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Star Mogul: Distant Worlds

Star Mogul: Ruins of an empire core rulebook needed to play.



Produced by Alpha forge Games
Alpha Forge Games 2006. All rights reserved.

Artwork by Rod Tyson and Merubi (http://illustrange.8m.com/)
Thanks Melvin!

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Ruins of an empire core rulebook.
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1

Contents Page number
The Hydrissians...2
Pang Xu Smith extract 1...3
Hydrissian wandering noble retinue.....4
Managing honor points and credits....5
Committing a crime (noble crime table).....5
Hydrissian noble stats......6
Creating a retinue..6
Pang Xu Smith extract 2...7
The Hope of the unforgiven......8
Retainers and equipment...8
Gorgon reconnaissance fighter.10
Scavenger drone...11
The Grace of the faithful..12
Gurax clan of war..12
Seloi clan of science.13
Arganth clan of engineers...........................................................16
Dartwing attack bike.17
Pang Xu Smith extract 3.18

Asteroid miners.....19
The story of Fire Lily section 1.....20
Asteroid miner clan...21
Cyborg rules..21
Clan chief...21
Creating an asteroid miner clan.22
Good traits.22
Bad traits...23
Asteroid miner basic crew (Centaur chassis)24
Asteroid miner equipment.....24/25
Asteroid miner Prefect...26
Security drones.27
The story of Fire Lily section 2....28
Asteroid miner seismic artillery29
Cyclops heavy duty mining machinery.30
Space pirates31

Game missions......32
Crashed star freighter..32
First contact..34
The story of Fire Lily section 3....37
Rules updates and notes38









2




3





4
Hydrissian Wandering Noble retinue
The nobles of the hydrissian senate are privileged
individuals that are engaged in managing the political
and economic welfare of the hydrissian race on Hydris
Prime, and among the stars. The senate consists of
several hundred members drawn from the various
clans as representatives of the wider clan interests.
Some clans are small and can only send one
representative to the senate. Others are large and
send several nobles forward to represent their larger
share of the populace. The clans usually have a
defining role that gives them a niche and purpose.
Where one clan may be centered on agriculture,
another may be primarily involved with security, or
science. There are hundreds of clans; each one
specialized in some way.

Tensions sometimes exist between rival clans that
may spill over onto the floor of the senate. Political intrigue, plots and corruption are commonly practiced
by many senate members as they attempt to obtain the most favourable gains for themselves and their
clan. Those members engaged in such activities often find themselves at the mercy of their enemies
when things go wrong and their activities are exposed to the senate at large. The severity of the
punishment largely depends on the crime, as well as whom they have offended. Being sent to an off world
penal colony, impoverishment and ridicule, or exile may be the result.

If a disgraced noble is banished from the home world, they must leave immediately. From then on, and
until they are forgiven, they must eke out a meager existence among the stars. The noble may take a
retinue of close friends with them. These companions are motivated by their love of their leader, but also
because the senate will recognize their services as helpers and followers for one who is considered
temporarily lost. It is seen as their task to protect the wayward noble while the senate finds forgiveness in
their hearts to welcome him home. Forgiveness can only come if the noble performs useful deeds while in
exile. Finding valuable items, founding a new colony on another world, or generally furthering the
hydrissian cause among the stars will earn the noble recognition by the senate. The senate, in turn, will
reward the exiled noble with honor and trust - the more the noble obtains, the more the senate will be
inclined to distribute resources and manpower to the noble to aid him. This system works well, as the
crimes are repented and at the same time they help the hydrissian race as a whole continue its expansion
across the frontier.

Nobles often die while in exile, though a few famous ones have earned their names in legend. The
founding of the original hydrissian colony on Hydris Prime would not have happened without the efforts of
Kerin-Kerins retinue during the battle for Hydris Prime immediately before the hydrissian migration
occurred.

Playing a wandering nobles retinue in Star Mogul will mean your primary goal is to gain favor with the
senate by obtaining valuable items, capturing important assets and performing notable deeds. This will
earn you honor points, which work as currency in hydrissian society. They can be spent on employing
new hydrissian crew and equipment to improve the effectiveness and fighting abilities of your force. A
hydrissian noble will also have the optional advantage of being able to sell their gains on the fringes of
human space for human credits instead. These can be used to buy human equipment and employ
human crew. However, the Frontier Union (FU), which is human kinds foremost political authority on the
Outer Rim, takes a very dim view of the hydrissian wandering nobles, seeing them as alien agitators,
usurpers, opportunists and outright criminals (which they are!). They are generally ostracized throughout
human space and few will deal directly with them. This makes life difficult for the wandering noble on the
frontier.
A player with a wandering noble retinue must keep a permanent record of all the honor that they ever
receive from the senate, even if they use the honor to acquire new equipment and crew. When the total
honor received reaches a certain level (based upon the severity of the nobles original crime), the noble
will be forgiven by the senate. When a noble reaches forgiven status he will be welcomed back into the
ranks of hydrissian society and be given access to special equipment and privileges that are not normally
available to exiles and criminals.

5
Managing honor points and credits
The hydrissian currency is honor points. Honor is handed out by the senate in recognition of valuable
goods acquired or deeds performed by a member of hydrissian society. Honor can be used to obtain
equipment and new crew members which will then be assigned to your nobles retinue by the senate.
Your honor level will go down in the same way as spending money does in human space when you obtain
new crew and equipment. Honor can only be spent on things that originate from hydrissian society you
cannot spend honor on employing human crew or obtaining human equipment as humans care absolutely
nothing about how much honor the senate attributes to your noble.
When you obtain something with monetary value on the battlefield, you must decide how you will use it
after a game. You have three options:
1) Hand over possession of your valuable find to the hydrissian senate in exchange for honor points.
The amount of honor you receive for this is the same as the credit value of the salvage at the end
of the game. (So if you obtain the salvage rights, the senate will give you 100% of the value of the
salvage in honor. If you dont obtain the salvage rights, you will only receive 50%).
2) Sell your new possession on the human frontier for credits. If you do this you will only receive a
maximum of 25% of its full value (as written on the salvage counter during a game) as you sell it
on the black market. The FU frowns upon alien scavengers on the fringes of human space and
will not encourage their activities by purchasing their salvage. Black marketers on the frontier are
less fussy but finding one that will deal with an alien directly is difficult, as most are aware of the
severe punishments enforced by the FU for being caught doing so. If one is found by your noble
that is willing to trade, inevitably they will only do so if the profit margins are very high.
3) If the item is an asset (for example a manufacturing plant or an ore mine) you may wish to keep
running it and reap the financial rewards. Otherwise you can trade it in for honors at half the
normal value or for credits at one quarter of its normal value. Cash profits for running an asset are
also subject to the same restrictions you can take the full profit value in honors each time your
asset makes money, or you can exchange it for one quarter of its value in credits.

To keep things simple, we have made 1 honor point equivalent to 1 credit (1Honor = 1Cr). So when you
obtain an item with a value in credits that you wish to donate to the senate for honors, just translate the
number of credits you would normally get into honors on a 1 for 1 basis. You cannot spend credits or
sell human equipment to get honor, nor spend honor to get credits. They are not interchangeable.

Committing a crime
Your noble starts as an exiled criminal, so you need to determine just how offensive the nature of the
crime was. The level of honor your noble will need to earn in order to be forgiven by the senate will be
determined by which level of crime was committed. There are three levels of criminal exile. To determine
the level of crime of your noble when creating a new wandering nobles retinue force, roll 1D6 and
consult the table below. Remember that the level of honor needed to be forgiven does not refer to the
amount of honor you have unspent at any time. It refers to how much honor you have been granted in
total - ever! Even if you have spent it all on new crew and equipment.

Nobles Crime Table
Roll 1D6 and consult the table below
Result
1 2: LEVEL 1 The nature of the nobles crime, and guilt, is still in question. Exile was enforced by a powerful enemy in the
senate. The charges were probably fabricated, but your noble was an obstacle to some greater corruption at work within the
government and had to be removed before it came to fruition. Your noble has a vendetta to finish with his enemy back home
and is constantly driven by this thought. In order to be forgiven by the senate your noble must have been granted a total of
20,000 honors or more.
3 4 : LEVEL 2 Your nobles crime was severe, and he is as guilty as can be - corruption, extortion and intimidation was his lot
back in the senate. Having surrounded himself with an untrustworthy cadre of followers, it was only a matter of time before
one or more of them betrayed your noble and had him arrested. Uncomfortable truths came to light on certain senate
members because of this and your noble was banished as a scape-goat for other politicians implicated in the affair. However
a sympathetic senator has arranged for you to secretly receive some of the human currency to aid your survival on the
dangerous frontier. You start your company with 2,500 credits in addition to your starting honor points and credits. Re-
earning your nobles place within society will be difficult. In order to be forgiven he will need to earn 35,000 honors.
5 6: LEVEL 3 Banished for treachery and treason, your noble was found plotting against the established order. Perhaps your
noble is a brave revolutionary, or a mad genius intent on changing the way in which the senate operates. Caught with hard
evidence and crazy enough to swear defiance before the senate, your noble will probably die before the senate ever finds
forgiveness in their hearts. Your noble has also been banished along with two fellow hydrissian conspirators. Each one
behaves like a shareholder in a normal human salvage crew. They start with 18 skill points each (hydrissian skills only),
light armor and small arms weapons for free. Your noble will need to earn 50,000 honors before the senate will forgive him.

6








































Creating a retinue
When first exiled, a noble will have limitations on the type of crew members and equipment available. The
following list, called the The Hope of the Unforgiven, represents the followers and equipment the noble
takes into exile. They are the tools by which the noble must find their way back into hydrissian society. It
is the only crew and equipment available until the noble reaches Forgiven status. Once forgiven, the
noble has access to all hydrissian crew types and hydrissian equipment types listed in this rules
supplement.

However, your noble may also spend whatever credits he can get his paws on to purchase new
equipment or employ new crew members from human colonies. This means that your noble has access
to all the equipment and crew appearing in the core rulebook, if he can afford it. Note that certain types of
equipment are not interchangeable between species. This means your hydrissian crew cannot use the
following from the original equipment list appearing on page 35 of the core rulebook:

HADES battle suit (designed for humanoids only); Medium infantry armor (see hydrissian medium armor
below); bio mechanical upgrade; any equipment that only applies to mekk crew members.

The Hydrissian noble will start with the following statistics, abilities and equipment.

A nobles starting fund of honor is not included in the overall amount needed to be forgiven by the senate, as detailed
in the Nobles Crime Table above. Thus, if your noble is a level 2 criminal, then you need an additional 35,000 honor
points as well as your starting funds in order to reach forgiven status.
Your noble will not start with two shareholders as mentioned in the core rulebook unless he is a level 3 criminal.

STARTING FUNDS: 27,000 honors and 3,000 credits
Resilience: 3
Armor: 4
Movement: 6
Skill points: 18 (may be spent only on skills that are available to hydrissians or the following Boss Skills/ Vices from
the core rulebook salvage appraisal, bargaining, able commander, fame, drunkard, manic depressive, and wastrel.)
Weapons and equipment: General small arms. Staff of the forefathers. Hydras teeth psionic
headgear.

Staff of the forefathers This staff is not only a dangerous two handed energy spear but also acts as a record of the
nobles sacred lineage. The staff has a hanging banner that records the names of the nobles forefathers. In hand to
hand combat it adds +2 to the nobles combat rating. It can also be used once per game to shoot like a general small
arms weapon. The staff shoots an arc of searing plasma up to 12. The noble may use its small arms skill to fire this
weapon. If it hits a target, it will do 3D6 damage. The staff is useless against vehicles in assault.
Hydras Teeth psionic headgear - Nearly all nobles employ the Hydras teeth for self protection when not on the
home world. It enables limited psionic ability and may not be worn by a noble wearing battle armor. Once per player
turn the noble may spend one SP to use the headgear. Whenever it is employed, choose one of the following effects:
1) Call of the home world The noble uses its ability to remind comrades nearby of their love for the hydrissian
home world, Hydris Prime. All hydrissian infantry units with their unit leader model within 18 will benefit from a
+3 bonus in company loyalty immediately. This will last until the end of the next opponents turn.
2) Disruption The noble can reach into the circuits comprising the mind of a mekk and force them to work
overtime and become dangerously hot. Any model within 12 that is classed as a mekk must make a
resilience test (roll 1D6, the result must be equal to or below RES (resilience score) to succeed). Those that
fail will become damaged. For demobots and other mekks that are also classed as vehicles, the task is a
little harder. The noble must make a resilience test to succeed in the attack due to the pain experienced by
using the headgear (roll equal to or under resilience on 1D6). Success means the mekk will receive 1 roll on
the internal damage table.
3) Spirit of Sessu-Mir The noble imparts an instinctive basic grasp of the hydrissian martial art sessu-mir to
one unit of hydrissian infantry on the field until the end of the opponents next turn. In any hand to hand
combat fought by these hydrissians in that time each of those models will receive +3 to their combat rating. If
the unit is of mixed composition, only the hydrissians gain the bonus.

7




8

The Hope of the Unforgiven

Retainers (basic hydrissian infantry)

A noble will always have a number of low level retainers and servants present
that have joined the noble in banishment, usually out of a sense of duty to
help the noble find forgiveness. They usually belong to the same clan as the
noble. These crewmembers serve well as basic grunts during a fight. When
first employed they have the following employment costs (in honors) and
statistics.

Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Hydrissian retainer 550 hon 850 hon 1130 hon







Hydrissian Diplomats
If you employ 5 or more hydrissian retainers at the same time in your salvage crew, one of them will be
nominated a diplomat by the others. This is essentially a leader. You must attach at least 3 other bio or
mekk models to the diplomats unit during a game. As well as fulfilling the role of a unit leader, the
diplomat also can employ the diplomat skill mentioned below. A diplomat may also be armed with a
diplomats staff, though this is not necessary. (See equipment below).

Retainers also have the following equipment available

















Equipment descriptions:

Disassembler gun - Standard hydrissian sidearm. Named the 'dissembler gun' by humans for its ability
to deconstruct tiny quantities of matter at a distance, causing deadly localized blasts. Has the following
profile:
Description Damage dice No.of hits Range Special
Disassembler Gun 1D8+3 2 14 Short, 25 Long Hydrissians only.

Thumpgun - So named by humans because of the noise it makes when it fires. This weapon will tear
through vehicle armor at close range. May only be used by hydrissian infantry equipped with battle armor.
Counts as a heavy weapon and is subject to the very difficult to obtain rule (see the core rulebook page
19). Has the following profile:
Resilience: 3
Armor: 3 (light)
Movement: 6
Weapon: General small arms.
Hydrissian equipment and costs

Cyclone armor (7 pts): 1500hon
Cyganic implants: 500 hon
Diplomat staff: 700hon (+2 to combat rating)
Disassembler gun: 350hon
Light armor: free
Medium armor ( 5 pts): 400hon
Salvage tools: 200hon
Singularity bombs: 500hon
Singularity cannon: 1750hon
Skywhale harpoon: 800hon
Small arms: free (treat as small arms for human/mekk crew)
Thumpgun: 1200hon

9
Description Damage dice No. of hits Range Special

Thump Gun

2D10 at short
range
2D8 at long range

1
10 short
20 long
May be used as a very hefty club in
melee. Add +2 to the users combat
rating. Hydrissians only.

Singularity cannon - A shoulder mounted twin barrel heavy weapon used with a body harness. Uses the
hydrissian knowledge of singularities (tiny black holes) to harness them and hurl them at the enemy.
Counts as a heavy weapon and is subject to the very difficult to obtain rule (see the core rulebook page
19).
Description Damage
dice
No. of hits Range Special
Singularity Cannon 2D8 per hit 2 12 Short
20 Long
When it fires it may shoot at two separate targets. Both
targets must be within 5 of each other. Takes time to
reload, so only fires twice per turn. May only fire once
during opponents turn if you get some SPs from FOW.
Skywhale Harpoon Used on Hydris prime originally to carve the harvests from the bellies of giant
Skywhales, it was converted into a powerful military weapon which can only be used by hydrissian battle
armored soldiers. It can slice opponents into chunks in a fraction of a second when wielded by a skilled
soldier. Add +3 to the users combat rating.
Singularity Bombs Usually carried on a bandolier. When thrown, using the throw grenade skill, they
create a very short lived, microscopic black hole which has the effect of pulling matter apart in the vicinity.
Treat as ordinary grenades, but they do 2D8 damage and have a blast radius of 1.
Cyganic Implants Cybernetic/organic implants used by hydrissians to enhance physical ability and
extend longevity considerably. A hydrissian infantry model fitted with cyganic implants has a fast
movement of 7. It also benefits from a +1 bonus in Resilience score.
Diplomat staff - Only useable by hydrissian diplomats (see above). It is a staff of office as well as a
deadly weapon in melee. Add +2 to the models combat rating.
Cyclone armor Hydrissian battle armor. Has an armor value of 7 and enables the wearer to use
hydrissian heavy weapons. Also if the user can pass a battle suit skill check every time 1SP is spent on
moving its unit then it may add an extra 2 to its movement. The model may not voluntarily leave its unit
leaders exclusion zone.

Hydrissian Skills
Hydrissian retainers have the full range of skills available to human crew members except for the skills:
nimble and hard as nails. In addition, they have the following skills that may be employed:
1) Chameleon skin (Freepoints 6) - Hydrissians have the ability to change the color of their skin to
reflect their surroundings. This makes it harder to target them when shooting at them. However,
this is a skill that is learnt like any other, and when used may be subject to varying degrees of
success. The skill may only be employed by lightly armored hydrissian infantry, as wearing lots
of armor tends to cover up the chameleon effect and negate it. To employ the skill, roll the skill
check at the same time your opponent rolls their weapons skill check to see if they hit the
hydrissian model with weapons fire. If your skill check is a success then you may add +1 to the
enemy dice roll result, reducing the chances that their skill check is a success. If you roll a double
number that is equal to or under your skill level, then you may add +2 to the enemy dice roll.
2) Combat kick (Freepoints 3) - Hydrissians have their own form of martial art, called Sessu-mir
(roughly translated - Ending talk with ones feet). If a hydrissian model is engaged in melee with
an opponent and successfully makes a combat kick roll, that model may add +2 to its combat
rating. If a double number is rolled that is equal to or under that models skill level then you may
add +4 instead.
3) Hydrissian diplomacy (Freepoints 7, diplomat only) - This skill is only available to hydrissian
diplomats. Many hydrissians present on the Outer Rim are trained, to some degree, in diplomacy
and tact. These aliens have been termed the diplomats and often fulfill the role of leader. If you
have a diplomat in your crew then they will open negotiations, for your noble, with your
opponents force before a game is played. These negotiations can be continued via
communications equipment between the sides during a mission (!), with both sides hoping to gain
as much as they can from the confrontation with as little loss as possible. However, diplomacy
between two entities often results in one gaining the advantage over the other.



10
In order to use diplomacy, you must declare that you are doing so at the start of one of
your opponents turns. You may only do this once per game. Roll a diplomacy skill check for
each diplomat you have in play. For each successful roll, you may add +1 to your diplomacy
score. Then try to roll equal to or under your diplomacy score on 1D6. If you fail, then the
opposing company boss ceases communication with your side (no doubt passing a snide
comment moments before turning the communications link to the off position). If you are
successful, then you may choose one of the following:











However, if you roll a 6 on the dice your diplomats attempts have failed dismally and your
opponent has second guessed your plan. Your opponents force will benefit from one of the
following:






Heavy equipment available to the unforgiven
Your wandering noble will also have left Hydris Prime with useful equipment that will help him/ her survive
on the frontier. Sympathizers back on the home world will also supply equipment to your noble if it should
be needed, at a price, of course. The following equipment is all that is available for your noble to purchase
while still languishing as unforgiven.

Gorgon reconnaissance fighter - Used widely by the hydrissian military for reconnaissance
duties. It also has the ability to engage enemy scouting parties and deny the enemy valuable forward
intelligence. It is rumored that the basic design has been adopted and is being modified by the FDF
(Frontier Defense Force) for future use. Armed with four ion cannons arrayed in two batteries, each
battery fires at the same target twice for 2D6+2 damage each time. So, although it fires four times, you
can only choose two separate targets (one for each battery) each time it fires. The two targets cannot be
further than 5 inches apart. The gorgon fighter also makes use of the hydrissian knowledge of energy
shields. It has stasis field generators available as an upgrade. This upgrade may be taken twice. Each
one field generator replaces one of the guns in the rear ion battery. Each stasis field upgrade adds +1 to
the vehicles armor on all sides. So, two stasis fields give the Gorgon 9 armor in all locations. If only one
stasis field is added then the gorgon will only have 1 gun in its rear battery to fire with, and 8 armor on all
sides.

Gorgon reconnaissance fighter, military class, flying vehicle. Cost: 5800 hons
Armor values: Front, side, rear & top: 7
Movement: 12 (Minimum move: 4)
Throttle: 4
Superstructure: 6
Maneuvers per SP: 2
Deployment cost: 250 hons
Crew: 1 (1 driver)
Cargo capacity: 0
Passenger capacity: 0
Primary weapon: 2 x ion battery (heavy weapon). Each battery shooting
twice at the same target.
Each hit doing 2D6+2 damage. Range: short = 12, long = 24.
Stasis fields: Available twice. Each field adds +1 to armor on all sides. Cost: 475 hons per field.

Not designed for use by MEKK crewmembers. May only be crewed by BIO crewmembers.
1) +1 loyalty for the rest of the game as the opponents crew are outraged at the bare faced cheek
of the lying diplomat!
2) Your diplomats are dumbfounded by the crazy boss leading the opposing team. When the next
FOW roll is made, add +3 to the dice roll.
1) Bamboozle! Opponents progress delayed. Steal 2 SP from your opponent this turn. Spend it
immediately before your opponent starts their turn. (Your opponent loses 2SP from their next
turn).
2) Gentlemans agreement. Your opponent orders their force not to shoot at one of your units this
turn.(Your choice). Your unit must be led by a diplomat, and your opponent is allowed to return
fire if shot at. If your unit moves to within 4 of an enemy unit, the enemy may open fire as normal
as you have moved too close for comfort for the ground troops.
3) Loyalty dilemma! Any hydrissians in your opponents force must roll a loyalty test to move or
shoot this turn (except to return fire). They can be left behind outside of the unit leaders
exclusion zone by other unit members at which point they become stragglers.

11

Hydrissian Scavenger drone - The scavenger drone is commonly employed by hydrissian
nobles as a cargo carrier. Back on the hydrissian home world they can often be seen at star ports,
construction areas and anywhere else that a heavy lifting apparatus is required. Scavenger drones
employ an advanced anti gravity flux engine that enables them to stay aloft and carry heavy cargo at the
same time.
Primarily used for civilian duties. When employed by a wandering hydrissian noble on the dangerous
frontier they may be adjusted by a technician to accept upgrades in hand to hand combat skills so they
might defend themselves from attack. Their numerous appendages and limbs make them ideal for use in
salvage operations, where helpful tools and cutting equipment can be attached as needed.

The inspiration for the scavenger drone originally came from a floating predator indigenous to the
hydrissian home world. This predator shares the same genus as the giant gas filled skywhales, used in
hydrissian agriculture. Though the predator is far smaller than the skywhale it is a dangerous and highly
efficient killer once it entangles its prey within its many limbs. Despite this, the scavenger drone is not
usually used in an offensive role due to its slow movement rate.

The scavenger drone is classed as an infantry and a mekk model. It may
be placed in an infantry unit alongside normal infantry models. The minimum
number of models in a unit of scavenger drones is two (instead of the normal
4 for infantry) provided all models in the unit are scavenger drones. They
have the following statistics when first employed.








They do not have access to equipment normally available to mekks.

When initially purchased, scavenger drones cost 2800 honors each. When first employed, they have no
unassigned upgrade points available though they may be purchased as normal for 300cr/ hons per point.
They may have none of the upgrades normally available to mekks other than hand to hand combat ,
small arms and self preservation override. Also the following upgrade is specific to scavenger drones
only:

Energy re-rout (free points 6) If the drone is damaged (i.e.: The mekk version of wounded) then roll
this upgrade check to ignore it and carry on as normal. The drone utilizes its ability to re-rout power to
isolated/ damaged parts through unaffected sub-systems.

Also, the following bonuses and conditions apply to the scavenger drone:
1) When facing multiple opponents in melee combat, the scavenger drone does not suffer the normal
cumulative 3 combat rating modifier for every extra opponent above the first opponent. Instead, it only
suffers a maximum 2 modifier for any number of opponents above the first, due to the fact it can
maintain its focus in hand to hand combat using its many tendrils. (Note: The rules for the combat rating
penalty for fighting multiple opponents has been changed from minus 2 for every opponent above the first
to minus 3. This is mentioned in the Rules changes section later on in this supplement.)
2) The drone adds +5 to the salvage recovery roll when searching for salvage base to base with a
salvage counter.
3) The drone has a cargo capacity of 1. Even though it is not a vehicle.
4) It has the ability to damage vehicles using its various tools. If the drone assaults a vehicle (in base to
base contact) it will cause 2D6 damage.
5) The drone can be assaulted by ground based models, even though it hovers. The drone can assault
flying vehicles because it hovers.
A single hydrissian disassembler gun may be equipped to one of the tendrils. This will impart the drone
with a small arms upgrade with 5 free points. The cost for this is 400 credits. The drone cannot be
equipped with any other shooting weapon than a disassembler gun. This will also reduce the salvage
recovery bonus received by
1 (from +5 to +4).
Resilience: 4
Armor: 5
Movement: 4
Weapon: Tendrils. Allows the drone Freepoints 8 in hand to
hand combat skill.

12
That ends the section on crew and equipment available for unforgiven hydrissian nobles. The following is
the crew and equipment that becomes available only when the noble reaches forgiven status. Known as
the Grace of the Faithful. When a nobles name is cleared and the senate welcomes them back into their
ranks, often a nobles outlook will be so altered by their experiences in exile they do not wish to return
home. They would rather continue furthering the cause of the hydrissian race in a more direct and pro-
active manner out on the frontier. Some say they have tasted the free and exiting life of a freebooter and
cannot face returning to the safe and dull life back in the senate.
If a noble chooses to stay out on the frontier after becoming forgiven, then they can use their newly re-
established authority within the senate to gain access to a wider array of equipment and crew direct from
the home world. The following crew and equipment are only available to hydrissian nobles with
forgiven status.


The Grace of the Faithful

Gurax clan of war The elite jump pack soldiers of the Gurax clan of war are known as sentinels.
They are employed widely throughout the hydrissian military forces. Their ability to move quickly across
the battle field by employing jump pack technology is an invaluable element of the hydrissian
philosophical and tactical views on warfare. Striking hard and fast, they are primarily used to engage
enemy infantry in melee combat.
Armed with fire-lances (power lance and blaster combo) these veteran warriors dive in feet first and shred
their enemies with their enhanced battle claws while delivering a close range combination assault with the
fire-lance. Their highly resilient impact shields protect them from enemy fire as they close the distance
rapidly between them and their prey.

Wandering hydrissian nobles usually employ these warriors as an elite body-guard upon the battle field.
All sentinels belong to the Gurax clan of war. This clan is responsible for breeding and training elite
soldiers. The history of the Gurax clan is a long and illustrious one, their traditions date back to hundreds
of years before the hydrissian migration. The sentinels are a dangerous foe to meet upon the field, and as
such can demand a high price for their services. They may only be employed by a hydrissian
wandering noble.

Hydrissian sentinels count as bio infantry and have a minimum unit
number of 3 models (instead of the usual 4).

They have the following statistics/ employment costs when first
employed








Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Hydrissian sentinel 900 hon 1200 hon 1450 hon

Hydrissian sentinels concentrate their talents upon warfare and martial arts. With this in mind they cannot
take the following skills: engineer, technician, medic, nimble, salvage hound, hard-as-nails, driving
vehicles, pilot.

If they have the required skills, then a sentinel may use equipment from the hydrissian equipment list.
They cannot use their jump packs/ battle claws and wear cyclone armor or medium armor at the same
time. (Though they can use impact shields and cyclone armor/ medium armor). Removing a sentinels
jump pack will reduce that models movement rate to 6 as they move on foot. A sentinel equipped with a
jump pack, firelance or impact shield cannot use heavy weapons.


Resilience: 3
Armor: 5 (includes light armor and impact shield)
Movement: 9
Weapon: Firelance

13

The following skill is specific to hydrissian sentinels only
Jump pack use (free points 5) Sentinels all have to learn the art of using a jump pack effectively in a
battle. This skill is needed at any level to be able to use a jump pack normally. A skill test is not needed to
move across the battlefield. However, a jump pack enables a sentinel to assault flying vehicles. If the
sentinel moves within base to base combat with the flying vehicle and rolls a jump pack skill test they
may treat that vehicle as a ground vehicle for assaulting purposes for the next hand to hand combat
phase only.

The following equipment is specific to sentinels only:
Firelance Counts as small arms when shooting. A combination blaster and power bladed melee spear.
Sentinels spend many years learning to use this weapon in conjunction with battle claws. The firelance is
used to shoot at the enemy as the sentinel assaults. The power blade is able to slice through thick armor
in hand to hand combat and may even be used to assault vehicles.
Description Damage dice No. of hits Range Special
Firelance 1D8+3
also 1D8+3 when
assaulting vehicles.
1 12 Short
18 Long
Hydrissian sentinel
only. Adds +1 to
combat rating in hand
to hand combat
Battle claws Powerful cyber claws that are installed into a pair of battle boots. They are razor sharp
and can pierce armor and tear flesh easily. As a pair they add +1 to the sentinels combat rating in hand
to hand combat
Impact shield Manufactured from a complex matrix of materials that can absorb and disperse kinetic
energy. The impact shield mitigates the adverse effects of most weapons on the battle field. Adds +2 to
the sentinels armor.


Seloi clan of science The Seloi clan of science concentrates its efforts on specialist research in
technology and biology. Members of the clan are highly intelligent and spend their whole lives working to
excel in their chosen specialty. Areas of research include sub atomic physics, robotics, computing,
chemistry, biology and many others. A forgiven noble may use leverage in the senate to obtain members
of the Seloi clan to serve in the nobles retinue. Seloi clan members do not usually serve out on the
frontier, unless it is as a member of a scientific expedition. Normally they are tall and thin, and physically
weak as they do not spend time developing martial skills. To secure a degree of protection on a
dangerous voyage, a Seloi clan member will fabricate one or more drones to serve him/her as either a
body guard or a gopher. The clan member will willingly sacrifice a drone to avoid a dangerous situation.


Seloi clan count as bio infantry. They have the following
statistics/ employment costs when first employed








Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Seloi clan scientist 1500 hon 1900 hon 2500 hon

Seloi clan scientists concentrate their talents upon discovery and research. With this in mind they cannot
take the following skills.
nimble, salvage hound, hard as nails, driving vehicles, pilot, heavy weapons, heavy artillery, military
discipline, grenade throwing.




Resilience: 3
Armor: 3
Movement: 6
Weapon: Small arms

14

The following skills are specific to the members of the Seloi clan

Remote hack (Freepoints 4) Once per that players phase (not the fog of war phase) using a powerful
data burst emitter, the scientist can remotely hack into the vulnerable software systems required by
enemy mekk crew members to operate effectively. This costs no SPs. If the remote hack is successful the
enemy mekk can be controlled by the scientist! However the success of the remote hack depends to
some degree on the proximity of the target mekk, as the data burst emitter signal becomes weaker and
less clear the further away the target is, slowing down the rate of data transfer.
The scientist may employ this skill only on your turn, once per phase and not on the FOW phase. To do
so, first make sure your scientist has line of sight on the target. Then make a remote hack skill check on
2D6 to see if the scientist can accomplish a link with the target. Then measure the distance between the
two. Then roll 1D6 and add the following modifiers to the result, depending on the distance to the target
mekk. The hack will not work beyond 20 range

Distance between target and emitter Result modifier
0 to 10 +1
>10 to 15 0
>15 to 20 -1

If the modified result is equal to or higher than the targets RES score (resilience score) then the remote
hack has worked and the scientist can control the mekk as if it were your own crew member. At the start
of your next turn your opponent may see if the original software installed in the enslaved mekk can
overcome the remote hack and restore control of the mekk to the original owner. To do this the owner of
the mekk must roll 1D6 and apply the above modifiers to the result. If the modified result is less than the
mekks RES score (resilience) the control of the mekk is restored to the original owner.
A mekk controlled in this way is likely to find itself alone on the battle field, surrounded by enemies (its old
unit members!). If the mekk finds itself within the ZOC (zone of control) of any enemy models then follow
the normal hand to hand combat rules as detailed on page 20 of the core rulebook. The mekk may
engage in hand to hand combat, shoot at the enemy (costing 1 SP) or voluntarily retreat. If the mekk
finds itself no longer within an enemy ZOC at any point it will immediately become a straggler and fall
back to the Seloi scientists position (if controlled by the scientist) or fall back to the original owners drop
zone if control of the mekk is restored to that player.
If the scientist can move into base to base contact with the mekk then it may be shut down. The scientist
turns off primary power systems and the mekk can no longer take a part in the game. If this occurs with
the mekk in that players drop zone, the mekk may be evacuated at the end of the game along with the
rest of that players crew and equipment. In this way it is possible for Seloi clan to steal opponents
mekks.

For attacks on large mekks that also have the description vehicle (the demolition bot for instance) a
successful remote hack attack will instead cause 1 roll on the vehicle internal damage table. As long as
the target is no further than 15 distance from the emitter. The target mekk will not be enslaved.

The scientist may also use a gopher drone (see below) to extend the range of the remote hack.
Equipment can be installed on the drone that emits the data burst instead of having the scientist carry it.
Provided the scientist stays within 12 of the gopher drones base, and the drone has line of sight to the
target, the drone can perform the remote hack. Measure all distances between target and emitter from the
drone, instead of the scientist. The drone can be used to shut down the enslaved mekk once it enters
base to base contact with the gopher drone.

Master technician (free points 4) this skill works in exactly the same way as the normal technician
skill. The only difference is that is allows the creator/ fabricator of a particular mekk or android (in this
case the scientists utility drones) to try to re-assemble it on the battlefield if it becomes destroyed. This
may only be attempted once per game for each destroyed mekk or android model. Place the destroyed
mekk model on its side. If the master technician can reach base to base contact and maintain it until that
players next phase 1 or phase 2 (not the FOW phase), that player may make a master technician skill
check on 2D6 to see if the destroyed mekk/ android can be hashed back together with emergency
repairs. Using available spare parts, as well as any remnants that might be lying around the model can be
resurrected back into a fully functioning crew member. The master technician may not shoot while
performing this skill. The phase that the repairs are completed, the technician may move and shoot as

15
normal. This skill only works if the master technician created the mekk in the first place. The skill grants
the master technician a 12 exclusion zone command radius with the mekks created.

Cowardice (Freepoints 4) Sometimes cowardice can be a bonus in the heat of a battle! A Seloi
scientist often keeps a utility drone (see below) nearby for just such an occasion. If the scientist is
attacked in base to base melee combat, or if he is hit by weapons fire, and one of his utility drones are
within 5 of his base, he can make a cowardice skill check on 2D6. Success enables the scientist to
swap places with the drone immediately, so that the drone is subjected to the enemy fire or assault
instead. If the scientist rolls a double number on the dice when making the skill check he may move a
further 3 in any direction immediately after swapping places with the drone (impassable obstacles are still
impassable). This skill may only be used when the scientist is shot at or attacked. It may not be used in
any other circumstance.

Utility drones
Seloi clan members may manufacture utility drones for their personal protection. There are two types of
utility drone available - the bodyguard and the gopher. The differences between the two drones are
minimal except that they are employed in different ways. The bodyguard drone is normally armed with
either a small arms weapon or a melee weapon and protects the scientist from enemies. The gopher
drone is normally employed with sophisticated scientific equipment that enables the scientist to use
special abilities against the enemy. For instance the range of the remote hack skill can be enhanced by
using a gopher drone (see below).
Each utility drone that you wish to accompany your Seloi clan scientist will cost 200 honors. You may not
have more than four drones accompany each scientist. A scientist and accompanying drones have a
minimum unit size of two models (instead of the normal 4 for infantry), as long as the unit consists of the
scientist and drones only. When first employed each utility drone will have the following stats/ equipment:






A utility drone cannot search for salvage in a salvage counter. Although they are classed as Mekk crew,
they only have a deployment cost of 100 hons.

Bodyguard drone
Bodyguard drones usually have only two upgrades available: general small arms (which comes with 7
free points) and hand to hand combat (which comes with 4 free points).
You may equip each bodyguard drone with only one of the following weapons for the given cost.

General small arms 100 hon
Disassembler gun 200 hon
Short range laser 200 hon

Short range laser - This is normally used for collecting scientific samples on field expeditions. Used to
cut through geological deposits, or sample tough biological tissue from indigenous life forms. Though it
does not have the range to be used as a firearm, it can act as a weapon in close combat. Add +3 to the
drones combat rating.

Gopher drone
Gopher drones have only one upgrade available: hand to hand combat (which comes with 4 free
points). They do not carry weapons as their primary function is to enhance the scientists skills. A gopher
may also have the following enhancements for the given costs:

Enhanced propulsion 250 hon. (A larger anti-grav plate adds +1 to movement rate permanently)
Armored chassis 180 hon. (Heavy chassis adds +1 to armor score but reduces movement by -1
permanently)




Resilience: 3
Armor: 4
Movement: 6
Weapon: none

16
Arganth clan of engineers
The Arganth clan is the largest of many engineering clans on Hydris prime. Their expertise ranges from
civil engineering projects, construction and mining to acting as military engineers on the frontier. Many
Arganth clan engineers have battlefield experience and are encouraged to learn how to apply their skills
under pressing circumstances. They are tough, stocky individuals often with a gritty outlook and a
raucous sense of hydrissian humor. Their role on the battlefield normally involves employing special
weaponry, repairing damaged vehicles or helping recover valuable salvage. A noble often encounters
willing volunteers in the senate from the Arganth clan who are prepared to gain off world experience.
Arganth clan count as bio infantry. They have the following statistics/ employment costs when first
employed





Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Arganth clan engineer 1000 hon 1300 hon 1600 hon
Arganth clan engineers concentrate their talents upon engineering support roles. With this in mind they
cannot take the following skills.
nimble, medic, technician, sniper.

The following skills are specific to the members of the Arganth clan
Master engineer This skill operates in exactly the same way as the normal engineer skill. However it
is also required to operate the specialized equipment the Arganth clan takes into battle.
This skill applies to all the equipment appearing in the following list. The same master engineer skill
check on 2D6 is required to successfully use each piece of equipment regardless of its nature. For
example to fire the sentry mortar accurately, or to re-establish a failed stasis field both require a master
engineer skill check.

The following equipment is specific to Arganth clan engineers only, each piece of equipment has a cost in
honors
Sentry Mortar, cost 1500 honors + 30 honors for each sentry drone ammunition This device is a
hefty mortar that the engineer sets up on the ground. It can be used to launch small robotic sentry drones
across the battlefield into useful positions. The mortar may only fire once per phase, and the engineer
must remain within 4 of the mortar to fire it. The engineer does not need line of sight to the target.
Immediately the sentry drones land their outer casing pops open. The sentry may then choose to open
fire on nearby enemy soldiers. Though these drones are only armed with small arms weaponry, they are
an excellent means of disrupting your enemies battle plans, as they suddenly find themselves being fired
upon from an unexpected direction. When shooting the mortar pick an open spot of ground as the target.
If a double number is rolled for the master engineer skill check required when shooting the mortar the
shot deviates from its target point by the number of inches equal to the number on one of the dice. (So, if
you roll double 4 when shooting the shot deviates 4 inches from the target point).To determine the
direction of deviation, roll 1D6 and 1D8 together and draw a line across the battlefield through both dice,
starting from the eight sided dice and through the position of the six sided dice. If you fail the skill check
the sentry drone is lost.

Each sentry drone may choose to shoot once per turn. They may not shoot on another players turn. It
costs no SPs to shoot a sentry drone. The sentry mortar is classed as heavy artillery for deployment cost
purposes. It does not require the heavy artillery skill to operate it. The master engineer skill is required
instead. The engineer may operate as one lone model when using the sentry mortar but does not
contribute to the available SPs at the start of that players turn. It has the following stats:

Description Damage dice No. of hits Range Special
Sentry Mortar n/a. 1 (sentry drone)
Only fires one drone per
phase
22 Short
45 Long
Deploys sentry drones.
Counts as heavy artillery.
Engineer must be within 4.





Resilience: 3
Armor: 3
Movement: 6
Weapon: Small arms
Sentry drone stats:
Resilience: 3 (add +2 to RES if being shot at, giving it RES: 5 - its small size makes it a difficult target)
Armor: 3
Movement: n/a (cannot move)
Weapon: Small arms (1D8+3 damage) Range: short 12, long 16
Upgrade: Small arms 7 (cannot be upgraded further)

17

Stasis field generator, cost 1500 honors This device is carried on the engineers back. It is a bulky
piece of equipment that draws the large amounts of power required to run it from a small nuclear engine
installed within its casing. It can create a small spherical stasis field centered on the engineer that
provides a degree of protection to all within it from enemy fire. The stasis field encompasses a 2 inch
radius out from the edge of the engineer models base in a 360 degree arc. All models with their base
entirely within the field benefit from the armor protection the field offers when being subject to enemy fire.
The field confers a defense (DEF) score of 9 to these models. This is not in addition to the models
current DEF score. For instance a model wearing light armor (3) with a resilience of 3 will normally have
a DEF score of 6. They will have a DEF score of 9 within the stasis field. A model wearing medium armor
(5) would also have a DEF score of 9 within the stasis field. If a models DEF score is more than 9
normally then the stasis field will confer no advantage to that model. Use that models normal DEF score
even if it is within the stasis field.
The stasis field may be breached by enemy fire. This means it will shut down and the engineer will have
to try and re-establish it again. This happens if any one enemy shot causes 12 or more points of damage
to one of the models currently protected by the field. (A model partially outside the field is not protected).
The field will immediately shut down and any further enemy fire that phase will not be restricted by the
stasis field.
The engineer must wait until the start of his next phase before attempting to re-establish the stasis field.
He can do this (at no SP cost) by rolling his master engineer skill check on 2D6. Add +2 to the dice roll
result as the engineer shouts and gabbles his frustration in hydrissian while the repairs are made.

Grace of the faithful equipment

Dartwing attack bike. Military class vehicle. Cost 2500 honors Fast moving hover bike of
unique hydrissian design.

Armor values: add +3 to riders armor value
Movement: 12
Throttle: 4
Superstructure: n/a
Maneuvers per SP: 3
Deployment cost: 120 honors
Crew: 1 rider

Primary weapons: Zip gun. 180
0
front firing arc.
Not designed for use by mekk crew. Only Bio crew may use.

The dartwing attack bike is used by the hydrissians to surprise and eliminate enemy infantry and light
vehicles. The bike may only be used by hydrissians due to the unique nature of its design. The bike offers
a small degree of protection to the rider (+3 to the riders armor value). It does not have vehicle armor
even though it is a vehicle. To eliminate it the driver must be targeted. If the driver is killed by enemy fire
then the bike is lost too. The main armament is the zip gun which is essentially a large disassembler gun
but with two modes of operation. The first is used against infantry, the second against light vehicles. The
driver can choose to shoot either mode, but not both at the same time.

Description Damage dice No. of hits Range Special
Zip gun-
Mode 1

Mode 2

1D8+3

2D8

2

1

15 Short, 30 Long

10 short, 18 Long

Hydrissians only.

Due to its high speed the dartwing may be deployed 10 from the drop zone marker in the same fashion
as a flying vehicle. Also it need only be within 10 of the drop zone marker to be picked up by the drop
ship at the end of the game.





18


19



20






21
Asteroid miner clan
The first asteroid mining clans were formed back in the 23
rd
century, primarily in response to the growing need
to provide supplies to the human space colonies scattered throughout the home system and the newly
colonized nearby star systems. Water-ice, minerals, ore and precious metals were, and still are, an essential
component to maintaining a growing interstellar empire. The Iron Raven clan was the first clan established
and has since become the largest and most powerful. At first these clans were run by humans who gave rise to
a breed of tough individuals used to working in difficult environments where injury and accidental death were
not uncommon. However the rewards were, and still are, potentially huge for any miner lucky enough to obtain
a valuable claim and the mortality rate does not dissuade these hardy folk. As time passed, improvements in
cyborg technology and robotics enabled crippled miners to go back to work with a vengeance. At the same time
the large size of some of the mining colonies brought about an awareness of the miner political identity and
culture as having diverged from the mass culture of the home systems. It was not difficult for the asteroid miner
independence movement to fight its cause in earths great council and win. Among the stars mankind relied
heavily upon the supply of resources the miners produced and still does. The large miner clans of the time
were bound by an agreement to supply minimum quotas and in exchange they would be released from the
heavy taxes and stifling laws earth had imposed upon the clans from the beginning.
The situation has continued along these lines until the present day. The amicable agreement works well.
Though now there are many smaller, opportunistic mining clans that have emerged as the Outer Rim has
expanded. Successful individuals from the great mining clans have set out and established their own
operations, many of which pay no heed to the agreement made with earths council. Some are affiliated with
space pirates a remote mining colony is a perfect place for a pirate leader to stash illegal cargo, rest between
attacks and gather information.
Since the introduction of cybernetic technology into the mining colonies, the trend for replacing body parts with
cyborg enhancements has become commonplace. There is much speculation in the empire whether the
asteroid miners are even truly human any more. Their physical appearance to any but another miner is totally
bizarre, and higher personality function often becomes altered through long exposure to cyborg grafting.








Your mining clan chief is the overall commander of your mining colony. Leader in business and war, your clan
looks to your chief for guidance and direction. A clan chief is normally an individual who has spent many years
working the mines and was lucky enough to strike it rich. Striking out and setting up an independent mining
colony is the dream of many miners. There will always be new rich claims occurring on the Outer Rim, waiting
to be mined and a fortune made. The competition, however, is fierce.
Your clan chief will have the following statistics when you create your clan. You will also start with an ore mine
asset that generates 1D4 x 500 credits of revenue after each game you play. This asset also acts in the same
way as a headquarters asset too, so the rules for a headquarters asset also apply as well as its ability to
generate revenue.











Creating an asteroid miner clan_________________________________


Asteroid miner clan chief
Your chief may start with two shareholders as mentioned in the core rulebook. These shareholders will be grafted to a standard
centaur cyborg chassis.
STARTING FUNDS: 29,000 credits and 1 ORE MINE asset. (Treat as a headquarters that generates money like an ore mine.
1D4 x 500 credits after each game)
Resilience: 5
Armor: 4
Movement: 7
Skill points: 18 (may be spent on any asteroid miner only skills as well as skills appearing in the Bio skill list in the core
rulebook and Boss Skills/ Vices from the core rulebook, except the following Boss skills which are not allowed - Old army
buddies, Military service, Fame)
Weapons and equipment: Small arms.
A clan chief will commonly be grafted to an Omega class cyborg chassis. This chassis resembles very closely the normal
human form and is very resilient and highly expensive. The clan chief still counts as a cyborg but can use battle armor and
drive vehicles that are normally only useable by bio crew members.
The omega chassis performs like an enhanced human body. It moves faster and fights better. A clan chief will start with a hand
to hand combat skill of 7. The omega chassis may not be equipped with heavy weapons. It may be equipped with cyber
knuckles.
Your clan chief has an exclusion zone of 10 applicable to the unit he/ she leads.

Cyborgs
Asteroid miners are all classed as cyborgs instead of bio or mekk. Cyborgs have the following differences from other crew
types:
1) Recovery rolls at the end of a game for wounded or killed crew are only successful if the dice roll result on a six
sided dice is 1 to 3. A result of 4 to 6 means the crew member is lost permanently. The machine part of a cyborg
offers protection, but if it is damaged will not be able to repair itself.
2) In order to heal or repair a wounded cyborg you need a technician.

22

Creating an asteroid miner clan
Miner clans vary widely in their outlook, situation and abilities. These differences add character when
creating your own clan and are represented by good and bad traits. The list of these traits is shown
below, some are beneficial and others are a hindrance. You must balance your miner clan traits by
looking at the trait points value in the numbers written after each trait title. When choosing your traits you
may have up to 4 good trait points. However for each 1 good trait point you have you must also take on
board 1 bad trait point from the bad traits list. Be careful how you balance you mining clan traits. You may
choose not to have any traits at all. Choosing a trait is permanent.
Good traits
Micro gravity mining colony (3) Mining colonies established on asteroids operate in very low gravity
environments. For the miners to work efficiently they often use jump pack equipment to help them move
around, especially if performing EVA work on the outer surface of the asteroid. This ready supply of jump
packs means they are available for use on the battlefield to assist miners movement. For every four basic
asteroid miners your crew employs (asteroid miner or foreman) you may equip one of them with a jump
pack for free. Prefects, clan leaders, cyclops mining machines or any other member of your clan not
equipped with the centaur class cyborg chassis do not count for this.
Miner jump packs bestow a 9 movement rate to that model. It is advisable to group miners equipped with
jump packs together into effective units. Clan members equipped with jump packs cannot use the chassis
upgrade as mentioned in the miner equipment section as it increases the miners weight too much.
Excellent cyborg technician (3) Your colony has several cyborg technicians that are needed to keep
your cyborg miners in good working order. These characters are very difficult to obtain. Your clan has
been lucky enough to obtain a highly talented cyborg technician. This means all your basic asteroid
miners are in excellent working order. Add +1 RES to all basic asteroid miners equipped with the centaur
cyborg chassis.
Multiple drop pods (2) Your clan makes use of a large number of drop shuttles to ferry miners out to
the profusion of widely dispersed asteroids that comprise your clans mining claim. This means there are
often drop shuttles available for use during a battle. Your clan benefits from having two drop zones! Your
normal drop zone and a second, smaller drop zone. You may place this second drop zone marker after all
other drop zone markers in the game have been placed. You may place it anywhere on the board, but not
within 15 of an enemy unit/drop zone or within 15 of a salvage counter. The small size of this second
drop shuttle means that its drop zone is only a 3 radius from the drop zone marker. Remember you can
disembark more crew on your second phase from the same drop zone, provided you have cleared the
drop zone in time. The asteroid miners drop zone can be used to offload salvage from salvage counters.
It behaves in all respects like your normal drop zone, except that it only has a radius of 3 from the drop
zone marker.
Personality chips (1) Your clan members are all equipped with personality storage chips. If a miner
dies their personality is recorded onto a chip embedded in the miner chassis. The chip can easily be
retrieved during a battle by a cyborg technicians tiny flying surgical drones. This increases the chance of
recovery for members of your clan. Add +1 to the number required to make clan recovery rolls.
Combat experience (1) Your clan has experience at waging war. This is reflected in the skills of your
clan members. All new recruits gain +2 skill points for free that can be assigned on any weapons skill or
hand to hand combat skill only.
Allied to the Frontier Union (2) Miners are usually fiercely independent from mankinds empire in
space. They generally shun the established authority, and only keep contact with human society to do
business when selling the valuable results of their mining activities. However, some of the largest and
oldest clans have strong traditions of alliance and co-operation with the rest of humanity. Your mining clan
is allied to the FU authorities and as a result has access to some equipment and recruits normally
available to human salvage company bosses, but not normally available to mining clan chiefs. You may
purchase and employ crew and equipment appearing in the normal core rulebook as if you were a normal
human salvage company boss (ignore the section on employing asteroid miners). However you do not
have access to the following equipment and crew: demolition robot, mekk crewmembers, gorgon recon
fighter, any hydrissian crewmembers and equipment from the hydrissian section in the core rulebook, bio
mechanical upgrade. Asteroid miners hold mekks in very low regard and will often be offended by their
presence. Miners also detest the newly discovered and highly untrustworthy alien species the hydrissians.
Neither crew type is an option to your clan. If you choose this trait you cannot choose the outlaws trait
mentioned in the bad traits section.
Ruthless reputation (1) - Your clan is known for its ruthlessness towards its enemies. Each of your
opponents companies suffers a -1 penalty to their company loyalty scores.

23

Bad traits
Incompetent cyborg technician (1) Your colony has several cyborg technicians that are needed to
keep your cyborg miners in good working order. These characters are very difficult to obtain as members
of your colony. However one of your technicians is incompetent and is known for his mistakes when
conducting repair/grafting work on your miners. This means all basic asteroid miners will be more
expensive to maintain. When employing new asteroid miner crew you must pay an extra one-time-only
expense of 150 credits due to the wasted parts discarded as a result of the technicians incompetence.
This doesnt apply to your clan chief or their two company shareholders.
Mimjip pathogen infection (3) Your mining colony was struck down during the terrible years of the
mimjip pathogen. Many miners died, but due to their dual cyborg nature your clan technicians found it was
possible to keep many of your miners alive using cyborg technology. However news of this has found its
way across your sector of the frontier and as a result your mining clan is shunned by all but the most
desperate or greedy. You cannot find a buyer easily for any valuables you retrieve from the battlefield.
This means you will never be able to obtain the salvage rights in a mission (see game missions section
in the core rulebook) as the FU does not consider your clan a good investment. You must also sell
whatever you do obtain at a 10% discount of its current value on the black market. This does not apply to
income gained from assets. However, any player you play against must make a dice roll on 1D10 for each
of their bio crew at the end of the game immediately. A result of 1 for a given model means it has
contracted the mimjip pathogen from fighting your clan. That model dies and is then lost permanently.
The player may not make any recovery rolls.
Cannibalism (2) Your clan is on hard times as it becomes harder and harder to find valuable materials
to mine in a severely depleted mining claim. Many of your miners have been working for decades without
respite and little hope of prosperity. Morale is very low and law and order are starting to break down.
Many of the individuals in your clan are severely soul knapped (the dehumanization of a miner after
years of functioning as a cyborg in harsh circumstances). Your prefects are losing the war to maintain an
orderly society. Miners prey on each other as cyborg parts wear out and become difficult to obtain. At the
start of each of your turns during a game, roll a six sided dice for each infantry unit you have with two or
more miners in it. A result of 1 indicates a fight has broken out as two miners enter a desperate scramble
to obtain parts from each other. Immediately perform a quick round of hand to hand combat between the
two protagonists (chosen by the asteroid miner player). This does not apply to clan chief, shareholders,
prefects, security drones or cyclops mining constructs. Carry on with the game as normal after the
combat is resolved. A bonus to this desperate situation is that if any of your miners come within 4 of a
damaged mekk model, and there are also no enemy models within 4 of the damaged mekk they will
immediately strip the mekk of all useful parts. This will destroy the damaged mekk as it will be reduced to
little more than a tin shell.
Conscripts (1) Your clan has a high turnover of miners, partially due to the very dangerous nature of
the mining your clan performs and also because your clan mine is often used as a hub for transient
miners heading out to more remote and lucrative mining claims. As a result your clan chief usually only
has poorly experienced conscript level crew to choose from when deciding who to send on a mission.
This means many of your miners have little battlefield experience and are easily spooked. Your company
loyalty is low. You start with a company loyalty of 8 and can never raise it above 15.
Outlaws (2) The bold illegal operations of your clan have come to the attention of the Frontier Union.
Your clan chief is developing a reputation as an outlaw. The FU takes a very dim view of this and trains
teams of assassins specifically for neutralizing trouble makers like your chief who stand in the way of the
efforts of the FU to maintain authority on the Outer Rim. At the start of each game you play roll a six sided
dice. If the result is a 1, then one of your opponents has been approached by the FDF (Frontier defense
force) to help in killing your clan chief. The FDF has sent a small team of well trained snipers for your
opponent to use. There will only be one of these teams per game, regardless of the number of players.
Roll randomly to determine which player is approached by the FDF. That player will receive an extra unit
of two medium armor human infantry armed with normal sniper rifles. They both have sniper skill of 8
and hand to hand combat skill of 8. They are equipped with excellent infiltration equipment which allows
the leader of the two-man team an exclusion zone radius of 10. These two models must operate as an
independent unit at all times. This unit does not count towards that players total SPs available. Instead
the unit has 1SP free that is available for actions on each of that players turns. The purpose of this unit is
to attempt to assassinate your clan chief. These models must be used for this purpose. They will not
gather salvage. This opponent will be awarded 2500 credits by the FU if your clan chief is killed during a
game. You may still use recovery rolls to get your clan chief back at the end of the game, thwarting the
fiendish plans of the FU to end your clan chiefs villainous career! Ha! Youll never catch ME alive!.
Your clan cannot be allied to the Frontier Union.

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Poor/inactive asteroid mine (3) Asteroid miner clans normally have a mine that also serves as their
base/headquarters. These mines provide an income for the miners that can be used when waging war.
Unfortunately your asteroid mine has been completely mined out during the past few years and your
colony is in a desperate situation. Your mine will yield no income at all at the end of each game you play,
your clan chief must find another way to fund the daring exploits of your clan.
Hard times (1) Your clan has been on very hard times for a while now. Your mining claim is all but
spent, and the remoteness of the colony makes it very difficult to obtain supplies if you cant pay someone
to do so. It is common knowledge that your clan is in a desperate situation and has to act quickly to
prevent the clan dissolving entirely. Your enemies expect you to be weak, poorly equipped and easy to
defeat in a battle. It is up to you to prove them wrong! Add +1 to all your opponents company loyalty
scores to reflect their confidence.

The following troop types and equipment are available to your asteroid miner clan chief. Your clan chief
can only employ or use crew and equipment listed here. If you want your clan chief to use normal human
salvage boss equipment as featured in the Star Mogul core rulebook you will have to give your clan the
Allied to the Frontier Union trait.

Asteroid miner basic crew Centaur chassis
The standard cyborg asteroid miner is complete with the common and utilitarian centaur chassis. Tough
and resilient, these members of the clan are familiar with hard labor and grim conditions. The centaur
chassis affords a level of protection from physical harm
When these basic asteroid miners are employed, they must always come in units of at least 3 models,
led by a mining foreman (2 grunts and a foreman). Employment costs are as follows:

Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Asteroid Miner 850 cr 1300 cr 1700 cr

Asteroid miner foreman The only difference between a normal asteroid miner and a foreman is that the
foreman has access to the command implant from the equipment list, and the foreman has 5 free points
in the grim determination skill. For every mining foreman you employ, you must have at least another 2
normal miners in the same unit.
When first employed they will have the following statistics:





They have the same small arms available to bio crew that appear on the
main weapons list tables appearing in the core rulebook, for the same costs.
They cannot obtain any other equipment other than that shown below.

They also have the following equipment available:











Power drill - Adds +2 to combat rating. Also, if used against battle armor in melee and you roll a 5 or 6
for your combat roll the drill punctures the battle suit. The model must roll equal to or less than its
resilience score on 1D6 or die of shock. If the model survives then do not compare any further combat
rolls between the two models involved for that melee phase. The power drill may also be used to stun
civilian class vehicles. If you roll a double when making your hand to hand combat skill roll while
Resilience: 4
Armor: 4 (the miners metal chassis provides a degree of armor)
Movement: 6
Weapon: General small arms.
Asteroid miner equipment
Armor upgrade: 300cr (+1 to armor value, only available once per model).
Chassis upgrade: 250cr (+1 to movement score, only available once per model).
Cyber knuckles: 700cr (+2 to combat rating, 1D10 damage to vehicles).
Power drill: 700cr.
Mining laser: 1800cr
Biomechanical strength enhancement: 300cr. (Enables the model to wield, two general small arms
weapons at the same time cost includes 2
nd
weapon). Model shoots twice.
Command implant: 250cr.(Enhanced command ability. Only available to foreman. Increases unit
exclusion radius to 8).
Salvage tools: 200cr.

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assaulting a vehicle it will become stunned for that players next phase 1 or phase 2 and be unable to
move or shoot its weapons. The drill will also do 2D4+3 damage to the vehicle.

Mining laser - Commonly used by the miners during mining operations, it can also be used as a deadly
weapon. Counts as a heavy weapon and so is subject to the very difficult to obtain rule.

Description Damage dice No. of hits Range Special
Mining laser 1D10+1D6 1 22 short 38 long Asteroid miners only

Asteroid miners also have the same skills available on the bio skill list, except they cannot use the
following: nimble and hard as nails. They also have the following skill available to them:

Grim Determination (Free points 3) If a unit of asteroid miners fails either a loyalty test or a bravery
test, asteroid miners may make a grim determination skill check to see if they do not flee, but instead,
carry on as normal against the adverse circumstances as if they had made their loyalty/bravery test.
Members of the unit that flee outside of the unit leaders exclusion zone will be treated as a separate unit.
The models that do not flee will be treated as a separate unit to the models that are fleeing. Nominate
leaders for the two units. This skill is useful if your salvage company has a low company loyalty. Fleeing
models will require one SP to be spent on a loyalty test to rally, even those that belong to a unit that is
only partially fleeing.
Hard Labor (Free points 6) A successful skill check on 2 six sided dice will enable that miner to count
as three models while carrying salvage back to the drop zone. The effect lasts the whole turn. Roll the
skill check before the models in that unit move that turn. A separate skill check is needed for each
individual.
Soul Knapped A skill given only to infantry unit leaders. Soul knapping is the effect of gradual
deterioration of a miners personality due to the perpetual integration of their persona with cyborg
technology. Though soul knapped individuals lose their grip on human emotion, they gain the advantage
of strategically analytical minds. A unit leader who is soul knapped may make a skill check during any
enemy fog of war phase where the fog of war dice roll result is 7 or below on two six sided dice. If the
unit leader succeeds the skill check then you may spend 1 FREE SP on that unit only during that fog of
war phase after all other actions have been completed for that phase.































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Asteroid miner Prefect
The asteroid miner prefect acts as the asteroid miner elite/heavy unit on the battlefield. Heavily armed
and armored, they also keep order within asteroid mining colonies, acting as policing units to quell any
discord amongst the rowdy miners. The prefect usually manufactures two or three security drones to help
with this task, which are deployed alongside the prefect during a battle to help protect its fellow miners.
The prefect's excellent technician skill enables them to repair these drones when they become damaged,
even if they are apparently beyond repair. The unusual mentality that encroaches upon the mind of
asteroid miners that have become far more machine than they are human prevails among the prefects.
The security drones are often treated as beloved pets of these bizarre cyborgs in a thin attempt to
maintain a connection with human emotions.

Prefects must be deployed in a unit that contains its security drones only. One prefect and its drones will
form a single unit. No other models may be allowed to join that unit. A prefect will not operate more than
four drones at a time. The minimum unit size is one prefect and one drone.

Prefects are extremely devoted to the welfare of their asteroid mining colony.
As a result, they receive a +3 bonus to company loyalty. However, if all of a
prefects beloved security drones are destroyed during a battle, they will lose
this bonus due to the distressing nature of this loss. The bonus will be
regained if the prefect can resurrect any of its drones.
A prefect, when first employed, has the following stats/ employment costs:



Prefects, having fought in battles many times, are experienced warriors. They do not come as average
recruits.


Experienced (12 skill points) Veteran (16 skill points)
Asteroid miner prefect 3500 4500

Asteroid miner prefects cannot take the following skills: driving, pilot, battle suit use, EVA, hard-as-nails,
nimble, sniper, salvage hound, military discipline.
They have Freepoints 4 for the soul knapped skill described above.

Also, the following skills are exclusive to prefects:
Master technician (free points 4) this skill works in exactly the same way as the normal technician
skill. The only difference is that is allows the creator/fabricator of a particular mekk or android (in this case
the prefects security drones) to try to re-assemble it on the battlefield if it becomes destroyed. This may
only be attempted once per game for each destroyed mekk or android model. Place the destroyed mekk/
android model on its side. If the master technician can reach base to base contact and maintain it until
that players next phase 1 or phase 2 (not the FOW phase), that player may make a master technician
skill check on 2D6 to see if the destroyed mekk/android can be hashed back together with emergency
repairs. Using available spare parts as well as any remnants that might be lying around, the model can be
resurrected back into a fully functioning crew member. The master technician may not shoot while
performing this skill. During the phase when the repairs are completed, the prefect may move and shoot
as normal. This skill only works if the master technician created the mekk/android in the first place. The
skill grants the master technician a 12 exclusion zone command radius with the mekks created.

Prefects may choose anything from the normal asteroid miner equipment list except the following: armor
upgrade, biomechanical strength upgrade (its irrelevant as they shoot two weapons anyway), salvage
tools.
Prefects come with a command implant already attached.




Resilience: 4
Armor: 7
Movement: 7
Weapon: Minigun and small arms combo. (Both may be fired at the
same time). Prefects, like all asteroid miners are classed as cyborgs.
Free skills: Master technician (Freepoints 4)

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They may be equipped with the following heavy weapons only: minigun, self propelled missile or mining
laser. The costs of these are listed in the core rulebook. They come armed with a minigun initially for free.
The minigun, self propelled missile launcher and mining laser are subject to the very difficult to obtain
rule. If you cannot field these weapons because of this rule you may not employ the prefect at all. It
should be noted that giving a prefect the maximum compliment of security drones (4) will enable the
prefect to satisfy the heavy weapon requirements for the very difficult to obtain rule.

Security Drones
Security drones come in varying shapes and sizes, depending upon where they are manufactured. The
drones that are manufactured by the asteroid miner prefects are valued members of the miner clan.
However, there are other types of security drone that may be found throughout known space that are not
covered here. (Examples include drones found upon starships to defend against boarding actions or
drones employed by the Frontier Union for crowd/riot control).

Prefect drones assist in the policing of asteroid miner colonies. They help the prefects keep order
amongst the tempestuous members of the clan, as well as fulfilling a useful role upon the battlefield
during times of war.

Each security drone that you wish to accompany your prefect will cost 400
credits. You may not have more than four drones accompany each prefect.
When first employed each security drone will have the following stats/
equipment:








Security drones usually have only two upgrades available: general small arms, which come with 7 free
points) and hand to hand combat, which come with 4 free points.
A security drone can search for salvage in a salvage counter in the same way a normal crew member
can. They cannot be equipped with salvage tools.

Security drones may be equipped with the following weapons at the given costs:

Assault rifle 200cr, Flechette rifle 200cr

The flechette rifle is subject to the difficult to obtain rule.

When first deployed, security drones may be deployed up to 8 from the drop zone marker. If the asteroid
miner prefect that created them is killed, the drones will become immune to loyalty and bravery tests. This
is because they normally rely upon the prefect to command them out of a dangerous situation. The
prefect programs its drones to continue fighting if it dies. At the beginning of your next phase nominate a
leader drone and form the drones that were within the prefects exclusion zone into a single unit
centered around the shattered remains of the dead prefect. Leaving behind drones upon the field of battle
does not incur a penalty to company loyalty. The new leader drone will have an exclusion zone of 4 as
normal.
This type of security drone must be deployed as part of an asteroid miner prefect unit.










Resilience: 3
Armor: 5
Movement: 5
Weapon: General small arms

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29
Asteroid miner Seismic artillery
Seismic artillerists are grafted to the crab-like Kraken chassis. They are used to remove large quantities
of useless rock and rubble out of the way of mining operations inside hollowed-out asteroids. The best
way to do this is use a powerful force to blow it out of the way. Seismic artillery is also used to quickly
form the corridors and chambers within an asteroid mine. The artillerist is equipped with two high energy
delivery systems. The first is a resonance cannon which is used to set up a violent resonance wave in a
localized area of rock. This shakes and splits the rock and generally makes it much looser, preparing it for
the second delivery system, a modified missile launcher. The missile is fired deep into the loosened
rubble and then exploded, removing the rubble at high speed. The process is primarily designed for low
gravity environments. The work is dangerous, but seismic artillerists are well trained, highly valuable,
specialists.
They guard their equipment jealously and often form their own unions within a mining colony to coerce the
clan leaders into giving them benefits and favors other miners do not receive. Seismic artillery can, of
course, be used as a weapon during war.

They have the following statistics when first employed:

Seismic artillerists cannot be armed with any weapon other
than the resonance cannon and missile launcher they are
originally equipped with. They cannot fire two weapons in
the same phase.
Artillerists are usually old and grizzled with many years
experience on and off the field of battle. They do not come
as average recruits. Their employment costs are as
follows.

Experienced (12 skill points) Veteran (16 skill points)
Asteroid miner artillerist 3500 4000

Asteroid miner artillerists cannot take the following skills: driving, pilot, battle suit use, EVA, hard-as-nails,
nimble, sniper, salvage hound, military discipline.

Also, the following skills are exclusive to artillerists:
Resonance cannon (Freepoints 3) Required to use the unique resonance cannon. This skill behaves
like any normal weapons skill.
Grumble (Freepoints 3) Seismic artillerists are known for their tendency for loud and obnoxious
grumbling. If there is something they are unhappy about (which is most of the time) then they are not shy
about letting all others within earshot hear about it. Quite often a shocking and incoherent belching,
bawling, yelling and arguing can be heard across the battlefield when artillerists are present. If an
artillerist starts to grumble, which can only happen once at any point on your turn, all infantry units within
15 containing bio crew not wearing battle suits (everyone in earshot basically, those within vehicles or
wearing battle suits are not affected) must make a leadership check on 3D6 with a +4 bonus to
leadership. If they fail then those bio models will fall back one full movement toward their drop zone out of
doubt and fear. If this places them outside of their unit leaders exclusion zone they will be subject to the
straggler rule immediately. Asteroid miners are immune to this grumbling, having heard it many times
(some even swear they can hear it through the vacuum of space when performing EVA work!). However,
if your miner clan is using units with bio crew in them these units are not immune.

Artillerists may choose anything from the normal asteroid miner equipment list except the following: any
weapon, armor upgrade, biomechanical strength upgrade, salvage tools.


Resilience: 4
Armor: 5
Movement: 5
Weapon: Resonance cannon, Missile launcher
(like all asteroid miners they are classed as cyborgs.
Free Skills: Resonance cannon (Freepoints 3)
Heavy weapon (Freepoints 3) needed to fire
the missile launcher.

30
They have the following equipment that is unique to artillerists:

Resonance cannon Shooting the resonance cannon cannot hurt infantry models or vehicles directly.
Moving targets make it difficult for the harmful resonance wave to be established. Instead, the artillerist
chooses a point on the ground and shoots at that instead. This point must be visible. It may be used on
part of a building, structure or salvage counter that constitutes scenery on the playing area. The artillerist
must roll the resonance cannon skill check with appropriate modifiers for range in order to set up the
resonance wave. If successful, place a small marker that denotes the center of the wave. Every model
wholly or partially within 2 of this resonance marker is effected by the powerful disruption caused by the
cannon. Leave the marker in place. The resonance wave becomes more powerful for each phase the
artillerist continues to shoot at the same spot. Each subsequent phase of shooting costs 1 SP as normal
to maintain the intensifying wave, the artillerist need not make another skill check.
On your first phase (not the FOW phase) all models within the 2 radius of the resonance marker will
suffer 2D4 damage.
On your second phase (not the FOW phase) all models will take 2D6 damage.
On your third phase (not the FOW phase) all models take 2D8 damage.

The resonance wave can be maintained at 2D8 damage intensity for as long as you keep spending 1SP
on maintaining it. The artillerist cannot move or shoot another weapon while concentrating on maintaining
the resonance wave. Also, because the resonance wave is indirect fire, enemy crew cannot invoke
the return fire rule.

The cumbersome nature of this weapon means you cannot begin a resonance wave, or build its intensity
in the FOW phase. Any enemy models moving into, or caught on their own phase within an established
resonance wave that was already set up and maintained (by spending 1 SP on it) during the artillerists
last phase will take damage. The resonance cannon is a heavy weapon and so is subject to the very
difficult to obtain rule.

Description Damage dice No. of hits Range Special
Resonance cannon special
1
16 short 32 long Asteroid miner
artillerists only

Cyclops heavy duty mining machinery
The cyclops is a huge robotic chassis used by the miners whenever heavy lifting gear is needed. It comes
with caterpillar tracks normally (though in low gravity situations it is fitted with attitude jets). It also has a
huge pair of claws that enable it to grab and shift massive objects. Most often they are seen in the export
bays of asteroid mining colonies, loading huge cargo holds with massive
containers. They are very useful on the battlefield, especially in
recovering valuable salvage. Heavy weapons are sometimes mounted
in place of one of the claws. The costs and statistics for the cyclops
chassis is as follows:

Civilian class, cargo/recovery vehicle. Mekk. Cost: 4000cr.

Armor values (front, sides, rear & top): 9

Superstructure: 6

Deployment cost: 200cr (+150cr for each heavy weapon)
Crew: 1 asteroid miner grafted to the chassis
Cargo capacity: 1 (special only if no heavy weapon is equipped)
Movement: 6
Throttle: 2
Combat Rating: 12
Turning score: Unlimited, treat in same way as infantry.

May mount heavy weapons. The cyclops counts as a cargo vehicle only if they are not equipped with a
heavy weapon. The cyclops is operated by a normal asteroid miner. This means the operator must have
the correct skills to use certain features of this machine. The operator will initially have 12 skill points to

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use when first employed. Driving vehicles skill is mandatory. If a heavy weapon is attached, the operator
needs heavy weapons skill. The operator is an intrinsic part of the machine and cannot disembark. The
cyclops is treated as a mekk. However, when the cyclops is being shot at, or is damaged in hand to hand
combat, treat it as a vehicle. If the cyclops has its combat rating (CR) beaten in hand to hand combat, roll
once on the vehicle damage table for each point the CR was beaten by.
The operator may not employ the following skills: small arms, heavy artillery, pilot, medic, battlesuit use,
hard as nails, technician, engineer, military discipline, grenade throwing, nimble, and sniper.
Special notes:
1) May mount heavy weapons for the following cost: HEPAC 2200 cr, Cluster bomb 790cr, 75mm
infantry cannon 1500cr, 22mm light infantry cannon 850cr. All these weapons are covered in the core
rulebook under the weaponry section.
2) It cannot ram another vehicle; it attacks in melee as per infantry instead. If the cyclops has its combat
roll beaten by an enemy model, roll once on the vehicle damage table for every point its combat roll was
beaten by.
3) Fights like infantry in hand to hand combat and counts as 3 models in hand to hand combat.
4) Is classed as a cyborg for recovery rolls.
5) Treat as a civilian class vehicle for EMP attacks.
6) Makes loyalty and bravery tests as a normal.
7) The giant claws a cyclops is equipped with can damage vehicles. If both claws are equipped then they
will cause 3D6 damage. If only one claw is equipped (because the other has been replaced by a heavy
weapon) it will only cause 2D6.
8) The cyclops relies upon the operators hand to hand combat skill largely to work well in melee. Unlike
the demolition bot (a similar beast) which has fixed combat rating bonuses for the equipment it has
installed.
9) Repairs may be undertaken by any other crew
member with either engineer or technician skill.
Space pirates
Space pirates and asteroid miners go back a long way
together. After the first great mining clans signed the
mining independence treaty with earths council, some
miners left the home systems to more remote, lawless
sectors. They set up their own operations and supplied
the new colonies then becoming commonplace. In their
wake followed opportunistic space pirates who relished
the idea of easy pickings. However the pirates found
that they had more use for the miners as uneasy allies
rather than prey and quite commonly became affiliated
with particular mining clans. The agreement was
mutually beneficial with the miners gaining immunity
from the pirates while supplying them with a safe haven.
Throughout the dangerous frontier this practice is quite
common, though in the home systems is much rarer as
the clans there are tied closely to the authorities.
Your mining clan will have access to small numbers of
pirates when engaged in a mission (unless you have
chosen the allied to the FU clan trait.) They come from all walks of life, though the fact that they are
invariably ill-mannered individuals with brutal natures gives them something in common. Most use close
combat weapons which are useful for boarding actions in space. Frequently they have made use of
cybernetic enhancements offered by the asteroid miner clans to make them stronger and more dangerous
in battle.
Space pirates are bio infantry. They are led by a pirate captain who must be of at least experienced
status when first employed. They will have the following statistics/ employment costs when first employed:







Resilience: 3
Armor: 3 (light)
Movement: 5
Weapon: General small arms
Melee weapon (+1 CR)
Freeskills: Hand to hand combat 4

32



Average (7 skill points) Experienced (12 skill points) Veteran (16 skill points)
Space pirate 550 cr 700 cr 900 cr

Space pirates cannot take the following skills: military discipline.
Otherwise they can take any other skills from the bio crew skill list in the core rulebook.

Along with normal equipment appearing in the core rulebook equipment for your salvage company
section, space pirates also have the following equipment available:















Game Missions______________________________________
The following are two new game missions that you can integrate into the campaigns you and your gaming
friends play using the core Star Mogul rules.

Crashed star freighter (2 to 4 players)
The players have arrived in orbit around a nearby planet shortly after a pirate attack on a star freighter.
The pirates have left the scene after stealing as much cargo from the stricken vessel as they could
manage. However, after loading up they couldnt take it all, so they left a large amount behind and
scuttled the vessel while it was still in orbit, knowing that the Frontier Defense Force would be showing up
shortly. The explosives they set tore the ship in half and scattered parts of it into orbit around the planet.
Much of the cargo they left behind fell planetside in huge cargo containers and now lies scattered across
the planet surface. The cargo the pirates left behind consists of containers of a dangerous mix of
chemicals with explosive properties. Much of it burnt up in the atmosphere, but some, protected by the
resilient cargo containers has survived impact with the planet surface and now waits to be recovered.
Despite its volatile nature, the chemical is difficult to produce and is needed in the manufacture of heavy
weaponry ammunitions. It should get a good price if it is recovered, though it will need to be handled
safely. The containers are spread over a wide area, and there are a lot of them, which will slow down the
process of gathering them.
An added complication is the remains of the star freighter that is still in a deteriorating orbit around the
planet. Pieces of the giant space craft periodically fall through the atmosphere like meteorites, many of
which land in the large debris field where the chemical containers now rest.

1) To determine the number of salvage counters to use in this game, roll 1D6+4 and add a further 1
to the result for every player present. Place these counters in your playing area immediately after
all other scenery has been set up, and in a random fashion agreed to by both players.
2) Cut up a small piece of paper for each salvage counter and mark a value in credits on it, one for
each salvage counter. To determine the value of each counter, roll 1D10 and multiply by 1000
credits. Then take the paper pieces and fold up, and place them in a hat. Then randomly pick the
pieces out one by one and place each one under a separate salvage counter, so that none of the
players knows the value of any of the salvage counters.
3) Players then roll dice to see who deploys their salvage crew first as normal.


Space pirate equipment and costs

Bio mechanical upgrade: +1 to RES score 300 cr (once only).
Cyber knuckles (melee weapon) add +2 to combat rating in hand to hand combat.
1D10 damage to vehicles. 800cr.
Each space pirate also starts with a free nasty melee weapon specifically for close
quarter fighting. Add +1 to combat rating (CR). May be used in conjunction with cyber
knuckles.
A pirate may not wear a battle suit if equipped with cyber knuckles or bio mechanical
upgrade.

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Special rules: Each of the salvage counters is a container with a highly volatile chemical inside. By
shooting at them they can be made to explode! If a player shoots at a salvage counter and hits it, roll a six
sided dice. If the result is a 1 or 2 then the container has exploded! All models within 2 of the salvage
counter will take 1D10 damage as if they were being shot at.
The orbiting remains of the star freighter sporadically descend through the atmosphere, creating a serious
hazard when crashing nearby. At the start of each players turn, roll a six sided dice. If the result is a 1,
then a piece of debris has landed in the debris field where the salvage operation is taking place. To
determine where it lands, divide the playing area into 6 equal parts and roll a six sided dice to determine
which part the debris lands in. Then place a debris marker in the exact centre of that part of the playing
area. Roll a six sided dice and an eight sided dice together (shake them vigorously!). The result is the
number of inches the debris marker deviates from its current position. To determine the direction of
deviation draw a line starting at the eight sided dice and going through the six sided dice. Place the
debris marker in its new location. This is where the debris crashes into the planet surface. All models
within 3 take 2D6 damage. Any model whose base is directly under the marker receives 4D8 damage!

Winning conditions

Condition 1
If you have 50% or more of all the available salvage counters in your drop zone (6 radius) as the game
ends, then you have gained the salvage rights and can cash in the salvage youve collected for its full
value.
If you only obtain less than 50% of all available salvage, then you will only get half of the value of any
salvage you have in your drop zone, as the Frontier Union will not recognize your salvage rights. You will
need to sell any salvage you have gained on the black market. Unclaimed salvage is not captured by the
last player on the field.

Condition 2
When you call your drop ship down you leave behind anything you own that remains outside of a 6
radius from your drop zone marker, which will mean recovery rolls for any infantry you have left behind.
Heavy equipment and vehicles left outside the drop zone cannot be recovered unless otherwise stated in
the individual description for that equipment. The game may continue without you if there are more than
two players playing, or if there are only two players then the game ends. Calling your drop ship down first
does not mean you have lost the game.

If nobody has managed to claim the salvage rights by the end of the game, then all players will have to
sell their ill-gotten gains on the black market for 50% of its full value.

The last player will not need to abandon any of his/her crew left outside of the drop zone as the game
ends, as he/she will have time to pick them up. Unlike the other player(s) who quit the field beforehand,
possibly leaving behind crewmembers/equipment if there are any left outside the 6 radius from the drop
zone when the drop ship arrives. The last player does not need to roll recovery rolls for infantry left
outside of the 6 radius from the drop zone marker. Though they must still roll recovery rolls for killed
and wounded/damaged infantry models.

If the last player present on the field has salvage loaded on a cargo vehicle outside of their drop zone
they get to keep whatever is loaded on that vehicle as it races back to the drop zone in time to be picked
up by the drop ship.

The last player on the field does not capture whatever unclaimed salvage is left upon the field. They too
will leave in short order as the opponent(s) will possibly be incinerating the entire area from orbit in an
attempt to eliminate the local competition. A common practice on the cutthroat frontier.
The winner of the game is the player who gained the most credits from the salvage they
recovered, regardless of who gained the salvage rights.







34


First Contact (2 to 4 players)
An independent exploratory vessel has reported the presence of a new intelligent alien species out in the
Mephas system. This is big news! These creatures, currently named the mephalians have a culture with a
technology level only at the tribal level. This species inhabits one of the four giant moons orbiting the gas giant
Yagum. The situation is complicated further because this moon appears to be an ancient mimjipani
settlement. Speculation has it that the mephalians are actually descended from an isolated pocket of the mimjip
empire.
The FU knows that opportunistic pirates and salvage companies will descend on the tribes-people rapidly to
search the ruins for new mimjip technology. Live mephalian captives will also fetch an excellent price from
research institutes. The FU, short handed as usual, is gathering a team to send out immediately to the Mephas
system, but in the meantime they need to help protect the natives from the opportunists. A job offer is sent out
to anyone who will take it: protect the mephalians at all costs and prevent opportunists from stealing mimjip
artifacts. The call is heeded by one of the players.
However, the other player didnt heed the call of the FU. Instead they have joined the ranks of the opportunists
after receiving a job offer from a rogue research institute! Seeing bug bucks lying around down there on the
surface of the Yagum moon they have arrived in orbit only hours after the arrival of the first player who has
already descended to the surface to negotiate with the natives about their protection.
The mephalians are, naturally, very scared and confused at the sudden arrival of the players crews. Having
had very little time to decide what to do, and even less time to prepare a defense, they very reluctantly begin
making preparations as suggested by the friendly player.

Setting up the game
Place 1D4+3 salvage counters on the playing area. These salvage counters represent areas of the mimjip ruins
that are likely to contain a valuable mimjipani artifact. Player 1, or the tribes-people, cannot search for salvage
during this game, only player 2 can do this. However, mimjipani ruins occasionally contain nasty surprises, as
proven by the mimjip pathogen event, that wiped out a large portion of mankinds empire among the stars in a
short space of time not so long ago (although the rewards often outweigh the risks in the eyes of a greedy
salvage boss). Whenever player 2 recovers salvage successfully from a salvage counter, roll 1D6 and consult
the chart below:






























Mimjip ruins salvage recovery table
Roll 1D6
Result
1 Mimjip artifact find! One of your crew sticks the small device into a canvas sack immediately. As
long as this crewmember gets back to your drop zone before you call your drop ship in you will reap
the financial reward of 1D6 x 500 credits as you can sell it to a research institute.
2- 3 A dangerous indigenous life form has made a nest within this section of the ruins. One of your
crew in base to base with the salvage counter gets a nasty bite! Select a random crew member from
those present. That crew member will suffer 1D8+4 damage as if being shot at. You find nothing of
value.
4 As your crew are digging the ground gives away and all models in base to base fall into what
appears to be an empty tomb chamber underground. Despite some unusual architecture there is
nothing of value here. Your unit cannot move for your entire next turn as the fallen crew scramble
back out. Crew that did not fall into the chamber can still shoot on your next turn. Crew within the
chamber cannot be shot at, nor can they shoot.
5 Broken mimjip artifact. It lies in pieces and is too big to carry without a cargo vehicle to do so. This
artifact is worth 1D6 x 1000 credits.
6 Excellent find! A pristine, sealed container with mimjip hieroglyphs on the side. It is too big to carry
without a cargo vehicle. This artifact is worth 2D6 x 1000 credits.
There are no salvage rights to obtain with this mission. Player 2 will obtain the full value of the
artifacts by selling them to black market research institutes.

35


The friendly player (player 1) sets up their deployment first. They will be accompanied by two infantry
units of mephalian tribes-people. These units contribute no SPs to your overall strategy points available
each turn. Each unit will consist of 4 infantry models armed with mimjip energy rifles obtained by the
natives a long time ago from the ruins nearby. These infantry units and any other units the friendly player
has may be positioned anywhere within 20 of that players drop zone marker. The mephalians have the
following statistics:









Player 1 must keep all the mephalians alive/un-captured, AND prevent the opponent from retrieving any
mimjip technology from the ruins.
At the start of each of player 1s turns, roll 1D6 for each of the mephalian infantry units and consult the
table below to see how the primitive tribes-people react during this very confusing series of events.

















Player 2 has been issued with 5 tranquilizer guns by a hopeful black market research institute. Live
members of a new alien species are worth big money! These guns count as general small arms in every
way except that instead of killing the target (provided you do enough damage) they will knock them out. If
any of the mephalians get hit by this weapon and their DEF score is beaten by the weapons damage dice
roll they will be incapacitated. Lay the model on its side for the rest of the game. Player 2 can pick up the
mephalian by moving any infantry model into base to base contact and throwing the limp body over its
shoulder. During the next phase, that model may move away with the body at a minus 1 adjustment to
move score. A mephalian only counts as being captured if it reaches player 2s drop zone.
Player 1 may not pick up the mephalians; it would be classed as a highly offensive act by the natives for
them to touch any member of their tribe. When the FU research vessel arrives they do not want to be
welcomed by a bunch of angry tribes-people!

Winning conditions
The game ends when player 2 ceases threatening the tribes people, loses interest in recovering
mimjip artifacts and calls in their drop ship. Or, player 1 calls in their drop ship because they have
taken heavy losses and cannot defend the mephalians any more.
Player 1 has been offered 6000 credits by the Frontier Union for each tribe member he can keep alive/
un-captured until the end of the game. However, the total amount paid by the FU will be reduced by 5000
credits for each mimjip artifact player 2 finds and gets back to his drop zone, regardless of the value of
the artifact. Also, if player 1 ends the game and calls in the drop ship they will receive no reward from the
FU as they have left the mephalians exposed to the dangerous actions of the opportunists. Player 2 will
not be able to capture any remaining natives as they flee to the hills and hide.
Resilience: 3
Armor: 3 (light)
Movement: 5
Weapon: Mimjip energy rifle (count as general small arms doing 1D8+3
damage instead)
Freeskills: General small arms 7
Hand to hand combat 7
Mephalian reaction table
Roll 1D6
Result
1 3: You may move or shoot with the mephalian unit as you wish this turn. You have 2 free SPs to
spend.
4: They start shooting at the nearest player unit. All models in the unit will spread their fire evenly
across the models in the nearest player unit. They will then immediately retreat 5 toward the nearest
table edge.
5: They move as directly as possible away from the nearest player unit as if retreating toward the
nearest playing area edge. They will move for 2 full moves. (Move them 10 immediately)
6: They immediately advance toward the nearest enemy player unit for 2 moves. (Move them 10
immediately.)

None of the natives reactions cost player 1 any SPs to perform. If the tribes people reach the edge of
the playing area they will stop.

36

Player 2 will obtain the full value of any mimjip artifacts he found as there are no salvage rights being
offered by the FU for this mission. The artifacts will be sold to eager black market research institutes.
Also, if player 2 can get any tranquilized tribe members back to the drop zone, they will be able to sell
them to the research institute for 5000 credits each.

The winner is the player that earns the most money.

If there are THREE players present, add another two units of tribes people with four models in each and
give one player control of the tribes people. This player will operate them as a normal salvage company
for this game (complete with their own SPs at the start of each turn). Ignore the mephalian reaction table.
It is up to this player whether to ally with player 1 or fight him. Reduce the money paid to player 1 for each
surviving/un-captured tribe member to 2,800 credits.
The sixteen natives will be accompanied by their tribal leader, a mystic, who is armed with an unusual
mimjip artifact that has, since its discovery, become known as a button down device. It has the ability to
shut down complex weapon systems in a localized area. Evidently the mimjip were no strangers to
warfare. The mystics statistics and abilities are as follows:








Button down device The user picks a target model within 20 in an enemy unit and fires the button
down device using general small arms skill (always counts as short range). If the hit is successful, then a
powerful charge of energy forms on the target that leaps from one unit member to the next. The
technology is still not fully understood by FU scientists working in the FU acquisitions unit. The energy
charge is designed to foil complex electronic weapons systems so that they jam or cease working. For the
first model hit, roll 1D6. On a result of 1 to 4 the weapon that crew member is holding stops working until
the end of that players next turn (place a marker next to the model so you remember). The energy charge
then jumps, like lightning down a lightning rod, to the next closest model with 3. Then roll 1D6 again. If
the result is a 1-3, that models weapon shuts down and the energy charge jumps again to the nearest
model within 3. This third models weapon will shut down on a 1 or 2 on 1D6. The fourth models weapon
shuts down on a 1 on 1D6. If the chain is broken at any point and a models weapon does not cease
working the energy charge dissipates and the effects end there.

In this scenario, the tribes-people will win if they have the most units left on the playing area when the
game ends, as they are considered to have successfully repelled the unexpected invasion from two
unwanted alien groups. (Do not count the player that just called in their drop ship the end the game).
Otherwise, the winner is the one who gained the most money from the mission.

If there are FOUR players present, have two players team up and work together to defend the tribes-
people, and two to work as opportunists. Use the same organization for the mephalians as described
above for only three players present, but do not assign them a player. Use the mephalian reaction table
instead to determine their actions. Also, make the following adjustments:
1) Roll 2D4 + 4 to determine the number of salvage counters present.
2) The game ends only when both players working in either of the two teams call their drop ships in.
3) Both players defending the natives will receive separate payments from the FU based on how many
tribes people survive and how many mimjip artifacts have been stolen by the opportunists. Theyll be paid
the same, based on the situation as the game ends.
4) The defending players cannot search for salvage, only the opportunists can (as per two player game).



Resilience: 3
Armor: 3 (light)
Movement: 5
Weapon: Mimjip energy rifle (count as general small arms), Button down device.
Freeskills: General small arms 7
Hand to hand combat 5

37





38
Rules updates and notes______________________________________

The following rules updates take precedence over rules appearing in the core rulebook.

1) Hand to hand combat with multiple opponents.
The penalty for fighting multiple opponents should be changed to a minus 3 penalty to combat
rating, for every extra opponent above the first, instead of the previous minus 2. (So, minus 6
penalty against the third opponent, minus 9 against the fourth etc.)
2) Asteroid miner mining laser now subject to the very difficult to obtain rule.
3) Salvage raid mission. A salvage raid mission now occurs if one company is smaller than the
other by 750 credit deployment cost or more, instead of the previous 1000 credit difference.
4) Fight over an asset and Rescue/recovery missions. If one company is smaller than
another, change the bonus criteria for deployment cost differences for both of these missions as
follows:
Change 800 credits to read 600 credits in all instances.
Change 1600 credits to read 1200 credits.
5) Rules for the hydrissian thump gun have changed a little. Damage is modified for long range.
(2D8 instead of 2D10). See page 8.
6) Bank loans must now be paid back within the next TWO games played instead of four as stated
in the core rulebook.
7) Hydrissian retainers skills have been allocated Freepoints. See page 9.

Thats it for this supplement! Thank you all so much for your interest in Star Mogul. Please
visit our website regularly for news about forthcoming miniatures and new Star Mogul
supplements. We have lots of wonderful and exciting new products and rules expansions in the
pipeline. Happy gaming everyone and all the very best!

The Alpha Forge team.

www.alphaforgegames.com



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Forge Games(tm) 2005. All rights reserved. 'Star Mogul: Ruins of an Empire', Star Mogul: Distant Worlds and all images and
designs, including our 'Star Mogul: Ruins of an Empire' ranges of Science Fiction Miniatures, associated with this product are the
exclusive copyright of Alpha Forge Games(tm).
Copyright Alpha Forge Games(tm) 2005. All rights reserved. The terms 'Arclight Blaster', 'NOVA Bombard', 'Tachyon Rifle', 'Super
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'Hydrissian', 'Thump gun', 'Salvage Dog', 'Devourer Cult', 'X12 Cult of Androids','Mekk', 'Dark Tribes of the Abyss', 'Yagamuna',
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Alpha Forge Games 2006. All rights reserved.

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