crewmembers as possible. The drop pods are ideal for this if they haven’t already been lost or used, but they each only have a ten-person capacity. There may be some difficult choices to make.
CONCLUSION AND FURTHER ADVENTURES Hopefully the adventure will end with either help arriving in the form of a flight of Seraphim, the PCs successfully evacuating the Cassandra or managing to defeat the NuOktober with guile and cunning, any of which could lead into a number of future scenes or adventures. No matter what the specific outcome was, unless the characters were naval crewmen assigned to the Cassandra, then the PCs were originally sent to Nu-Karthage with another mission, and MilliCom or their direct commanding officer will still expect that mission to be completed. If Commander Padraic survives, then he will be withdrawn from service under Section 8 of the Souther military code and face a full court martial. M’Meehua will return to their employers, but it is possible that they will end up on field work again and could cross paths with the Player Characters in future. Likewise, if the Cassandra survived, the ship will be returned to spacedock for full repairs and refit. When she launches again, the Cassandra will have a new commanding officer but could easily reappear in future adventures, especially if there remain members of her crew who will recall the actions of the Player Characters. Perhaps the PCs themselves will serve aboard the ship again one day.
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CH/9: ALLIES & ENEMIES NPCS BY TYPE
MILITARY
The NPCs in this chapter are listed alphabetically to help quickly look up the stats. Other suitable NPCs can also be found in Judge Dredd and the Worlds of 2000 AD, with colonists on Nu Earth using the worker stat block.
CREATURES
» ‘Doll’
166
» Elite Infantryman
167
» Genetic Infantryman
168
» ‘Rookie’ Infantryman
179
» Infantryman
169
» Milli-Fuzz
172
» Officer
175
» Sim
180
» Sniper
181
» Waldo
186
» Baited-Breath
161
» Bio-Wire
162
» Charybdis ‘Hydra’
164
» Darter Snake
166
» Murk-Lurker
173
» Mutagator
174
» Na-Palm
174
» Oozelum Mu-Hawk
176
» Pit Dog
176
» Brass and Bland
163
» Saw-Jaw
179
» Kapitan-Inspector Atalia Jaegir
169
» Stamel
182
» Major Magnam
170
» Morgen
173
» ‘Rogue Trooper’
158
» Sister Sledge
180
» ‘Traitor General’
183
» Venus Bluegenes
184
DROIDS » Amok Droid
160
» Automated Pillbox
161
» CX Droid
165
» Hammerhead Droid
168
» Med Droid
172
» Robe-Runner
177
» Robo-Guard
177
» Ro-Rat
178
» S.P.A. Droid
181
» Spiderbot
182
» Vid-Vulture
185
OTHER » Marauder
171
PERSONALITIES
157
// MEDIUM SENTIENT HUMANOID [8D6] // LIVING LEGEND OF NU EARTH. STR 10 (4d6) AGI 10 (4d6) INT 10 (4d6) LOG 8 (3d6) CHA 8 (3d6) LUC 4 (2d6) MELEE RANGED MENTAL DEFENCE 24 DEFENCE 24 DEFENCE SOAK 8 VULN —
INITIATIVE 6d6 SPEED 8
ROGUE TROOPER Named after an instinct to do things his own way, Rogue, as Trooper GI:3627218/R2 is called, is the only G.I. to have made it alive through their first battle. He has decided not to report back for duty so he can track down the traitor who leaked out details of the Quartz Zone mission, an act of insubordination which means he is, himself, hunted as a deserter by Souther military authorities. Despite his quest, Rogue is prepared to be side-tracked for brief periods when he sees Souther soldiers and civilian in danger. Many of the combatants on both sides believe him to be a myth, but for those who encounter him he is an inspirational hero to Southers and a stalking bringer of death to hapless Norts.
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END 15 (5d6) WIL 10 (4d6) REP 15 (5d6) VITAL 24 DEFENCE 24 IMMUNE Known acids and poisons PERCEPTION 6d6 CLIMB 5 JUMP 20’/10’
HEALTH 48 CARRY 250 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Knife 7d6 [4d6+4 piercing damage] G.I. Rifle 7d6 [4d6 heat damage: range 12, auto] G7 grenade 6d6 [3d6 damage: range 3, burst 2] SKILLS bravery 6 [3d6], climbing 1 [1d6], combat 6 [3d6], driving 1 [1d6], leadership 3 [2d6], perception 3 [2d6], stealth 6 [3d6], survival 6 [3d6], swimming 1 [1d6], tactics 3 [2d6], throwing 3 [2d6] GEAR G.I. rifle, bayonet, boot knife, hatchet, G7 grenades, G.I. helmet, G.I. backpack, biochip, biochip support capsule EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. By taking an action to aim, Rogue gains +1d6 bonus to a ranged attack roll taken in the same turn. The attack action must come immediately after the aiming action. Dive for Cover. If a ranged attack misses Rogue, he may immediately move half their speed as a free action and either throw herself prone or get behind cover if in range. Leadership. Rogue can donate his LUC [2d6) dice to allies; he must declare this before any dice are rolled. Living Legend of Nu Earth. Rogue adds +1d6 to CHA tests made to influence Souther infantry NCOs and privates and +1d6 to intimidate rolls made against Norts.
CH/9: ALLIES & ENEMIES //ROGUE TROOPER // BIOCHIPPED BUDDIES
The following statistics represent the biochipped personalities of Rogue’s travelling companions, the three stored personalities of his G.I. buddies, Bagman, Gunnar, and Helm.
BAGMAN
Having an interest in technology and a curiosity for knowledge, 31483/ZN/21 ‘Bagman’ is far more cerebral than other G.I. clones. The day after the Quartz Zone drop, he saved Rogue from a surprise attack at the cost of life and now, as a biochip, he still watches his comrade’s back. Initially he was the most realistic minded of Rogue’s biochip companions, though battle damage to his chip has resulted in unpredictable behaviour. Bagman has become quirky and is prone to sudden quips of humour and arguing with Gunnar. He has also developed a habit of occasionally talking to himself, dictating wills or laying out and making an inventory of all his equipment whilst singing nursery rhymes, despite imminent danger. // TINY SENTIENT BIOCHIP [7d6] // SMART THINKING BUT OCCASIONALLY ERRATIC G.I. INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MENTAL DEFENCE 21 INITIATIVE 6d6 PERCEPTION 6d6 ACTIONS 2 Brawling 4d6 [2d6+1 damage] G7 grenade 4d6 [2d6 damage: range 3, burst 2] SKILLS bravery 3 [2d6], brawling 1 [1d6], communicators 3 [2d6], computers 3 [2d6], cryptology 1 [1d6], electronics 3 [2d6], medical 1 [1d6], perception 3 [2d6], scanners 3 [2d6], tactics 1 [1d6], throwing 3 [2d6] EXPLOITS Translator. Bagman can use his computer link to give him linguistics 3 [2d6]. Got you covered. As a free action Bagman can warn Rogue of incoming attackers, which prevents his being flanked in melee. Got it! By spending a LUC point, Bagman produces an item of G.I. kit of small or tiny size.
GUNNAR
Trooper ‘Gunnar’ 314-78/ZM/21 excelled in marksmanship but was an impatient and aggressive individual. Eventually profiled as psychologically disordered, Gunnar was only assigned to combat duties after helping save some top brass during an accident on Milli-Com. Throwing himself straight into the conflict at the Quartz Zone Massacre, Gunnar bought time for his comrades, but was soon killed by a plasma sphere. As a biochip inserted in his own beloved rifle, Gunnar still displays an insubordinate streak, an abrasive sense of humour and can still indulge in his enjoyment of killing Norts. // TINY SENTIENT BIOCHIP [7d6] // BELLIGERENT MARKSMAN. INT 10 (4d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MENTAL DEFENCE 14 INITIATIVE 6d6 PERCEPTION 6d6 ACTIONS 2 G.I. Rifle 7d6 [4d6 heat damage: range 14] SKILLS bravery 6 [3d6], brawling 3 [2d6], intimidate 1 [1d6], perception 3 [2d6], reactions 3 [2d6], rifles 12 [4d6], stealth 1 [1d6], survival 1 [1d6] EXPLOITS Perfect aim: The bonus Gunnar gains from the Aim exploit increases to +2d6. He can use this exploit if set up to shoot by himself or can grant this exploit to the rifle’s operator. Indomitable: Gunnar is immune to the Afraid condition. Spray: Gunnar can his G.I. rifle to blanket a 30’cone in a hail of bullets, attacking all the targets in that area. He can use this exploit if set up to shoot by himself or can grant this exploit to the rifle’s operator.
When in his second biochip, Gunnar has the following additions: » PSI 2 » SKILLS. ergokeinesis 1 [1d6], telekinesis 1 [1d6] » Telekinesis. Gunnar can automatically use a limited power of telekinesis up to seven turns a day to move a piece of G.I. equipment he is slotted in, giving it FLY 7.
159
HELM
During his time on Milli-Com, 31-491/ZP/21 ‘Helm’ showed an aptitude as a pathfinder but had low pass rates in training, his main interest being an obsession with Venus Bluegenes. Once he was sent into action on Nu Earth action, he proved extremely capable. On reaching the Orange Sea, he was killed in an ambush by a Nort naval force, the very last G.I. committed to the Quartz Zone drop to be slain. // TINY SENTIENT BIOCHIP [7d6] // EASY-GOING G.I. INT 10 (4d6) LOG 4 (2d6) WIL 10 (4d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MENTAL DEFENCE 21 INITIATIVE 5d6 PERCEPTION 7d6 SKILLS bravery 3 [2d6], brawling 1 [1d6], carousing 1 [1d6], flirtation 1 [1d6], perception 6 [3d6], reactions 3 [2d6], scanners 1 [1d6], stealth 3 [2d6], survival 3 [2d6], tracking 1 [1d6] EXPLOITS Move Without Trace. Helm knows how to avoid leaving tracks. He can give Rogue a +1d6 to checks related to avoiding or evading trackers and to avoiding detection by non-visual senses such as scent or listening devices. “Snap out of it!” Stuck in a helmet, Helm hasn’t as much to do as the other chips but can still try to encourage Rogue. As long as Helm is capable of talking, Rogue gains +1 to shake off a temporary mental condition. Direction Sense. Helm always know where his is and never gets lost.
160
ALLIES AND ENEMIES AMOK DROID [NORT]
These hulking combat droids are often programmed to shield human troops and prioritize their attacks on enemy droids. // LARGE SENTIENT MECHANOID [6D6) // MENACING ANTI-DROID COMBAT ROBOT.
STR 15 (5d6) AGI 3 (2d6) END 15 (5d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 0 (0d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 22 DEFENCE 10 DEFENCE 12 DEFENCE 26 SOAK 12 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 3d6 SPEED 3 CLIMB 2 JUMP 6’/8’ HEALTH 60 CARRY 300 lb (max lift 750 lb) REACH 5’ ACTIONS 2
Brawling 6d6 [3d6+5 blunt damage] SKILLS
combat 1 [1d6], perception 1 [1d6], reactions 1 [1d6] GEAR — EXPLOITS
Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Damage its Circuits! The AMOK does 1d6 damage to brawl attacks made against robots. Grab: The attack inflicts the Restrained condition on a creature and requires a melee attack to escape. The AMOK’s natural damage is automatically inflicted at the start of a grabbed creature’s turn.
CH/9: ALLIES & ENEMIES //AMOK DROID - BAITED BREATH HEALTH 30 CARRY 90 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Pick Up Arm 3d6 [2d6+2 blunt damage] Mini-Gun 5d6 [3d6 ballistic damage: Range 10: auto] Return Throw 4d6 [as grenade type’s damage: Range 3] SKILLS brawling 1 [1d6], heavy weapons 3 [2d6], perception 3 [2d6], throwing 1 [1d6] GEAR retractable parachute EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Spray. The Pillbox can use its mini-gun to blanket a 30’ cone in a hail of bullets, attacking all targets within that area. Pickup arm: Once per turn the extendible pickup arm can attempt to catch or pick up a grenade that lands on it and throw it before it explodes as a free action by making a Challenging [13] INT+ [throwing] check.
BAITED-BREATH AUTOMATED PILLBOX
Lines of mutually supporting, well-armoured sentry guns can be airdropped by Nort atmosphere craft. // LARGE SENTIENT MECHANOID [5D6) [NORT) // DEFENCE GUN. STR 3 (2d6) AGI 3 (2d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 10 DEFENCE 10 DEFENCE 15 DEFENCE 22 SOAK 10 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 5d6 SPEED — CLIMB — JUMP —
This widemouthed creature lurks amongst the foliage of the Hell-Hunt jungle floor, using an antenna like growth with a luminous tip to lure curious creatures towards it. Its lethal breath weapon is a cocktail of chlorine, mustard and nerve gas that causes all targets to simultaneously burn, drown to death and lose control of themselves. // LARGE SEMI-SENTIENT REPTILE [6D6) // VENOMOUS JUNGLE LURKER. STR 10 (4d6) AGI 3 (2d6) INT 3 (2d6) LOG 1 (1d6) CHA 3 (2d6) LUC 1 (1d6) MELEE RANGED MENTAL DEFENCE 22 DEFENCE 10 DEFENCE SOAK 17 VULN 1d6 cold INITIATIVE 3d6 SPEED 3
END 10 (4d6) WIL 6 (3d6) REP 6 (3d6) VITAL 12 DEFENCE 26 IMMUNE local chem-clouds PERCEPTION 3d6 CLIMB — JUMP —’
161
HEALTH 60 CARRY 200 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Bite 6d6 [3d6+4 piercing damage, poison] Claws 4d6 [2d6+4 piercing damage, poison] SKILLS combat 3 [2d6], perception 1 [1d6], stealth 6 [3d6] GEAR EXPLOITS Camouflage. The hide of the baited-breath is coloured to help conceal all of the creature excepting its glowing lure when it is on the jungle floor. This adaption gives the creature a +1d6 bonus to avoid detection when in its natural environment. Cloud of Death. The baited-breath can exhale a 10’ cone of gas. Unprotected individuals are inflicted with the Burning and Pain conditions and start to suffocate. G.I.s are immune. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. Poison. The teeth and claws of the baitedbreath deliver a poison that causes the Sick condition. G.I.s are immune.
162
BIO-WIRE
This recent Nort bioweapon resembles a cluster of barbed wire coils and is used as a means of defending locations. It is regarded as a two-edged sword by Nort troops who encounter it, as it attacks any living creature. It lies dormant, ambushing those in reach, but new strains have been developed that are capable of traversing ground. // MEDIUM SEMI-SENTIENT PLANT [4D6] // TENACIOUS ORGANIC BARBED WIRE. STR 6 (3d6) AGI 3 (2d6) INT 3 (2d6) LOG 1 (1d6) CHA 2 (2d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 10 DEFENCE 10 DEFENCE SOAK 5 VULN 1d6 fire
INITIATIVE 2d6 SPEED 2
END 6 (3d6) WIL 3 (2d6) REP 4 (2d6) VITAL 10 DEFENCE 16 IMMUNE Sick, Fatigued, chem-clouds PERCEPTION 2d6 CLIMB 2 JUMP —
HEALTH 40 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 3 4d6 [2d6+3 piercing damage, acid]
CH/9: ALLIES & ENEMIES //BIO-WIRE - BRASS AND BLAND SKILLS disguise 6 [3d6]*, hardy 6 [3d6], survival 3 [2d6] *Its resemblance to coils of barbed wire. GEAR — EXPLOITS Entangled! Creatures that try to move through the bio-wire are subject to a free action Grab attack. Grab. Bio-wire clumps can grab their opponents using a cluster of vines and inflicts the Restrained condition on a creature that requires a melee attack to escape. The biowire’s natural damage is automatically inflicted at the start of the grabbed creature’s turn and is insidious enough to ignore the target’s SOAK. Acid. Creature’s that receive damage are inflicted with the Burning condition. Chem Immunity. The bio-wire is immune to the chemical toxins that on Nu Earth Slow. The bio-wire cannot run but ignores most terrain penalties.
BRASS AND BLAND
This bizarre-looking duo of rogues scout out the battlefields of Nu Earth for salvage, operating from a shuttle incorporating a wide range of surveillance and stealth devices, assisted by a small gang of picker droids. They are prepared to make a deal with anyone if there is a profit to be had, but fiercely resent rivals who encroach on their trade. The pair are partners in both business and love and have a hidden depot where most of their loot is being accumulated prior to their intended mutual retirement. // MEDIUM SENTIENT HUMANOIDS [6D6] // CUNNING, UNSCRUPULOUS LOOTERS. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 3 (2d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12 SOAK 3 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 12’/3’
HEALTH 18 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Stick or Umbrella 3d6 [2d6+2 blunt damage] Microblaster 3d6 [2d6 heat damage: range 9, sidearm] SKILLS appraisal 3 [2d6], bluffing 6 [3d6], bribery 3 [2d6], computers 3 [2d6], negotiating 3 [2d6], perception 1 [1d6], pilot 1 [1d6], robotics 1 [1d6] Additionally: Mr Brass: cryptography 3 [2d6], linguists 1 [1d6], surveillance 3 [2d6] Mr Bland: accounting 3 [2d6], bureaucracy 1 [1d6], forgery 3 [2d6] GEAR microblaster, chemsuit, hand computer, bowler hat Mr Brass: walking cane Mr Bland: umbrella
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EXPLOITS Quick Look. Brass and Bland can make a rough judgement as to the value of an item with nothing more than a quick glance over the object. While a proper appraisal is required for a better figure, they can guess the item’s value within +/- 30%. ‘You can’t expect us to cut our own throats’. If a roll made to secure a deal is not to their satisfaction, one of them can spend a LUC point to reroll the skill used for the transaction. This exploit can only be used once for a particular negotiation. Partners. When Brass and Bland are in the same location, they can share their LUC pools. Sat Codes [Mr Brass]. Mr Brass can put his ten years in Nort military intelligence to good use and gains +1d6 to all attempts to hack Nort and Souther military computers and satellites. Shuffling the Numbers [Mr Bland]. Mr Bland has put his time in the Souther Pay Corps to good use and gains +1d6 to all attempts to manipulate financial records and accounts.
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CHARYBDIS ‘HYDRA’ TENTACLE
The amoeba like mass of Charybdis is over two miles long but can extrude extensions for several more miles from its lair at Cinnabar, attacking and dragging boats and soldiers into its main body mass. The ‘hydra’ is a cluster of up to half a dozen tentacles extending from a pseudopod that ends with a huge eye. The hydra has a total of four actions. Each attack action involves a different tentacle, and no more than two attacks can be directed at a single target. It costs the hydra an attack each round to maintain a grab, but it does not need to make any further checks. However, it can use that action to make an opposed STR check and drag the victim 25 feet. Each tentacle is treated as a separate creature for taking damage. The eye itself has no SOAK and HEALTH 10. Loss of the eye will leave the hydra completely blind and will make it angry for 1d6 turns after which the pseudopod retreats.
CH/9: ALLIES & ENEMIES //CHARYBDIS - CX DROID // LARGE SEMI-SENTIENT CHANGELING [6D6] // JUST ONE OF A MASS OF GRASPING TENTACLES. STR 10 (4d6) AGI 3 (2d6) INT 3 (2d6) LOG 2 (1d6) CHA 3 (2d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 22 DEFENCE 10 DEFENCE SOAK 12 VULN —
INITIATIVE 3d6 SPEED 6 SWIM 6
END 10 (4d6) WIL 6 (3d6) REP 6 (3d6) VITAL 12 DEFENCE 28 IMMUNE Mental and Critical Attacks PERCEPTION 3d6 CLIMB — JUMP —
HEALTH 30 CARRY 200 lb (max lift 500 lb) REACH 10’ ACTIONS 1 each Tentacle 6d6 [3d6+4 blunt damage, grab] SKILLS reactions 1 [1d6] GEAR — EXPLOITS Grab. The tentacle inflicts the Restrained condition on a creature that requires a melee attack to escape. The natural damage is automatically inflicted at the start of the grabbed creature’s turns. Locale immunity. The hydra is immune to the chemical toxins that occur in its home environment.
Encounters within the interior of Charbydis can be improvised by a Gamemaster, using a range of different attacks, conditions and terrain effects including bio-wire. It is unlikely that anything other than a specially designed chemical or computer viruses or a nuclear device will kill the creature. Bite attacks can use the templates of other creatures in these rules.
Symbiotic creatures adapt the Infantryman or Pit Dog template but only use melee attacks. They have a tendril attached to their back linking them to the main biomass, this cord has no SOAK and is severed by an attack doing 10 points of damage, causing the symbiote to collapse and be slowly reabsorbed.
CX DROID
Southers use droids to provide data and analyse the feasibility of various stratagems. // MEDIUM SENTIENT MECHANOID [6D6) [SOUTHER] // STRATEGIC ASSISTANT DROID. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 0 (0d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 12 DEFENCE 18 DEFENCE 12 SOAK 3 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 5d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 12’/3’ HEALTH 18 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Brawling 3d6 [2d6+2 blunt damage] SKILLS computers 3 [2d6], linguistics 3 [2d6], perception 1 [2d6], politics 3 [2d6], tactics 6 [3d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Analytics. Studying your target’s behaviour, you notice a pattern to its attacks. You grant all allies within 30’ a +1d6 bonus to attack the target until the start of your next turn. This costs one action.
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DARTER SNAKE
These vicious serpents usually ambush prey from a vantage point on a tree branch. // SMALL SEMI-SENTIENT REPTILE [4D6] // VENOMOUS JUNGLE REPTILE. STR 3 (2d6) AGI 10 (4d6) INT 10 (4d6) LOG 1 (1d6) CHA 3 (2d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 18 DEFENCE 14 DEFENCE SOAK 7 VULN 1d6 cold INITIATIVE 4d6 SPEED 4
END 3 (2d6) WIL 3 (2d6) REP 4 (2d6) VITAL 10 DEFENCE 10 IMMUNE Local chem-clouds PERCEPTION 4d6 CLIMB 4 JUMP —
HEALTH 12 CARRY 30 lb (max lift 75 lb) REACH 5’ ACTIONS 2 Bite 3d6 [2d6+2 piercing damage, poison] Dart 4d6 [2d6+2 damage, piercing, poison: range 6] SKILLS climbing 3 [2d6] GEAR — EXPLOITS Camouflage. The hide of the darter snake is coloured to help conceal the creature. This adaption gives the creature a +1d6 bonus to avoid detection when in its natural environment. Darts. The snake can spit up to three poisonous organic darts every 24 hours. Poison. The venom of the darter snake causes the Pain condition. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment.
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‘DOLL’ // MEDIUM SENTIENT HUMANOID [6D6] // FEMALE GI UNDERTAKING NONCOMBAT DUTIES ON MILLI-COM. STR 7 (3d6) AGI 9 (3d6) INT 6 (3d6) LOG 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) MELEE RANGED MENTAL DEFENCE 18 DEFENCE 18 DEFENCE SOAK 6 VULN —
INITIATIVE 4d6 SPEED 6
END 8 (3d6) WIL 6 (3d6) REP 6 (3d6) VITAL 24 DEFENCE 18 IMMUNE Known acids and poisons PERCEPTION 4d6 CLIMB 3 JUMP 18’/7’
HEALTH 36 CARRY 150 lb (max lift 350 lb) REACH 5’ ACTIONS 2 Tool 4d6 [2d6+3 blunt damage] Las-pistol 4d6 [2d6 heat damage; range 9, sidearm] SKILLS acrobatics 1 [1d6], bureaucracy 1 [1d6], bravery 1 [1d6], combat 1 [1d6], computers 1 [1d6], engineering 3 [2d6], perception 1 [1d6], reactions 1 [1d6] GEAR las-pistol, engineering tool kit, internal biochip EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Tools. Dolls can use the tools of their trade as weapons with no improvisation penalty. Perfectly Engineered. Dolls gain +1d6 to CHA rolls based around their sexual attractiveness. Individuality. The Doll can choose to ignore any CHA or leadership dice rolls used on them by spending a LUC point.
CH/9: ALLIES & ENEMIES //DARTER SNAKE - ELITE INFANTRYMAN ELITE INFANTRYMAN // MEDIUM SENTIENT HUMANOID [6D6] // DEDICATED AND SKILLED SOLDIER. STR 6 (3d6) AGI 6 (3d6) END 10 (4d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 4 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 18 DEFENCE 18 DEFENCE 18 DEFENCE 18 SOAK 6 VULN — IMMUNE — INITIATIVE 4d6 PERCEPTION 4d6 SPEED 6 CLIMB 4 JUMP 12’/6’ HEALTH 36 CARRY 130 lb (max lift 310 lb) REACH 5’ ACTIONS 2 Bayonet 5d6 [2d6+3 piercing damage] Las-rifle 5d6 [2d6 heat damage: range 9] Grenade 4d6 [2d6 heat damage: range 3, burst 2] SKILLS bravery 3 [2d6], carrying 1 [1d6], climbing 1 [1d6], combat 3 [2d6], medium armour 3 [2d6], stealth 3 [2d6], survival 3 [2d6], tactics 1 [1d6] GEAR rifle, bayonet, knife, frag grenade, camouflaged chemsuit EXPLOITS Aim. The infantry man gains a +1d6 bonus to their ranged attack if they spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses an infantryman, they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range.
Specific elite troops can add the following skills, gear and the appropriate exploits from Chapter 2.
NORTS DUST DEVIL » Gear: melee weapon made from bone, camouflaged chemsuit
» Extra Skills: craft bones 3 [2d6], intimidate 3 [2d6], stealth 6 [3d6]
KASHAR LEGION » Gear: las-carbine, short sword, las-knife, frag grenades, chemsuit, » Extra Skills: riding 3 [2d6]
KHAZAN LEGION » Gear: las-carbine, bayonet, vibro knife, frag grenades, chemsuit » Extra Skills: intimidate 1 [1d6]
SCUM MARINES » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit, climbing gear » Extra Skills: climbing 3 [2d6], swimming 3 [2d6]
SNO-TROOPER » Gear: las-carbine, bayonet, knife, frag grenades, rope, polar suit, climbing gear, power ski » Extra Skills: climbing 3 [2d6], skiing 3 [3d6]
SPETNOIZ » Gear: las-carbine, knife, frag grenades, demolition charges, camouflaged chemsuit, infra-red goggles » Extra Skills: climbing 3 [2d6], explosives 1 [1d6], swimming 3 [3d6]
SUN LEGION » Gear: las-carbine, bayonet, boot knife, frag grenades, camouflaged chemsuit, gravchute » Extra Skills: acrobatics 1 [1d6], gravchutes 2 [3d6]
VROOGMAN » Gear: spear gun, boot knife, limpet mines, swim skin, flippers » Extra Skills: explosives 1 [1d6], sailing 1 [1d6], swimming 6 [3d6]
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SOUTHER AIR CAV » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit » Extra Skills: comms 1 [1d6]
RANGER » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit, climbing gear » Extra Skills: climbing 3 [2d6], tracking 1 [1d6]
S3 COMMANDO » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit, infra-red scope » Extra Skills: comms 1 [1d6], interrogate 1 [1d6], surveillance 1 [1d6]
Bayonet 5d6 [3d6+3 piercing damage] G.I. rifle 5d6 [3d6 heat damage, range 9, auto] G7 grenade 4d6 [2d6 heat damage, range 3, burst 2] SKILLS bravery 3 [2d6], climbing 1 [1d6], combat 3 [2d6], hardy 1 [1d6], perception 1 [1d6], reactions 1 [1d6], survival 1 [1d6], tactics 1 [1d6] GEAR G.I. rifle, G.I. helmet, G.I. backpack, bayonet, boot knife, hatchet, G7 grenades, internal biochip, biochip support capsule EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. The G.I. gains a +1d6 bonus to their ranged attack if they spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses a G.I., they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range.
HAMMERHEAD DROID [6D6] GENETIC INFANTRYMAN // MEDIUM SENTIENT HUMANOID [6D6] // ELITE CLONE SOLDIER DESIGNED TO OPERATE UNHINDERED BY THE POISONS OF NU EARTH. STR 8 (3d6) AGI 8 (3d6) INT 6 (3d6) LOG 4 (2d6) CHA 3 (2d6) LUC 1 (1d6) MELEE RANGED MENTAL DEFENCE 18 DEFENCE 18 DEFENCE SOAK 6 VULN —
INITIATIVE 4d6 SPEED 6
END 9 (3d6) WIL 6 (3d6) REP 6 (3d6) VITAL 18 DEFENCE 18 IMMUNE Known acids and poisons PERCEPTION 4d6 CLIMB 4 JUMP 16’/8’
HEALTH 42 CARRY 160 lb (max lift 400 lb) REACH 5’ ACTIONS 2
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These war droids are designed with a distinctive combat head // MEDIUM SENTIENT MECHANOID // UNIMAGINATIVE, HAND-TO-HAND COMBAT DROID. STR 10 (4d6) AGI 6 (3d6) END 6 (3d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 24 DEFENCE 12 DEFENCE 12 DEFENCE 12 SOAK 12 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 3d6 SPEED 3 CLIMB 2 JUMP 12’/10’ HEALTH 36 CARRY 160 lb (max lift 500 lb) REACH 5’ ACTIONS 2
CH/9: ALLIES & ENEMIES //GENETIC INFANTRYMAN - KAPITAN-INSPECTOR JAEGIR
Head Butt 6d6 [3d6+4 blunt damage] Brawl 6d6 [3d6+4 blunt damage] SKILLS combat 3 [2d6], perception 1 [1d6], reactions 1 [1d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Hammer Time: The Hammerhead can make a mighty headbutt by using all its actions in one mighty swing. If it hits, it does double damage.
INFANTRYMAN
// MEDIUM SENTIENT HUMANOID [5D6] // TRAINED AND COMPETENT INFANTRY SOLDIER OF NU EARTH. STR 6 (3d6) AGI 4 (2d6) END 6 (3d6) INT 6 (3d6) LOG 4 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 15 DEFENCE 15 DEFENCE 15 DEFENCE 15 SOAK 5 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 3d6 SPEED 5 CLIMB 3 JUMP 8’/6’ HEALTH 15 CARRY 120 lb (max lift 300 lb) REACH 5’
ACTIONS 2 Bayonet 4d6 [2d6+3 piercing damage] Las-rifle 4d6 [2d6 heat damage: range 8, auto] Grenade 3d6 [2d6 heat damage: range 3, burst 2] SKILLS medium armour 1 [1d6], stealth 1 [1d6], survival 1 [1d6] GEAR las-rifle, bayonet, frag grenade, chemsuit EXPLOITS Aim. The infantry man gains a +1d6 bonus to their ranged attack if they spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses an Infantry man, they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range.
KAPTAIN-INSPECTOR ATALIA JAEGIR This Office of Public Truth investigator , half of whose face is badly scarred by the mark of the strigoi taint, is a military veteran with service on several worlds including Nu Earth. She is also the daughter of exiled Marshal Josef Jaegir. Zealous in her duties, she is prepared to find ways of getting around any red tape that impedes her investigations. She usually uses a small team of specialists: Klaur, her old platoon sergeant; Special Operative Reesa Kannaris, a filth columnist; and corporal Heize, a computer and surveillance expert who is also a skilled sniper and an Office of Patriotic Loyalty informant.
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Las-sword 5d6 [3d6+3 heat damage] Las-pistol 5d6 [3d6 heat damage: range 11, sidearm] SKILLS bravery 3 [2d6], combat 1 [1d6], computers 1 [1d6], hunting 1 [1d6], interrogation 3 [2d6], leadership 6 [3d6], medium armour 1 [1d6], perception 1 [1d6], power armour 1 [1d6] psychology 1 [1d6], tracking 1 [1d6], survival 1 [1d6], tactics 1 [1d6] GEAR las-sword, las-pistol, knife, chemsuit EXPLOITS Give Orders. When Atalia gives an order, all allies within 30’ get an immediate bonus action. Leadership. Atalia can donate her LUC [3d6] to allies; they must declare this before any dice are rolled. Out of Place. Atalia knows the signs of suspicious behaviour. She gains a +1d6 bonus to checks made to spot unusual or criminal activity.
MAJOR MAGNAM
// MEDIUM SENTIENT HUMANOID [7D6] // COURAGEOUS NORT POLICE OFFICER WHO IS DETERMINED TO BRING WAR CRIMINALS TO JUSTICE. STR 7 (3d6) AGI 10 (4d6) END 10 (4d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 6 (3d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 21 DEFENCE 21 DEFENCE 28 DEFENCE 21 SOAK 7 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 20’/7’ HEALTH 42 CARRY 170 lb (max lift 350 lb) REACH 5’ ACTIONS 2
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Major Magnam was a G.I. officer who was killed in the Quartz Zone massacre but survived as a biochip in his pistol. Rogue Trooper later acquired the pistol at an auction being held by looters but soon discovered that Magnam was a sadistic psychotic. Rogue Trooper witnessed Magnam’s fanaticism getting an entire group of Souther soldiers killed in an assault on Microwave Mountain. Rogue ensured Magnam’s chip was returned to Milli-Com, despite the Major’s attempt to arrest him for desertion. Re-bodied, Magnam hunted out Rogue intending to give him a summary battlefield trial before executing him. // MEDIUM SENTIENT HUMANOID [7D6] // SADISTIC, DISCIPLINARIAN G.I. OFFICER WHO WILL GET THE MISSION DONE EVEN IF IT KILLS ALL HIS COMMAND. STR 10 (4d6) AGI 10 (4d6) INT 10 (4d6) LOG 10 (4d6) CHA 10 (4d6) LUC 1 (1d6) MELEE RANGED MENTAL DEFENCE 21 DEFENCE 21 DEFENCE SOAK 7 VULN —
INITIATIVE 5d6 SPEED 7
END 10 (4d6) WIL 10 (4d6) REP 10 (4d6) VITAL 28 DEFENCE 21 IMMUNE Known acids and poisons PERCEPTION 5d6 CLIMB 4 JUMP 20’/10’
CH/9: ALLIES & ENEMIES //KAPITAN-INSPECTOR JAEGIR - MARAUDER
HEALTH 42 CARRY 200 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Pistol Whip 5d6 [3d6+4 blunt damage] G.I. Pistol 5d6 [3d6 heat damage: range 11, sidearm] SKILLS brawling 1 [1d6], combat 1 [1d6], intimidate 6 [3d6], law 1 [1d6], leadership 1 [1d6], perception 1 [1d6], pilot 1 [1d6], pistols 1 [1d6], tactics 1 [1d6] GEAR G.I. pistol, internal biochip, biochip support capsule, military regulations book EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. Major Magnam gets +1d6 to a ranged combat attack roll in the same turn that is taken in the action immediately after the aim action. Leadership. The Major can donate his LUC [1d6) dice to allies; he must declare this before any dice are rolled. Tongue Lashing. The Major can make a REP+ (intimidation) mental attack against a target within 30’, inflicting the Afraid condition on a success.
The Major never stops ordering allies within 30’ and inflicts a -2D6 penalty on any stealth rolls they attempt.
When given a new clone body, Magnam has PSI 2 [1d6] and can use a limited power of telekinesis to move his pistol into his hand for a distance of up to 35’ at no PP cost.
MARAUDER // MEDIUM SENTIENT HUMANOID [5D6] // PITILESS BANDIT OF THE NU EARTH WILDERNESS. STR 4 (2d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 3 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 10 DEFENCE 20 DEFENCE 15 DEFENCE 15 SOAK 5 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 5d6 SPEED 5 CLIMB 4 JUMP 12’/4’ HEALTH 15 CARRY 100 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Bayonet 3d6 [2d6+2 piercing damage] Las-carbine 5d6 [3d6 heat damage; range 8, auto]
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SKILLS intimidation 1 [1d6], medium armour 1 [1d6], perception 3 [2d6], rifles 3 [2d6], stealth 1 [1d6], survival 1 [1d6] GEAR las-carbine and bayonet, chemsuit EXPLOITS Ambush! In the ambush turn, the marauder can take two full actions rather than one. Bug Out. The marauder gets +2 SPEED when being pursued.
MED-DROID [6D6]
These robots retain Asimov circuits to prevent their killing humans. The Norts include both humanoid-shaped and medium-sized droids in their armies. // SMALL SENTIENT MECHANOID // ROBOT MEDIC. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 14 DEFENCE 20 DEFENCE 24 DEFENCE 10 SOAK 3 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 4d6 SPEED 3 CLIMB 2 JUMP — HEALTH 18 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Las-scalpel 3d6 [2d6+2 heat damage] SKILLS bureaucracy 1 [1d6], computers 3 [2d6], medicine 6 [3d6], psychology 1 [1d6] GEAR las-scalpel, medical scanner, medikit [Other droids might use dart guns or hypodermic needles against individuals.]
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EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Hover. The Med-droid has no legs and hovers up to 3’ from the ground. Bedside Manner. The med-droid’s long-term patient gains an additional 1d6 HEALTH per day. The Med-droid may only have one patient under its long-term care at a time. Healing Hands. Using basic medical equipment, the med-droid can heal 1d6 points of HEALTH to an adjacent creature as a single action. Any given creature can only benefit from this healing in this way once a day. Remove Condition. The med-droid can remove a condition from an adjacent ally with a single action.
Psychiatrist droids switch the skill levels of medicine and psychology from the above template.
MILLI-FUZZ // MEDIUM SENTIENT HUMANOID [6D6] // BRUTAL AND SUSPICIOUS MILITARY POLICEMAN. STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 18 DEFENCE 18 DEFENCE 18 DEFENCE 18 SOAK 6 VULN — IMMUNE — INITIATIVE 4d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 18 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Day Stick 4d6 [2d6+3 blunt damage] Las-pistol 4d6 [3d6 heat damage: range 9, sidearm]
CH/9: ALLIES & ENEMIES //MED-DROID // MED-DROID - MURK-LURKER SKILLS clubs 1 [1d6], drive 1 [1d6], interrogation 1 [1d6], intimidation 1 [1d6], law 1 [1d6], medium armour 1 [1d6], perception 1 [1d6], tactics 1 [1d6] GEAR las-pistol, day stick, chemsuit, handcuffs, whistle, flashlight EXPLOITS Backup. The M.P. can call for backup in a city or garrison with a force of milli-fuzz. Within 3d6 minutes, 1d6 milli-fuzz will arrive to help out. Painful Strike. Instead of causing damage with a blunt melee attack, the MP can inflict the Pain condition instead.
MORGEN
Capable of pin-point accuracy, Morgen was a stone-hearted killer who was also a revered hero of the Nort army before deserting to join the band of renegades led by the Traitor General. Ignominiously, whilst he was on the point of shooting Rogue Trooper, whom he had been pursuing and toying with, Morgen was killed by a fellow marauder who had been persuaded to help the G.I. by Helm. // MEDIUM SENTIENT HUMANOID [7D6] // NU EARTH’S LEGENDARY SNIPER. STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) INT 10 (4d6) LOG 6 (3d6) WIL 10 (4d6) CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 14 DEFENCE 28 DEFENCE 21 DEFENCE 14 SOAK 4 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 7d6 SPEED 6 CLIMB 6 JUMP 20’/6’ HEALTH 21 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Dagger 4d6 [2d6+3 piercing damage] Las-sniper rifle 7d6 [4d6 heat damage: range 14, single] SKILLS climbing 3 [2d6], medium armour 1 [3d6], perception 6 [3d6], rifles 10 [5d6], stealth 6 [3d6], survival 3 [2d6], tactics 1 [1d6]
GEAR silenced las-sniper rifle, knife, chemsuit, black hood, camo-cape, ox-tank and tube EXPLOITS ‘Best Sharpshooter on Nu Earth’. When using the Perfect Aim exploit with a sniper rifle, Morgen can ignore his MDP. Good Position. Morgen cannot be pinned down in combat. Perfect Aim. Morgen gains an improved Aim exploit that increases the bonus to +2d6. Steady Eye. All Morgen’s weapon range increments increase by 50%. Vantage Point. Morgen gains an additional +1d6 to attack with a ranged weapon if he is at least 30’ higher than his target. This stacks with the regular +1d6 bonus for high ground.
MURK-LURKER
This creature that resembles an old earth sloth and inhabits the Hell-Hunt Jungle. It is harmless unless attacked, though it will initially try to intimidate a potential aggressor by growling and waving its long claws. It supplements its diet by eating a variety of herbs and licking the sweat off animals, including that found on clothing and carrion. // SMALL SEMI-SENTIENT BEAST [4D6] // CURIOUS JUNGLE CREATURE. STR 3 (2d6) AGI 4 (2d6) END 3 (2d6) INT 6 (3d6) LOG 2 (1d6) WIL 4 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 3 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 14 DEFENCE 14 DEFENCE 12 DEFENCE 10 SOAK 2 (5 VULN — IMMUNE Local versus poison) chem-clouds INITIATIVE 3d6 PERCEPTION 4d6 (scent) SPEED 3 CLIMB 4 JUMP 8’/3’ SWIM 3 HEALTH 12 CARRY 30 lb (max lift 75 lb) REACH 5’ ACTIONS 2 Claws 4d6 [3d6+2 piercing damage] Bite 3d6 [2d6+2 piercing damage]
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SKILLS climbing 6 [3d6], combat 3 [2d6], perception [scent] 1 [1d6], stealth 3 [2d6], survival 3 [2d6], swimming 3 [2d6] GEAR — EXPLOITS Healing Herbs. If poisoned in its home jungle, the murk-lurker can seek out a nearby herb that will end the condition. This takes two actions (a full turn) and requires a Challenging [13] (perception) check. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. Poison Resistance. The creature has built up an immunity to poisons, gaining SOAK 5 [poison].
MUTAGATOR
These mutated horrors resemble a sea-serpent of ancient Earth legend. // LARGE SEMI-SENTIENT AQUATIC REPTILE [7D6] // HORROR OF THE SWAMPLANDS. STR 15 (5d6) AGI 3 (2d6) INT 3 (2d6) LOG 1 (1d6) CHA 3 (2d6) LUC 1 (1d6) MELEE RANGED MENTAL DEFENCE 26 DEFENCE 10 DEFENCE SOAK 19 VULN 1d6 cold INITIATIVE 3d6 SPEED 4 SWIM 7
END 15 (5d6) WIL 6 (3d6) REP 7 (3d6) VITAL 14 DEFENCE 30 IMMUNE Local chem-clouds PERCEPTION 3d6 CLIMB — JUMP —
HEALTH 70 CARRY 300 lb (max lift 750 lb) REACH 5’ ACTIONS 2 Bite 7d6 [4d6+5 piercing damage, Grab] SKILLS combat 3 [2d6], perception 1 [1d6], reactions 1 [1d6], stealth 6 [3d6], survival 1 [1d6], swimming 3 [2d6] GEAR — EXPLOITS Grab. This attack inflicts the Restrained condition on a creature that requires a melee attack to escape. The Mutagator’s natural damage is automatically inflicted at the start of the grabbed creature’s turns. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere.
NA-PALM
Possibly the most dangerous horror of Hell-Hunt Jungle, these mutated trees prey on animals and men for extra nutrients. They can drop nuts containing a combustible oil that burns on contact with air when the nut shatters, while the tree itself can also attack with man-sized, razor sharp fronds and clusters of roots. A na-palm usually has 1d6 -1 nuts available as weapons. // ENORMOUS SEMI-SENTIENT PLANT [7D6] // CARNIVOROUS JUNGLE PALM. STR 20 (5d6) AGI 3 (2d6) INT 3 (2d6) LOG 1 (1d6) CHA 3 (2d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 13 DEFENCE 10 DEFENCE SOAK 19 VULN —
INITIATIVE 3d6 SPEED —
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END 20 (5d6) WIL 6 (3d6) REP 7 (3d6) VITAL 14 DEFENCE 32 IMMUNE Sick, Fatigued, local chemclouds PERCEPTION 3d6 CLIMB — JUMP —
CH/9: ALLIES & ENEMIES //MUTAGATOR - OFFICER HEALTH 70 CARRY — REACH 10’ ACTIONS 3 Leaves 7d6 [3d6+5 piercing damage] Nut 5d6 [3d6 heat damage: range 1*: combust 1] *Maximum range is 2 SKILLS combat 1 [1d6], reactions 1 [1d6] GEAR — EXPLOITS Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere.
OFFICER // MEDIUM SENTIENT HUMANOID [7D6] // VETERAN INFANTRY COMMANDER WHO LEADS HER MEN INTO ACTION. STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 21 DEFENCE 21 DEFENCE 28 DEFENCE 21 SOAK 6 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 12’/6’
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HEALTH 42 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Dagger 6d6 [3d6+2 piercing damage] Las-pistol 6d6 [3d6 heat damage: range 11, sidearm] SKILLS bravery 6 [3d6], knives 6 [3d6], leadership 6 [3d6], medium armour 3 [2d6], perception 1 [1d6], pistols 6 [3d6], stealth 3 [2d6], survival 3 [2d6], tactics 1 [3d6] GEAR las-pistol, knife, camouflaged chemsuit, digimap, binnox EXPLOITS Give Orders. When the officer gives an order, all allies within 30’ get an immediate bonus action. Kill Him! The officer choses one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. The officer can donate their LUC [3d6] to allies; they must declare this before any dice are rolled.
OOZLUM MU-HAWK
This squawking, scrawny vulture flaps its way through the mists of the Neverglades searching for dead or dying creatures. // SMALL SEMI-SENTIENT AVIAN [4D6] // SCAVENGER OF THE NEVERGLADES. STR 3 (2d6) AGI 3 (2d6) INT 6 (3d6) LOG 1 (1d6) CHA 1 (1d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 10 DEFENCE 14 DEFENCE SOAK 2 VULN — INITIATIVE 3d6 SPEED 2 FLY 6
END 3 (2d6) WIL 3 (2d6) REP 3 (2d6) VITAL 10 DEFENCE 10 IMMUNE local chem-clouds PERCEPTION 4d6 CLIMB — JUMP —
HEALTH 12 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2
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Bite 3d6 [2d6+2 piercing damage] Claws 3d6 [2d6+2 piercing damage] SKILLS combat 1 [2d6], survival 3 [2d6] GEAR — EXPLOITS Mob. Though weak on their own, mu-hawks work together well in a mob. Any mu-hawks in flight adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each mu-hawk beyond the first. When 4 or more mu-hawks are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere.
PIT DOG
The free town of Cinnabar imports powerful strains of fighting dogs from off-world locations to use in its entertainments. In the Rodina System, some of the Nort elite use packs of hunting hounds on their private estates. // MEDIUM SEMI-SENTIENT BEAST [4D6] // VICIOUS DOG USED IN BLOODY CONTESTS. STR 4 (2d6) AGI 8 (3d6) END 3 (2d6) INT 6 (3d6) LOG 2 (1d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 16 DEFENCE 12 DEFENCE 10 DEFENCE 12 SOAK 4 VULN — IMMUNE — INITIATIVE 4d6 PERCEPTION 3d6 SPEED 8 CLIMB 4 JUMP 8’/8’ HEALTH 12 CARRY 70 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Bite 4d6 [2d6+2 piercing damage, grab] SKILLS combat 3 [2d6], reactions 1 [1d6], running 10 [4d6], scent 10 [4d6], tracking 10 [4d6] GEAR collar
CH/9: ALLIES & ENEMIES //OOZLUM MU-HAWK - ROBE-RUNNER DROID EXPLOITS Pounce. The pit dog can leap its horizontal Jump distance [8’] from a standing start when making a bite attack. This counts as a charge [+1d6 damage] and also knocks the victim prone on a successful attack. Grab. The pit dog inflicts the Restrained condition on a creature that requires a melee attack to escape. The natural damage is automatically inflicted at the start of the grabbed creature’s turns.
The pit dog template can be boosted by adding combat drugs or cybernetics.
ROBO-GUARD // SMALL SENTIENT MECHANOID [5D6] [NORT] // VIGILANT SENTRY. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 22 DEFENCE 15 DEFENCE 13 SOAK 3 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 5d6 SPEED — CLIMB — JUMP — FLY 8 HEALTH 15 CARRY 90 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Grabber 3d6 [2d6+2 blunt damage] Mini-Gun 5d6 [3d6 heat damage: Range 8: auto] SKILLS computers 1 [1d6], gunnery 3 [2d6], perception 3 [2d] GEAR —
EXPLOITS Flier. The robo-guard can hover and fly. Infrared sensors. The robo-guard has superior darksight. Integrated equipment. The robo-guard has an inbuilt voice recognition device. Weapon integration. The robo-guard has a minigun fixed into its chassis. Spray. The robo-guard can use its mini-gun to blanket a 30’ cone in a hail of bullets, attacking all targets within that area.
ROBE-RUNNER DROID // SMALL SENTIENT MECHANOID [5D6] [SOUTHER) // PLUCKY ROBOT MESSENGER. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 22 DEFENCE 15 DEFENCE 13 SOAK 3 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 3d6 SPEED 8 CLIMB 4 JUMP — HEALTH 15 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Brawl 3d6 [2d6+2 blunt damage] SKILLS computers 1 [1d6], local knowledge 3 [2d6], tracking 1 [1d6] GEAR stereotypical apparel if stationed in a Neuropa sector
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EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Tracks. The robe-runner avoids difficult terrain penalties. Secret Compartment. The robe-runner has an area in its chest that can be used to store small objects. It can only be opened by the droid, unless someone decides to break in. Spotting the compartment requires a Demanding [21] INT check. Pony Express. The robe-runner can increase its speed by 50% for one minute per day.
Neuropa robe-runners have the following potential upgrades: » Temporary adaption using spikes stuck to magnetised chassis, used during the Nort attempt to take Fort Neuropa using tunnels and drop troops. Suit Ripper. The Robe-Runner’s brawl attacks do an extra +1 damage and count as slashing. It also counts as having an Anti-Mugging Suit for the purpose of causing damage to an attacker. » Following the defeat of a Nort assault, the local robe-runner’s track have their chassis mounted on a motorised trike. The roberunner replaces the Tracks with the Robobiker exploit. Robo-biker. The droid has SOAK 5, SPEED 15 and ride 1 [1d6] but must use an action for driving when moving. The droid can also choose to use a MELEE DEFENCE and RANGED DEFENCE of 10+ current SPEED and is immobilized on half damage.
RO-RAT
Terrier-sized robotic rats that are released in packs by the Norts to terrorise civilian populations on some planets. Mercifully, they have not yet been used on Nu Earth. // SMALL SENTIENT MECHANOID [4D6] [NORT) // ROBOTIC VERMIN. STR 2 (1d6) AGI 4 (2d6) END 2 (1d6) INT 6 (3d6) LOG 3 (2d6) WIL 2 (1d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 14 DEFENCE 14 DEFENCE 12 DEFENCE 10 SOAK 2 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 4d6 SPEED 6 CLIMB 6 JUMP 8’/2’ HEALTH 12 CARRY 40 lb (max lift 100 lb) REACH 5’ ACTIONS 2 Bite 3d6 [2d6+2 piercing damage]
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CH/9: ALLIES & ENEMIES //R0-RAT - SAW-JAWS SKILLS climbing 3 [2d6], dodge 1 [1d6], perception 1 [1d6], stealth 1 [1d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Borrow. The ro-rat can dig its own body length through earth or similar material by using this exploit for both of its actions in a turn.
‘ROOKIE’ INFANTRY // MEDIUM SENTIENT HUMANOID [4D6] // INEXPERIENCED CANNON FODDER. STR 4 (2d6) AGI 4 (2d6) END 3 (2d6) INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 2 (1d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 12 DEFENCE 10 DEFENCE 12 SOAK 3 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 3d6 SPEED 4 CLIMB 2 JUMP 8’/4’ HEALTH 12 CARRY 70 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Bayonet 3d6 [2d6+2 piercing damage] Las-rifle 3d6 [3d6 heat damage: range 6: auto] SKILLS combat 1 [1d6], medium armour 1 [1d6], perception 1 [1d6], reactions 1 [1d6] GEAR las-carbine, bayonet, knife, chemsuit, keepsake item from home EXPLOITS Blaze Away [Fault]. When using a weapon’s Auto trait and rolling more 1’s than 6’s, all the ammunition has been expended until a fresh load is inserted.
SAW-JAWS
These scorpion-like creatures lack pincers but have two projecting sets of revolving teeth that act like a chainsaw. They sometimes cut down small trees and branches to get at prey such as monkeys. // SMALL SEMI-SENTIENT INSECTOID [4D6] // ARACHNID AMBUSHER. STR 3 (2d6) AGI 6 (3d6) INT 6 (3d6) LOG 1 (1d6) CHA 3 (2d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 16 DEFENCE 16 DEFENCE SOAK 4 VULN — INITIATIVE 4d6 SPEED 5
END 6 (3d6) WIL 3 (2d6) REP 3 (2d6) VITAL 12 DEFENCE 10 IMMUNE Local chem-clouds PERCEPTION 3d6 CLIMB 5 JUMP 12’/3’
HEALTH 12 CARRY 90 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Saw 4d6 [2d6+2 piercing damage] Stinger 4d6 [2d6+2 piercing damage, poison] SKILLS combat 1 [1d6], stealth 1 [1d6], survival 1 [1d6], tactics 1 [1d6] GEAR — EXPLOITS Poison. A saw-jaw’s stinger can poison causing the Sick condition. Saw. Saw-jaws can use their chainsaw-like teeth to cut through inanimate objects. Jungle Lurker. The saw-jaw gets +1d6 on stealth tests in jungle environments. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere.
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SIM // MEDIUM SENTIENT HUMANOID [6D6] // BRUTAL, UNDISCIPLINED APELIKE SHOCK TROOPER. STR 10 (4d6) AGI 3 (2d6) INT 6 (2d6) LOG 3 (2d6) CHA 4 (2d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 24 DEFENCE 12 DEFENCE SOAK 6 VULN — INITIATIVE 3d6 SPEED 3
END 10 (4d6) WIL 6 (3d6) REP 3 (2d6) VITAL 10 DEFENCE 24 IMMUNE Chemclouds PERCEPTION 3d6 CLIMB 6 JUMP 10’/10’
HEALTH 21 CARRY 200 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Brawling 5d6 [3d6+4 blunt damage] Frak Gun 3d6 [2d6 piercing damage: range 8, single] SKILLS brawling 1 [1d6], climbing 6 [3d6], intimidation 1 [1d6], rifles 1 [1d6], stealth 6 [3d6], survival 1 [1d6], toughness 1 [1d6], tracking 6 [3d6] GEAR frak rifle, padded armour EXPLOITS Natural Climbers. Sims gain climbing as a natural movement mode, able to climb at their full speed with no checks needed. Primitive Intellect [fault]. Sims only speak in single grunts and a few one syllable words and cannot improve their LOG. Respect the Alpha [fault]. The sim will only be influenced by the leadership skill and leadership-based exploits of an individual who has bested it or the group’s leader in melee combat.
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SISTER SLEDGE
‘Sister Sledge’ is a red-headed Nort poison-pollution agent. She is eventually assigned to a medical facility in Nu Atlanta, where she decides to use her wiles to gain the prestige for capturing the Rogue Trooper by herself. Deceiving him into escorting her to Harpo’s Ferry, she feigns giving medical assistance to wounded Southers whilst secretly poisoning them. // MEDIUM SENTIENT HUMANOID [6D6] // ATTRACTIVE, AMBITIOUS AND DECEPTIVE NORT FILTH COLUMNIST STR 3 (2d6) AGI 6 (3d6) END 4 (2d6) INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 10 (4d6) LUC 3 (2d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12 SOAK 3 VULN — IMMUNE — INITIATIVE 6d6 PERCEPTION 6d6 SPEED 6 CLIMB 3 JUMP 12’/3’
CH/9: ALLIES & ENEMIES //SIM - SPA DROID HEALTH 18 CARRY 70 lb (max lift 180 lb) REACH 5’ ACTIONS 2 Las-scalpel 3d6 [2d6+2 heat damage] Las-pistol 4d6 [2d6 heat damage: range 9, sidearm] SKILLS bluffing 6 [3d6], carousing 1 [1d6], chemistry 1 [1d6], flirtation 3 [2d6], medicine 3 [2d6], perception 3 [2d6], psychology 3 [2d6], pistols 1 [1d6], reactions 3 [2d6], stealth 3 [2d6], thievery 3 [2d6], toxicology 6 [3d6] GEAR Las-pistol, knife, chemsuit, med scanner, tox-kit* *Includes an array of potential toxins to use against Rogue Trooper, one of which is the one later termed ‘Agent X’. EXPLOITS Box of Tricks. Sister Sledge can spend five minutes to create a concoction from tox-kit, which when ingested or injected inflicts two stages of a specific condition on a target of the chosen species [she cannot choose Disarmed or Disarmoured]. G.I.s will be immune to most concoctions unless they include Agent X or another chemical unknown to Milli-Com scientists. Impersonate. Sister Sledge can easily impersonate any job role which she has observed within the past day, even briefly. She gains a +1d6 bonus to fool anybody observing her into thinking that she is performing the job competently. The Gentle Touch. Sister Sledge can use a 6d6 mental attack against a target within 30’ to Charm a target.
VULN —
CLIMB 4
IMMUNE —
PERCEPTION 6d6 JUMP 12’/4’
HEALTH 18 CARRY 80 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Knife 3d6 [2d6+2 piercing damage] Las-sniper Rifle 6d6 [3d6 heat damage: range 12] SKILLS climbing 2 [1d6], concentration 1 [1d6], medium armour 1 [1d6], perception 3 [2d6], rifles 3 [2d6], stealth 3 [2d6], survival 3 [2d6], tactics 1 [1d6] GEAR silenced las-sniper rifle, knife, chemsuit, camo-cape, Kevlar vest, ox-tank and tube EXPLOITS Good Position. The sniper cannot be pinned down in combat. Perfect Aim. The sniper gains an improved Aim exploit that increases the bonus to +2d6. Steady Eye. All weapon range increments increase by 50%. Vantage Point. The sniper gains an additional +1d6 to attack with a ranged weapon if he is at least 30’ higher than his target. This stacks with the regular +1d6 bonus for high ground
SPA DROID
Self-Propelled Artillery Droids have their torso mounted on a tracked chassis and a heavy weapon incorporated into their chest. // MEDIUM SENTIENT MECHANOID [6d6] // ROBOTIC ARTILLERY.
SNIPER // MEDIUM SENTIENT HUMANOID [6D6] // PATIENT MARKSMAN. STR 4 (2d6) AGI INT 10 (4d6) LOG CHA 6 (3d6) LUC MELEE RANGED DEFENCE 12 DEFENCE
SOAK 5 (Kevlar vest and chemsuit) INITIATIVE 4d6 SPEED 6
6 (3d6) 6 (3d6) 1 (1d6) MENTAL 24 DEFENCE
END 4 (2d6) WIL 6 (3d6) REP 6 (3d6) VITAL 18 DEFENCE 12
STR 4 (2d6) AGI 3 (2d6) END 4 (2d6) INT 10 (4d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 12 DEFENCE 18 DEFENCE 10 SOAK 4 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 4d6 PERCEPTION 6d6 SPEED 3 CLIMB 2 JUMP —
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HEALTH 18 CARRY 80 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Brawling 3d6 [2d6+2 damage] Howitzer 6d6 [3d6 heat damage: range 12; burst 3, heavy] SKILLS brawling 1 [1d6], communicators 1 [1d6], gunnery 3 [2d6], perception 3 [2d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Tracks. The SPA droid avoids difficult terrain penalties. Weapon Integration. The SPA droid has a miniature mortar integrated into its body. Battery Linked: Up to two extra SPA droids in radio contact with another SPA can fire at the same target and use the crossfire rule, whatever their position in relation to each other and even if they cannot see their target.
SPIDERBOT
This A.I. weapon system used by the Norts is equipped with four legs. They are deployed against designated targets that they track down remorselessly using their sensors, before exploding once in proximity. // SMALL SENTIENT MECHANOID [3d6] // INSECT-LIKE MINE BOT STR 1 (1d6) AGI 3 (2d6) END 3 (2d6) INT 3 (2d6) LOG 1 (1d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE RANGED MENTAL VITAL DEFENCE 11 DEFENCE 14 DEFENCE 10 DEFENCE 10 SOAK 2 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 3d6 PERCEPTION 3d6 SPEED 5 CLIMB 5 JUMP 6’/1’
HEALTH 9 CARRY 40 lb (max lift 50 lb) REACH 5’ ACTIONS 2 Brawling 3d6 [2d6+2 piercing damage] Bomb [2d6 heat damage: Anti-vehicle 2, double damage to robots and inanimate objects, Burst 2] SKILLS sensors 1 [1d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Insectile Legs. The spiderbot can climb at normal SPEED and does not need to make climb checks. Burst. The droid can detonate, destroying itself and attacking all individuals within Burst 2 using only one attack and one damage roll.
Some spiderbots are armed with twin linked las-carbines, which gives the bot the following ranged attack: » Las-carbine 3d6 [2d6 heat damage: range 6: auto]
STAMEL
These beasts are derived from genetically modified camels and are the mounts used by Nort desert raiders. // LARGE SEMI-SENTIENT BEAST [4D6] // DESERT STEED OF NU EARTH. STR 12 (4d6) AGI 4 (2d6) INT 6 (3d6) LOG 1 (1d6) CHA 3 (2d6) LUC 0 (0d6) MELEE RANGED MENTAL DEFENCE 10 DEFENCE 10 DEFENCE SOAK 3 VULN — INITIATIVE 3d6 SPEED 9
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END 12 (4d6) WIL 3 (2d6) REP 3 (2d6) VITAL 12 DEFENCE 14 IMMUNE Local chem-clouds PERCEPTION 4d6 (scent) CLIMB 5 JUMP 8’/6’
CH/9: ALLIES & ENEMIES //SPIDERBOT - TRAITOR GENERAL HEALTH 30 CARRY 280 lb (max lift 800 lb) REACH 5’ ACTIONS 2 Hoof 4d6 [2d6+4 blunt damage] SKILLS carry 4 [2d6], hardy 6 [3d6], perception [scent] 1 [1d6], running 6 [3d6] GEAR riding tack EXPLOITS Desert Survival. The stammel gets a +1d6 to survival rolls in the desert. Locale Immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere.
TRAITOR GENERAL
Once a top general on Milli-Com, his proposals to make peace with the Norts and combine their armies in a war against what he saw as an alien menace got him demoted to a role on a command satellite over Nu Earth. Spurned, he turned traitor, forwarding the details of the Quartz Zone drop by the G.I. regiment. Several months later, the arrival of Rogue Trooper on the satellite caused him to flee to Nu Earth, though he suffered terrible facial injuries as his escape pod caught fire. As ’The Buzzard’, he acted as an interrogator and minor intelligence officer for the Norts, until, angered with the lowly posts offered to him, he exploded into violence and escaped with an assortment of POWs to form a bandit outfit under his leadership. Although prone to bouts of murderous rage if frustrated, he is usually well prepared for reversals of fortune with cunning backup plans and a means of escape. Constantly fleeing from Rogue Trooper, he is well equipped and extremely dangerous. // MEDIUM SENTIENT HUMANOID [7d6] // RUTHLESS, CUNNING SURVIVOR FLEEING FROM ROGUE TROOPER. STR 10 (4d6) AGI 10 (4d6) END 10 (4d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6) MELEE RANGED MENTAL VITAL DEFENCE 21 DEFENCE 21 DEFENCE 28 DEFENCE 21 SOAK 7 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 20’/10’ HEALTH 42 CARRY 200 lb (max lift 250 lb) REACH 5’ ACTIONS 2 Las-sword 5d6 [3d6+4 heat damage] Las-pistol 5d6 [3d6 heat damage, range 11, sidearm] SKILLS bluffing 6 [3d6], combat 1 [1d6], computers 1 [1d6], interrogation 6 [3d6], leadership 6 [3d6], medium armour 1 [1d6], perception 1 [1d6], pilot 1 [1d6], stealth 3 [2d6], tactics 6 [3d6], survival 1 [1d6] GEAR las-sword, las-pistol, dagger, chemsuit, disguise kit, digi-map
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EXPLOITS Aim. The Traitor General gains a +1d6 bonus to his ranged attack if he spent the previous action aiming in the same turn. Lucky Escape. The Traitor General can avoid all damage from one attack as a free reaction. He can only do this once a day. Give Orders. When the Traitor General gives an order, all allies within 30’ get an immediate bonus action. Kill Him! The Traitor General choses one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. The Traitor General can donate his LUC [3d6] to allies; they must declare this before any dice are rolled. Chemical Cocktail. The medical drugs used by the Traitor General give him a +1 to shake off any condition caused by chemicals in his metabolism. He can also be completely immune to a specific drug or poison for the next twentyfour hours if he spends a point of LUC.
The Traitor General’s personal arsenal varies from location to location. Alternative weapons he uses include a hand flamer, las-carbine, sniper rifle and a rocket launcher. He often has a handy resource to give him an edge in an encounter, either a band of lackies or a sophisticated piece of alien technology.
VENUS BLUEGENES
The female G.I. Venus had a legion of admirers on Milli-Com, not least Helm who unrealistically considered her his girlfriend. When a group of senior officers attempted to assault Venus, Helm and Rogue rescued her. Venus was grateful to Rogue, who took the blame for Helm, and when the drop on the Quartz Zone operation was readied, she packed extra protective gear in Rogue’s drop capsule, along with a note addressed to him.
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After Millicom started to use female G.I.s in military operations, Venus was a crew member of a damaged orbital craft that crashed onto an island on Nu Earth. Worried about the limited supply of rations, Venus callously killed the rest of the crew, reasoning that the G.I.s are ‘ultra-humes’ and more deserving of life. When Rogue arrived to rescue her, she fought alongside him, but despite her profession of love, he chose to leave her behind, appalled at her murders. Miraculously surviving the destruction of Caliban Island, Venus ended up as a captive on another world, wired up for VR ‘skingames’. Escaping and killing her tormentors, she chose to become known as ‘Kobalt’, hiding her G.I. identity and working as a bounty hunter. Drawn back to Nu Earth, she was persuaded to work as a bodyguard for the Traitor General for a short time and accompanied him out into another region of space. // MEDIUM SENTIENT HUMANOID [7D6] // INDEPENDENT-MINDED FEMALE G.I. STR 6 (3d6) AGI 15 (5d6) INT 10 (4d6) LOG 6 (3d6) CHA 10 (4d6) LUC 3 (2d6) MELEE RANGED MENTAL DEFENCE 21 DEFENCE 28 DEFENCE SOAK 7 VULN —
INITIATIVE 7d6 SPEED 10
END 10 (4d6) WIL 6 (3d6) REP 6 (3d6) VITAL 14 DEFENCE 21 IMMUNE Known acids and poisons PERCEPTION 5d6 CLIMB 5 JUMP 20’/6’
HEALTH 42 CARRY 160 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Knife 6d6 [3d6+3 piercing damage] Las-carbine 6d6 [3d6 heat damage: range 11, auto] SKILLS acrobatics 3 [2d6], bluffing 1 [1d6], bravery 3 [1d6], combat 1 [1d6], cooking 1 [1d6], engineering 1 [1d6], reactions 6 [3d6], stealth 1 [1d6], survival 3 [2d6], swimming 1 [1d6], zero-G [1d6] GEAR las-carbine, boot knife, biochip, biochip support unit
CH/9: ALLIES & ENEMIES //VENUS BLUEGENES - VID-VULTURE EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. Venus gains a +1d6 bonus to her ranged attack if she spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses Venus, she may immediately move half their speed as a free action and either throw herself prone or get behind cover if in range. Captivating Presence. Venus gains +1d6 to all social checks. Independent. Venus can choose to ignore any CHA or leadership dice rolls used to influence her.
As Kobalt, Venus wears an anti-blast suit with a dark visor. She is armed with a las-sword and laser pistol, whilst her armour’s gauntlets allow her to convert melee attacks to lethal electrical damage.
VID-VULTURE
The Vid-4 channel uses roving war reporters with names like G-for-George and T-for-Tommy to film and interview combatants for Souther propaganda broadcasts. The droids have spherical casings from which sprout camera lenses and antenna. Veteran soldiers hate these ‘vid-vultures’ and believe they bring bad luck, not to mention artillery strikes. // SMALL SENTIENT MECHANOID [5D6] [SOUTHER] // INTRUSIVE ROBOTIC WAR REPORTER. STR 3 (2d6) AGI 6 (3d6) END 4 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 2 (1d6) REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 12 DEFENCE 22 DEFENCE 20 DEFENCE 10 SOAK 3 VULN 1d6 IMMUNE Sick, electricity, Fatigued 2d6 ion INITIATIVE 5d6 PERCEPTION 5d6 SPEED — CLIMB — JUMP — FLY 8 HEALTH 15 CARRY 70 lb (max lift 150 lb) REACH 5’
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ACTIONS 2 Butt 3d6 [2d6+2 damage] SKILLS computers 1 [1d6], communicators 3 [2d6], interrogation 1 [1d6], journalism 6 [3d6], perception 3 [2d6], scanners 3 [2d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Fleeting Fame. Any individual chosen as a broadcast subject and filmed for at least an hour by the vid-vulture gains +1d6 to REP tests for the next 1d6 days with the faction the droid is broadcasting for. Flight Jets. The vid-vulture uses flight for movement. Recording Devices. The vid-vulture has camera and audio-recording devices.
WALDO // LARGE SENTIENT CYBORG 6d6 // SINISTER LOOKING NORT WALKER. Crude Nort genetic experiments, these limbless clones are grafted into Stalker skeletoids and protected by a transparent, crysteel canopy. They are normally used as scouts and escorts in rough terrain. STR 10 (4d6) AGI 10 (4d6) END 10 (4d6) INT 10 (4d6) LOG 6 (3d6) WIL 6 (3d6) CHA 3 (2d6) LUC 0 REP 6 (3d6) MELEE RANGED MENTAL VITAL DEFENCE 16 DEFENCE 14 DEFENCE 21 DEFENCE 20 SOAK 12 VULN 1d6 cold IMMUNE — (canopy only) INITIATIVE 4d6 PERCEPTION 6d6 SPEED 9 CLIMB 5 JUMP 20’/10’ FLY 8 HEALTH 60 CARRY 200 lb (max lift 500 lb) REACH 15’ ACTIONS 2
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Claw 6d6 [3d6+4 piercing damage] Volley Gun 6d6 [3d6 heat damage; range 9; spray, auto, heavy] SKILLS combat 3 [2d6], communicators 1 [1d6], intimidation 3 [2d6], perception 3 [2d6], running 1 [1d6], scanners 3 [2d6], tracking 1 [1d6] GEAR Stalker skeletoid EXPLOITS Artificial legs. Increases AGI to 10. Clawed artificial limb. Increases STR to 10. Increases natural damage attacks by +1d6. Any skill checks that requires a piece of equipment to be held and used by an arm suffers -2d6. The arms also extend, increasing reach to 15’. Spray. The Waldo can use its volley gun to blanket a 30’ cone in a hail of las-bullets, attacking all targets within that area. Limbless [fault]. The Waldo has no natural limbs. When outside of its walker frame, the Waldo’s STR and AGI scores are reduced to 1, maximum HEALTH is reduced to 20, Reach, SOAK and SPEED are reduced to 0, and its MELEE and RANGED DEFENCE are both reduced to 10.
APPENDIX: GLOSSARY OF NU EARTH TERMS A.A.C. Auto Alarm Cube. Transmitter device placed in an area to warn soldiers of danger. Ali. Military term for an alien. AMOK. Nort droids used to eliminate Souther robots. Atmo-craft. Flying atmosphere craft which operate on planet. Beam gun. True laser weapon. Biochips aka Dog Chips. Implanted device used to download an individual’s personalty and skills at the moment of death. Bio-wire. Sentient, organic biological weapon developed by the Norts. Black hood. Headgear with dark visors given to Nort snipers with a thousand credited seal bursts. Blue Mooner. Stunted rejects from the early Souther genetic experiments on the Blue Moon. Buzzard. Class of Souther satellites used by military command teams. ‘The Buzzard’ was the nickname given by the Norts to the Traitor General. C.C.P. Chemically sealed Command Post. Chem. Slang for chemical. Chem Bar. Establishments on off world cities which cater for those veterans of Nu Earth who have developed a psychological dependence for living in tainted atmospheres. Clients wear chem-masks and drink in cellars that are filled with non-lethal but unhealthy gases. Chem Vet. Soldier disabled by chemical warfare. Circe. Recreational drug. Crawler. Tracked transport vehicle. Decapitators. Nort semi-autonomous fragmentation grenade drones dropped by seed ships to hover in swarms in areas they wish to protect from enemy patrols. D.G.D. ‘Don’t Give a Damn’ is a mental malaise brought about in garrison troops subjected to a long period of inactivity. Diving Bells. Nort slang for Souther armoured chemsuits. Doppleganger. Doubles used by senior officers, VIPs and crime lords. Doll. Chauvinistic term applied to female G.I.s. Eyeballer. Slang for camera droids used to provide surveillance. Fabway. Road built from prefabricated sections. Gasbah. Ghetto areas of some Nu Earth cities where the chemical clouds are at their most concentrated and where aliens make up a sizable number of their residents. Gene-Genies. G.I. slang for the genetic engineers of MilliCom. Gents. G.I. slang for other soldiers of Souther army.
Ghoul. Term for a scavenger, specifically one who uses body parts taken from battlefield corpses. G.I. Genetic Infantryman from the Souther’s elite unit of clones that are biologically engineered to operate unhindered on Nu Earth. G.I. cant. Language developed by G.I.s for communication with each other. G.I. freak. Heavily encrypted communications frequency used exclusively by G.I. forces. Greater Nordland Republic. One of the two main factions of humanity. Green genes. Drink served in Milli-Com bars. Grendel. Assassin used in vendettas between Nort military caste clans. Filth Columnist aka ‘Filthy’. Slang for Nort infiltration agents carrying biological weaponry. Hard rain. Ballistic missiles dropped from Nort atmocraft. Hopper (Souter)/Hoppa (Nort). VTOL atmosphere craft used for transport, patrol and ground attack missions. Hotline. Chemical assault rope designed to disintegrate after use. Hotzone. Region of especially deadly conditions usually avoided by both armies. Hull-Buster. Breaching charge. Kashan. Powerful militaristic Nort clan that provides entire divisions of elite troops to Nu Earth. Their fighting record is marred by constant atrocities. Kashar. Militaristic Nort clan noted for archaic military terms and style of armour. Las. Laser, usually one that fires a laser charged round rather than a beam. Lazooka. Heavy las weapon usually operated by a two-man team. Lipstick on your collar. Slang for a sniper’s laser dot on a human target. Mara-marksman. Marathon marksman, a sniper who spends days concealed in a location. Milli-Com. The space-based, overall military command centre used by the Souther Confederacy. It is also the base of the Genetic Infantry. Milli-Droid. Souther slang for military droid. Milli-Fuzz. Slang for Souther military police. Mine-Ohs. Groups of demoralized or crazed soldiers trapped in minefields. Mother of Tears! Nort exclamation. Mu. Slang for mutant. Naga. Nort penal legion.
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N.F.O. Nort Forces Orient, a section of the Nordland Republic comprised of citizens originating from oriental Asia. Nain! Nort word for no. Nordmacht. Nort propaganda channel. Nort. Citizen of the Greater Nordland Republic. Nu Earth. Strategically important planet in the war between the Norts and Southers that is poisoned by chemical warfare. Neuropa. Besieged Souther fortress. It comprises of four sectors whose garrisons are descendants of Old Earth nations, each one of which has adopted an eccentric culture inspired by notions of their old history. O.P.S. Off Planet Strategies, a secret Souther military organisation headed by Colonel Kovert. O.P.L. The Office of Public Loyalty is a Nort organisation dedicated to ensuring politically incorrect individuals are identified and then given suitable prior re-education or punishment. Its spies infest many Nort organisations, and most regiments will include at least one of its informants. OPT. The Office of the Public Truth, a Nort organisation unit that hunts war criminals. OGP. The Office of Genetic Purity, a Nort internal security unit that hunts those Nort soldiers infected by the Strigoi Curse. P.D.P. Polka Dot Plague, deadly manmade virus. Robe-runner. Robot messengers used by the Fort Neuro garrison. Rockbreakers. Nort boarding vessels tipped with nuclearpowered drills capable of breaking through rocks and starship hulls. S3. The Souther intelligence service. Scum Sea. Chemically polluted sea of Nu Earth. Seal-burster. Specialised ammunition designed to puncture the protective envelope around Nu Earth bases. Skev! Souther exclamation. Skywriter. Nort device for projecting laser images over long distances as a propaganda tool.
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Sims. Apeman like genetic experiments of the Nort regime. Used as irregular troops. SMASH. Sealed Mobile Army Surgical Hospital. Sonofa-tube. Slang for a G.I. Souther. Citizen of the Southern Cross Confederacy. Southern Cross Confederacy. One of the two major factions of humanity. Southside, yeah! Famous Souther battle cry. Speeder. Fast ground vehicle. S.R. Silent running. Stak! Nort exclamation. Stammels. Genetically modified camels used by travellers and Nort raiders. State-of-the-South-Day. June fifth, the anniversary of the war’s commencement. Stavka. High command of the Nort military located on a huge structure inside Nordland space. Strigoi. Genetic taint engineered into Nort military clans that enhances their performance as warriors but can lead to mutation and violent madness. Sud. Nort term for Souther. Suit. G.I. slang for other infantry types derived from the chemsuits they need to wear. Sun Legions. Elite airborne troops of the Nort army. “Synth Out!” Phase used by a G.I.to tell a biochip to shut up! Tail Gunner Joes. Rear firing air-to-air missiles. Vid-vultures. Robotic war-reporters use by Southers. Vroogmen. Elite, frogmen used by the Nort navy. Xantia. Alien cartel who run a galaxy wide criminal organisation and profiteer on the wars of other races. Waldo. Nort genetic experiments who are wired into Stalker war machines. Waste Mission. Assassination mission.
INDEX C CAMPAIGN LOCATIONS 95–96 CAMPAIGN TYPES 92–94 G.I. CAMPAIGNS 92 MILITARY CAMPAIGNS 94 SOUTH SIDE YEAH? 93 CAREERS CIVILIAN CAREERS Bounty Hunter 18 CRIMINAL CAREERS Marauder 18 MILITARY CAREERS Boot Camp 19 Dust Devil 19 Filth Columnist 19 Gene-Genie 20 Kashar Legionary 21 Khashan Legionary 21 Marines 21 Military Diver 22 Military Police Officer 22 Nagan Legionary 23 Officer 23 Replicant Droid 23 Robe-Runner 24 Sniper 24 Snow Trooper 25 Soldier 21 Space Marine 25 Special Forces 26 Stamel Raider 26 Sun Legionary 26 Tox-Team Soldier 26 MILLI-COM ADVANCED G.I. PROGRAMS Basic Mechanics 33 Basic Psionics 33 Combat Range 34 Demolitions 33 G.I. Officer Training 34 Martial Arts 34 Pathfinder 35 Rest and Recuperation 35 Support 35 Trauma First Aid 35 NEUROPEAN CAREERS Frank Trooper 27 Happy Camper 28 Huntsman 28
Rom Trooper 28 Scan Trooper 29 VARIED CAREERS Doppleganger 29 Explosives Expert 29 Guerrilla Fighter 30 Medic 30 Pilot 30 Priest 31 Prisoner 31 Sailor 31 CHARACTER NAMES 37
E EQUIPMENT ARMOUR 52–53 ARMOUR TABLE 52 CYBERNETICS 59–60 DRUGS 58–59 GENERAL GEAR 39–42 GENERAL GEAR TABLE 41 GENETICS 60–62 MOUNT TRAITS TABLE 61–62 G.I. BACKPACK 42–44 G.I. BACKPACK TABLE 43 SHIELD TABLE 53 VEHICLES 54–58 VEHICLE TABLE 57–58 EXPLOITS Aide 35 Air Conservation 36 Air Tricks 26 All Chip Together 36 Always Ready 30 Ambush Expert 18, 30 Anti-Surveillance 35 Any Port 32 Army of Rogues 23 Assisted Leap 33 Avaunt a la Bayonet 27 Backup 23, 141, 173 Basic Training 19 Bedside Manner 30, 172 Bingo! 28 Biochip 10, 11 B.I.U. Concoction 19, 20 Black Hood 25 Blade and Butt 34, 36
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Blend In 30 Blip Free 33 Booby Trapping 29 Boom-Boom! 29 Boosted Throw 33 Boy Racer 28 Breaking Fall 34 Bundle 34 Catch Everyone’s Eye 35 Climber 26 Combat Hardened 23, 25 Combat Programming 16 Coming Through! 24 Command G.I. 20 Confessional 31 Creator’s Knowledge 20 Cut above the Rest 28 Darkest Desire 35 Datamining 18 Dead or Alive 18 Desert Lurker 19 Designated Medic 36 Diagnosis 30 Disarm Bomb 30 Dogged Pursuit 18 Don’t Step There! 30 Duck and Cover 30, 34 Emergency Trauma Procedures 35 Endurance 16 Enduring 13 Evasion 12 Evasive Flying 30, 31 Evasive Manoeuvre 31 Exceptional Healing Hands 30 Extra Safety Measures 33 Fast Healing 10, 11 Fight or Flight 8 Fire on the Move 34 Forward Planning 23 Freeze! 23 Friend from Foe 36 Gaseous Concoction 19 Get on with It 25 G.I. Curriculum 32 G.I. Doll Curriculum 32 Gifts of the Dead 19 G.I. Maintenance 33 Good Position 25, 34, 173, 181 Great Leap 13
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Grog 32 Hard Rider 26 Haul 18 Healing Hands 30, 172 Hero of the Nordland Republic 21, 25, 26 Hideout 18 Hierarchy of Dominance 16 High Diver 22 Hit-and-Run 30 Hold Breath 22 Home Cooking 29 Hostile Terrain 26, 35 Human Appearance 24, 130 Human Shield 23 Hustle 26 I Am the Night 26 Impersonate 29, 130, 181 Impromptu Weapon 35 Ingrained Doll Skill Package 12 Ingrained G.I. Skill Package 11 Intermediary 13 In the Pink! 28 Leadership 23, 34, 126, 131, 140, 141, 146, 153, 158, 170, 171, 176, 184 Legion Donner 27 Like a Fish 22 Lil’ ol’ Me? 35 Lookout 32 Mask Up 36 Medal Hero of the Nordland Republic 21 Message from Milli-Com 34 Mess Room Trophy 28 Method Actor 29 Morale Boost 23 Mounted Pursuer 26 Move without Trace 35 Murky Depths 22 Natural Climbers 13, 180 Notable Clan 15 Officer Training 19, 34 On Your Feet! 35 Organic Appearance 24 Out of Place 23, 170 Part of Me 36 Party Goer 28, 29 Perfect Aim 25, 34, 173, 181 Perfectly Engineered 12, 166 Platoon Leader 25 Play Dead 36
//INDEX
Play the System 35 Poison 27, 122, 162, 166, 174, 179 Pony Express 24, 178 Prey 18 Primitive Intellect 13, 180 Prison Tough 31 Privileged 16 Programming 15, 16 Protective Measures 20 Push the Limits 30 Quick Change 29 Quick-hide 26 Quick Mount 36 Quick Repair 33 Reboot 20, 36 Reboot Body 36 Respect 31, 180 Resuscitation 30 Sabotage 30, 94, 152, 154 Safe Landing 26 Scan with a Plan 29 Sea Legs 21, 32 Seal Up 36 Seasick 22, 32 Sea Weather 32 Secret 35, 119, 178 Shake It Off 25 Shaped Charge 30, 34 Shiv 31 Sidecar Swerve 21 Sixth Sense 34 Slay Them All 21 Souther Cross 22, 26 Space Sickness 26 Spare Body Parts 20 Speed Skier 25 Spotter 36 Stalker of the Snows 25 Stay on Target 31 Steady Eye 25, 173, 181 Steed 26 Strigoi Mutation 8, 9, 10 Strong Concoction 20 Summon Gear 33 Systems Familiarity 35 Tactical 15 Take Command 23, 34 Take It on the Chin 34 Tally-ho! 28
Tamer of the Wilderness 15 Tank Killer 36 The Scheme’s the Thing 34, 40 The Winner Takes It All 29 Time for Tea 28 Toxic Gases 27 Tracks 24, 178, 182 Trademark Item 36 Transplant Chip 35 Trouble Sense 22 True Bleu 27 Tweak 33 Unencumbered 11, 12 Unshakeable Faith 31 Unsuspicious 15 Up Close and Personal 34 Urchin 16 Vantage Point 25, 173, 181 Vigilant 35 Ward Management 30 Weak-willed 13 Whatever the Weather 28 White Hat 15 Who Tears Wins 28 Zero-g 13 Zero-G Born 26
M MISSION DOSSIERS Ghosts in the Machine 120 Hunted by Nu-Oktober 144–155 Old Tropes in Neuropa 116–117 Spy in the Citadel 132–143 The Devil Tank 116 The Perils of Bucky Aurora 121–131 Wonder Weapons 119
N NPC LIST 157 NPCs Bagman 159 Brass and Bland 163 Commander Colin Padraic 153 Doctor Razmus Carden 139 Gunnar 159 Helm 160 Kapitan Platov 130
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Kapitan Stalov 140 Kaptain-Inspector Atalia Jaegir 169 Kaspar Noktov 137 Major Magnam 170 M’Meehua 149 Morgen 173 Rab Custer AKA ‘Bucky Aurora’ 129 Rogue Trooper 158 Security Chief Montuez 141 Sister Sledge 180 Traitor General 183 Venus Bluegenes 184 Zerox 130 NU EARTH ENCOUNTERS 96–102 NU EARTH LOCATIONS 67–79 Cinnabar 68, 69, 70, 71, 73, 80, 119, 121, 123, 124, 164, 176 Dix-I 70 Greater Nordland 70, 73, 75, 93, 187, 188 Neuropa 14, 18, 27, 28, 29, 37, 71, 80, 81, 116, 118, 177, 178, 188 Quartz Zone 11, 21, 32, 33, 34, 35, 76, 77, 80, 81, 93, 97, 158, 159, 160, 170, 183, 184 NU EARTH MADNESS 102–103 NU EARTH SYSTEM 82–85 SATELLITES 83
O ORIGINS Colonial Child 15 Experiment 15 Military Brat 15 Military Caste 15 Nerd 15 Orphan 16 Scion 15 Service Droid 15 Special Trooper 16 Survivor 16 Talented 16 War Droid 16 G.I. ORIGINS G.I. Cadet 32 G.I. ‘Doll’ Cadet 32
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R ROBOTS 14 ROGUE TROOPER TIMELINE 80–81
S SKILLS Habitat Engineering 36 SPECIES G.I. Clones 10–13 Blue Mooner 12, 13, 15, 16, 187 ‘Doll’ G.I. Clone 11 Genetic Infantry Clone 10 Semi-Mooner 13, 15, 16, 23 Sims 13, 37, 39, 100, 180, 188 Humans 7, 8 Mutants 13 Strigoi 7–10, 15, 16, 23, 90, 188 SYSTEMS & PLANETS 86–91 Acoma 80, 81, 86, 132, 133, 134, 136, 139, 142, 148 Border March Worlds 87 Earth 91 Horst 75, 81, 87, 88, 89 Nu-Karthage 90, 144, 148, 155 Rodina System 90
W WEAPONS DEVICES 44 MELEE WEAPON CUSTOMISATIONS 47 MELEE WEAPONS 45–47 MELEE WEAPONS TABLE 46 MINES TABLE 45 RANGED WEAPONS 47–52 RANGED WEAPONS TABLE 48–50 SPECIAL TRAITS 44
IN THE BATTLE FOR NU-EARTH, CHOOSING A SIDE IS NEVER STRAIGHTFORWARD. In Rogue Trooper’s universe, the battle for Nu-Earth dominates everything. The Greater Nordland Republic and the Souther Confederacy wage an endless war for control of a poisoned planet. Desperate for an edge, the Southers have developed superhuman soldiers known as Genetic Infantrymen, or GIs, and thrown them against their enemy in the hopes of stalling the Norts’ inexorable advance. Despite being outgunned and outnumbered, even a single GI can often be enough to turn the tide of a battle. Whether as an enlisted human or GI clone, it’s time to join the Souther defence against the relentless assault of the Norts. Welcome to Nu-Earth. Do not leave home without your chemsuit. Rogue Trooper offers several new species such as the Genetic Infantryman and Strigoi, a raft of new careers that define a character’s military service on either side of the conflict, new equipment and vehicles designed to keep the characters safe during their mission, a full gazetteer of Nu-Earth, plus tips and trick to running games of Rogue Trooper in other settings with different themes. Set against the backdrop of the unending war for control of Nu-Earth, this supplement provides a completely new experience for the Judge Dredd & the World of 2000 AD roleplaying game. Requires the use of the Judge Dredd & the Worlds of 2000 AD core rulebook.