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VER. 3.0 (March 29th, 2002)



STAGE ONE: THE BASIC GAME
BY: CHRIS T. DIAS

INTRODUCTION

Humans suffer from peculiarly self-centered notions as to the nature of life. We assume out of hand that other
life forms must somehow conform to our comfortable standards of logic and morality. This, of course, is absurd. Our
human "morality" is a thin tissue of arbitrary principle, easily ignored when expedient. Why should we expect more from
alien life forms than we expect from ourselves?
By Dr. Waidslaw Orona, civilian advisor to the CMC


THE GAME:
Alien: FUZION is a Role Playing Game using the FUZION rules created by Hero Games and R. Talsorian Games. It
is not a hack / slash gunfest like other adaptations. This one attempts to make a detailed setting where the characters can have
many adventures that not even have to include the name species of the series. The FUZION game systemcan be downloaded in
its entirety fromthe FUZION home page but you will need the PDF viewer. Go to the Waystation fromthis site to go to those
locations. I do recommend all of R. Talsorian Games because of their immense detail in their setting and artwork (ewwI feel
so dirty). Seriously, I wouldn't choose this format if it wasn't the best.

RESOURCES
It is my intent to create an extremely detailed game system/ universe based on the Alien movie series.
However, upon constructing the outline, I asked myself one question: Who the hell owns this story? Technically, the origin
comes fromDan OBannon and adapted by Ronald Shusset. Twentieth Century Fox owns the franchise but the original Alien
was created by HR Giger. Who is to say what is official and what is not? Dark Horse has made most of the detail in the last few
years. And what of Lee-Brimmicombe-Wood, the writer of many books including the often ripped off USCM Tech Manual.
The problemis, the consensus seems to point to several sources as being official when there is no legal binding for that to be true.
Legally, the only truly official media are the four movies.
It is surprising to note than the famous USCM TM is not official. In fact, it was only until this book came out that
Colonial Marines were identified as fromUnited States when in the Leading Edge Games and in the second film, they are
identified only as the CMC (Colonial Marine Corps). SoI have deiced to use all the specific information presented in all media.
However, some things might surprise you being included and not.
MOVIES: Everything that could be named is present. Most of the information fromthe USCM Tech
Manual appears. And Yes, Alien 3 is included. Alien Resurrection is present as a plug-in (see later)
THE NOVELS: Most of the published material is actually adapted fromthe Dark Horse Comics. I have not read enough of
themto use them.
DARK HORSE: The major addition, what sets this conversion fromhe rest, is the inclusion of Dark Horse material. The
following publications were utilized: Outbreak, Nightmare Asylum, Earth War/Female War, DHP Aliens, Genocide,
Hive, Rogue, Labyrinth, Music of the Spears, Stronghold, Beserker, Colonial Marines, Alchemy, Salvation,
Kidnapped,
Pig and Survival.
UNITED STATES COLONIAL MARINE TECHNICAL MANUAL: A major resource but the with the big change is that I
do
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not consider it the bible. You will notice that I do not enforce their name. Refer to the chapter on themfor more
information.
ALIENS RPG: Unfortunately, I don't own it. I have pieced together some bits and pieces but it doesn't pass off for the real
thing. If any one is willing to part with it, please e-mail me
INTERNET: A large chunk of information comes frompeople who fill in the missing pieces but I only refer to respectable
sources for this info. Translation: I took text fromother sources instead of typing it out myself.
TOY LINE: I decided against using these becausewellmost are somewhat immature.
COLLECTOR CARD GAME: I don't have all the cards, but I have a lot, and I promptly took advantage of it all.
ALIENS ADVENTURE PC-CDROM: The computer game was written by Dark Horse but it really isn't a very good game.
Besides that, there is not much info continued within it. It has been avoided.
ORIGINAL: Some material is fromyours truly but there are names or descriptions for items or places already created for the
series. Like the Combat Buggies in Aliens: Colonial Marines. They don't have a name but they are centrepoint in the
last issue, so I decided to add them.

THE STORY, CONSPIRACY, AND TECH LEVELS
The Alien mythos traverses generations and hundreds of Light years. Unfortunately, some of these collide. If every
single technology came crashing together, why would the PCs bother walking around with M41A Pulse Rifles when they could
all have Full power armor. So, in my ONLY real inspiration, I separated the story and technology in six levels.

CONSPIRACY LEVELS (CL)
CLs are only used by the GM to denote the setting at the beginning of the game. This really just reveals what is
available in the setting at this point. The prime reason for the Conspiracy Levels are for what impact the corporations have, how
much power the USCM have, but mostly, how many Aliens are out there. This is a simple guide and they can be broken up at
any time. The course of events can either be descending or ascending. You can start with the Alien War (like the Dark Horse
Comics) or reverse themlike I did for a course of events that fits in with the Filmseries. The GM, before hand, should organize
the CLs as he sees fit. I suggest simply following the course from1 to 6. Therefore, the PCs can progress through the CLs for a
very fulfilling gaming experience. CL is only use in further chapters for story development. (EG: Grant Corp needs Royal J elly
at CL 3 but operates its own hives in CL 4).

CONSPIRACY LEVEL 1: A VISITOR
CL1 takes course around the time of the movie. A Narcissus Shuttle is towed from Outer Reaches to Gateway station.
On the basis of the report fromthe survivor, a CMC Cruiser was sent to a planet on the Outer Rim. The Aliens are only known
by that survivor. This setting is a pre-threat scenario. Marines usually don't even consider any non-human threats in known
space. The human quotient is another story. The Aliens still exist in deep, deep space, and on the planet Acheron, quarantined
after the Atmospheric Processor there went critical. EG: Aliens

CONSPIRACY LEVEL 2: ITS ON A NEED TO KNOW BASIS
In CL2, stories have leaked about some alien life formon the rim. The PCs still don't know anything but their
superiors may not be revealing everything. Weyland Yutani and several other corporations are committed to a secret agenda. In
deep space, in the deepest of the deep, several ships and colonies are found abandoned, destroyed, or they simply have gone
missing. PCs may encounter trace evidence of something deadlysomething someone is trying to hide. EG: Alien 3

CONSPIRACY LEVEL 3: WHAT ARE THEY?
CL3 reveals themfinallybut who will believe you? The PCs would have to be in deep space to encounter them.
Outer Colonies are fighting for their very survival. Meanwhile, on Earth, no one knows a thing. Rumors have leaked through the
systems about strange infections on the rimcolonies. Corporations are directly fighting for control of the Xenomorphs
biotechnology. The CMC (or USCM) funds a secret brigade of forces sent into the rimto keep the infestation fromswarming out
of control. This is a great start for some basic action and plot development.

CONSPIRACY LEVEL 4: MY MOMMY ALWAYS SAID
In CL4, the Xenomorphs have replaced the boogey man for those nighttime camp stories. Adults know better. The
ones in the deep fear for they very lives. Chances are someone knows someone who knows of someone who has been killed by
these creatures. The marines are now dedicated to their extermination. Several corporations and even the military have funded
research stations, some even live life specimens and maybe even an operating hives. The Alien Homeworld has been found.
Many fear this fight is doomed. Most on Earth are blind to the threat. Life continues as normal. PCs here are one of many
groups fighting to keep the infection to a minimum. EG: Genocide, Hive, Rogue, Labyrinth,

CONSPIRACY LEVEL 5: THEY'RE EVERYWHERE
Its war. No one is safe. Chances are, everyone knows someone who has fallen victim. The fight seems hopeless.
Religious cults have cropped up. The Aliens are on Earth. Marines fight to keep the peace. Bureaucrats and politicians are the
real enemy. Lock your doors. Armyourself. The Human race smells its own extinction. Marines here struggle, trying to fight
off, grabbing every chance they get. EG: Outbreak., Music of the Spears
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SPECIAL LEVEL 5.5: WE NEED A GOOD WAR
Yeahits war. The aliens are on Earth and it is being turned into a wasteland. Upper classmen witness fromsealed
ships as the human race falls apart. The PCs are alone. They fight a loosing fight. They seek out help but find little. The
infrastructure is crumbling. Its all or nothing. EG: Nightmare Asylum, Earth War,

CONSPIRACY LEVEL 6: A TERRIBLE PRICE
Earth is a wasteland. A couple dozen hives still function on the globe. Nuclear weapons have washed the planet clean.
Nothing lives. Mankind rebuilds. Marines are now rescue personnel. They are either trying to find survivors or they have been
given the ugly duty of clean up. Others have been forced to hunt down and completely exterminate all remnants of the alien
presence.

TECH LEVELS
Tech levels should be enforced. They introduce technology in a step-by-step basis. It is recommended that you follow
themwith the appropriate Conspiracy Level but exceptions can be made. Earth War, for example, is CL5 and TL1. However, it
is not recommended that you flip then (CL1, TL5) since that gives the PCs a severe advantage. The GM should start with a low
TL and work his way up as the game progresses. It isn't that much fun when the PCs get everything at the start. TLs are used
frequently to denote when technology is introduced and when a GM should and shouldn't use them. If a game uses TL2, you can
leak TL3 technology on occasion but introducing an Anti-Alien Combat Synthetic or a Beserker suit may be unwise.

TECH LEVEL 1: STANDARD TECHNOLOGY
These are all technologies fromthe start of the series. Everything fromthe Aliens movie is present. All technology is
considered TL1 unless stated otherwise. EG: M41A Pulse Rifle, M51 Smart Gun

TECH LEVEL 2: ENHANCED
Basically, TL2 are weapons and devices that are just slightly better. No anti-Xenomorph technology is available just
yet. EG: M41A Mark2, Duchamp Blaster

TECH LEVEL 3: HOSTILE
Heavier weapons are introduced to combat high quality armors. The best defense for Aliens are more and more armor.
A Spray that counteracts the acid is available. EG: Alphatech Shivas, Polymer armor

TECH LEVEL 4: BUG HUNT
Grant Corp makes fortune fromits nutra-gel technology designed to counteract the alien acid. This allows close
combat capability. Knowledge of the alien increases. Royal J elly and all of its fantastic properties is ravishly utilized by the
masses. EG: Anti-Acid Technology, Xeno-Zip,

TECH LEVEL 5: OFFENSIVE
No longer are we making defensive technology against the Xenomorphs, now, we are taking the fight to them. Anti-
Acid technology has reached a pinnacle but newer capabilities for it is being developed weekly. EG: Beserker Suit, Mark II
Xenomorph Synthetic.

TECH LEVEL 6: PINNACLE
We have reached as high as we can go with the alien threat. Combat Synthetics specifically designed to take on whole
hives have been designed. Genetic Engineering has created viruses. ButA newer threat abound
EG: Liston type Combat Synthetic, Dean type Combat Synthetic.

A FINAL NOTE ON CONSPIRACIES AND TECH LEVELS
The final word is always with the GM. Please note that they don't have to be the same number. I just recommend they
be. To see how this formactually fits into Foxs timelines, you will have to read the last chapter. Many comic, books, and films
have taken alternative forms of each TL and CL. Earth War, for example has a TL of 1 but a CL of 5, then the story continues
raising the TL but lowering the CL. Course, the aliens would never be fully forgotten. A long game could start with CL1,
progress all the way to 6 then retract back to one, as people recovered and forgot about their past. The last chapter also talks
about how the GM could use these to make a very good and long action-orientated game with a plot.

WHAT IS NEEDED TO PLAY
It is vital that you have the FUZION rules fromRTG. You can purchase one of their game systems for the full rules.
You can then implement the special rules those games suggest. The best example is the Votoms RPG, which has a really cool
mecha construction systemif you want to make power armor in the game (something I only touch on). I use a d6 systemfor
FUZION but d10 is easy to convert. I tried to make the game as independent as possible. You can grab and print the pics for
visual references. For GMs, nothing beats the Dark Horse comics for some great story idea. You shouldn't need anything else!

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NEW RULES AND MODIFICATIONS

There aren't very many, I have just added on the existing FUZION rules to increase game enjoyment. Other rules are
just to make my life easier and to seal up holes in my own conversion. A lot of these rules might not make sense unless you read
what they pertain to.

TURRETS:
The MV penalty to spacecraft and vehicles effect all shooting and dodging. Thankfully, we have turrets. All weapons
on turrets always add +3 to their existing WA to hit.

FTL DRIVES
The Star Map has distances for each jump. The number given in ship's FTL range is the maximumrange the FTL drive
can go in a single jump. When the range is used up, the ship must drop to sublight and recharge its jump drives. This delay is
what makes travel time so long. The FTL speed is how fast the ship goes when jumping. However, before and between jumps, a
ship reduces it to low power and must move on sublight as it charges the drive. Unfortunately, drive recharge rates are high. A
ship that jumps fromsystemto systemis cheap and easy but long trips require these charges. A fully stocked spaceport can
charge a drive at 2 ly per day. A major military base, however, can charge a ship at 2 ly per six hours. In the deep and dark of
space, a ship can charge its own drive to full capacity in one week. This is a good lesson to those who run out of gas on the road.
Note: All systems on a ship must be shutdown for the FTL capacitors to recharge. The FTL drive requires so much
energy, it must slave every joule fromthe reactor to fill it up. As a result, the crew must be in cryosleep since this action includes
shutting down ALL life support and defensive systems. Any interruption stops the recharge and diverts the energy back to their
individual systems (like if the ship is suddenly attacked). If, somehow, something is taking any energy fromthe capacitors, the
recharge time is extended substantially. Keeping the life support on, for example, would result in the recharge time being
extended by a factor of 10. So no one stays up.
Rolling Astrogation is easy for jumps to colonized planets if the ships computer is working (DV10). The computer
requires two hour to calculate the jump and another to initiate the engine. A human calculating the jump will take one hour per
DV +1 to initiate the engineObviously, J ump drives are black-box technology and not meant to be delved into too intricately.
As a result, and since jumps cannot be done in a heavy gravity environments, jumping out of a combat arena is not possible.
ANY impact on the vessel automatically shuts down the FTL drive since the course has to be re-plotted.

DV MODIFICATIONS:
If the computer isnt working: +3
Randomcosmic phenomenon: +3-5
To an uncharted system: +5
Into deep space: +2
Precision jumps: +3-10 depending how close the ships want to jump to.

A failed roll is the GMs discretion. A ship can fry is generator, forcing the ship to recharge from scratch to
dropping the ship up to twice its jump range in another direction. A failed roll should never result in death.

GUIDED AND AUTOMATIC SYSTEMS:
Guided Missiles aimthemselves and can make multiple attacks if they miss the first time. For The initial shot, the user,
can use his/her firing skill or the depend on automatic systems. Whatever the user chooses, if there is a miss, the rocket can
attempt another attack next round (allowing another round of anti-missile fire). The weapon's skills must be used for the
following rounds.
Guided Missiles can fire initially with their own skill. However, it must be "locked-on" before firing. Locking on
takes one round of the target being in the weapon's range. The next round allows firing. If the weapon is dumb-fired by the user
without locking-on, the missile has a 50% chance of not locking on at all. Even if the user is using his/her skill, they should
allow a lock before firing to ensure a second pass is a miss occurs.
The skill of the weapon and its number of possible additional attacks depend on each weapon. "Unique" weapons (see
Weapons) cannot be dumbfired and must "lock-on" or else they will almost always miss (-8 to hit). The Missile MUST then use
its skill or else still have the -8 penalty. If one missile locks on, they all lock-on so any number of missiles in that hardpoint (up
to half its capacity--see below) can fire with a lock.
Automatic systems are unlimited in the time they operate. They can be programmed to fire at anything (Heat, improper
PDTs, and Movement) and have a base skill to hit. They can never use someone else's skill. They only use their own.



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HARDPOINT ROF
A weapon with a set ROF (Like Railcannons and Lasers) keeps that ROF but Missiles don't have that. For Spacecraft,
the missiles can be loaded over multiple hardpoints or filled with only a half capacity of weapons. Generically, the ROF of a
missile pack is selectable with any number but not more than half the capacity of the hardpoint.

SHIP FIRING:
A pilot can fire any number of weapons when he pulls the trigger. He can link any of his weapons up with his trigger.
The Weapon's Officer on a spacecraft can do the same. The only exceptions are turrets, which can be automated but never linked
together. One roll is made for the linked weapons but the damage and hit locations are done separately. An UD-4 Cheyenne
Dropship pilot can fire both 150mmmissile packs on each of his Hardpoints and make one roll for each salvo coming fromthe
Hardpoints. The weapons must be of the same type. A Pilot or Gunner can switch weapons instantly without a sacrifice in time.
Remember: Guided weapons need a round to aim.

DECOY BALLUTES
Large Spacecraft can deploy these to confound sensors. For simplicity sakes, the rules are the same as the Shadow
Imagery in the Mekton Z rules. A ship can deploy half is ballutes in one round.
Every Ballute deployed adds a +1 to the ship's dodge.
If the roll to hit still strikes, then damage is done directly to the craft.
If it fails to strike even the unmodified dodge, the weapon goes wide.
If the roll fall between the unmodified dodge and the modified dodge, then a Ballute is hit and instantly destroyed (each
has a capacity of 1k). The Dodge bonus is dropped by one because one ballute has been eliminated. These rules are identical to
that of the Shadow imager in Mekton Zeta Plus.

MANEUVERING DRONES
These Drones only operate in space. They work similar to Decoy Ballutes but actively seek out weapons. They can be
deployed one at a time. They don't usually let themselves be hit. They have a base skill of 10 to hit and dodge and are simply
armed with a basic laser (0.25K), which is designed to only take out missiles. See Anti-Missile fire below. Each Drone can fire
once to one missile per round. Two drones can take shots at one missile.

MINEFIELDS
Minefields in space operate like their ground counterparts. If a ship comes within 500 m, the Mine will home in and
detonate with a base skill of 8. Connected fields cannot be navigated through. If hit, the mine strikes directly and the ones
connected to the detonated one, close in around the ship for the kill.

ANTI-MISSILES:
Missiles take time to reach their target, especially in the vast distances of space. Any missile can be targeted. Since
missile fire in FUZION is assumed to be instant, anyone with an anti-missile weapon can make a free attack on that incoming
warhead. Some of these weapons are already automatic so the pilot never has to worry. Some are done by turret gunners. The
difficulty to hit an incoming missile is 15. Only one weapon can fire on one missile. Two laser turrets can attempt to fire on two
missiles. The TSAM missiles on the UD4 are an exception. They fire instantly like a chaff or a flare. The pilot can launch as
many as he has missiles to any number of missiles coming to a maximumof the number fired. Anti-Missile weapons with an
ROF can spread their fire over multiple incoming missiles.

REPAIRING SHIPS:
The standard difficulty for repairing ships is 22 to finish the repair in one hour (unless reconstructing an engine, then it
is one day). That may seemhigh but how many engineers do you know can patch a fusion core in one hour with no tools. This
number varies radically.
MODIFIERS DV MODIFIERS DV
With every additional hour spent on the repair* -1
With Advanced Tool Kit -1
With Mechanics Tool Kit -2
With each additional Technician assisting** -1
With each Engineer assisting*** -2
With each non-skilled help assisting -1
For every kill inflicted beyond 0 defenses**** +2
With every successful previous roll***** -1
*For hourly repairs only.
**With at least +1 Engineering skill or Electronics for an
Electronics roll. Can work indipendantly and roll
indipendantly but offers not bonus then.

***With at least a +3 Engineering skill or Electronics for
an Electronics roll. Can work indipendantly and
roll indipendantly but offers no bonus then.
****For rolls required on combat damage.
*****For damage needing compounding rolls. Cannot
offer more than a -5 bonus.
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RESULTS:
ARMOR PATCHING: Every successful roll will patch one kill of structure or armor. Please note this material must
come fromsomewhere. All Spacecraft have enough spare materials for HALF their structure and armor. Anything beyond that
must be taken fromsomewhere, whether is be fromvehicles or other aerospace craft or whatever.
ELECTRONICS: A successful roll will activate or repair the electronics system. The GM has discretion as to how
long it will take for the systemto WarmUp. Sensors fall into this category.
WEAPON REPAIR: The repair time depends on the complexity of the weapon. Each successful roll will recover
1000 meters of range and 1k DC of damage. Of course, most ships have massive ranges so a huge weapon like the Particle Beam
will take up to two weeks of repair without a dry-dock. Think about itthat is a huge weapon. It stretches almost 50 meters in
length. Usually, several Engineers can work indipendantly to restore at a quicker rate instead of teaming up. Only when the gun
is totally restored, will it work again. If absolutely needed, if the DC the weapon inflicts is restored but the range is still crippled,
an Engineer or teammay attempt to splice the weapon into working. A DV of 22 is required (with no bonuses for previous
successes) to patch the weapon. A success will allow the weapon to fire with its current range. An hour must be spent removing
the patch before repairs can start again. Weapons that have ammunition loose it all and, unless the ship carries extra ammo in a
cargo slot, are useless unless reloads can be found. A weapon considered damaged (see below) will be repaired in one hour
after a single repair check.
PROPULSION / DRIVE: A success
Vehicle Drivewill recover 10 kmph per hour of work done. If it is destroyed, at least a full day must be spent to reconstruct
the engine for every 20 kmph of the Max Speed. If vaporized, reconstruction is not possible.
Atmospheric / Orbital Engineswill recover 10 MOVE and 1 ORBIT (if it has an ORBIT) per hour of work done. If it is
destroyed, at least a full day must be spent to reconstruct the engine for every 10 MOVE/1 ORBIT of the Max
Speed. This time increases by

day for ships from5 000 20 000 tones
1 day for ships from20 000 40 000 tones
1 days for ships from40 60 000 tones
2 days for ships from60 000 80 000 tones
3 days for ships 80 000 tones and above.

A ships Mach rating is only restored when the engine is fully functioning. Engineers really dont like pilots
pushing a ship into Mach with a patched engineit just might explode. If MOVE or ORBIT is restored before the
other, repairs must continue until completed. If vaporized, reconstruction is not possible. A reconstructed engine will
not operate until half its speed at least is restored. After that, it must still be reconstructed until completion
FTL Drivewill recover one LY per hour of work done. If destroyed, reconstruction is possible but a full day must be spent per
1 LY of the engines capacity. This time increases by six hours per 10 000 tones of the ships mass (obviously this only
applies to Dreadnaughts). After that, the engine still must charge up. If vaporized, reconstruction is not possible. A
reconstructed engine will not operate until half its range at least is restored. After that, it must still be reconstructed
until completion.
NOTE: Any fuel lost as a result is still lost
Example: Lets take a Conestoga. It just been shot and its Orbital engine was destroyed. The teamconsists
of one Engineer and three techs. Being a Conestoga, it has a fully stocked repair bay. To get that engine moving again
requires 15 days at 16 DV the three days with a 1 each additional three days. The Conestoga weighs 78 000 tones,
meaning instead of one day per repair job, it requires 3 days. As for the DV: DV 22 1 (Tool Kit) 2 (Mechanics
Kit) 3 (three Technicians assisting). The ship only moves at an ORBIT of 5.

INFLICTING DAMAGE:
Ships and vehicles reduced to zero are not destroyed. Oh nothey cannot fire or move, but the ship is not destroyed
restoration is possible. Batteries still run gravity and life support. With a clever Engineering role, he might even get a non-
energy weapons functioning. What follows are a series of tables for damage to vehicles and spacecraft. Once any craft or
vehicle is reduced to below twice its total capacity, the craft or vehicle breaks in two. Crewmembers have 75% chance of
dodging a DC8 hit at a DV of 17. 1D6 Cargo bays gutted. All engines and weapons destroyed. Aerospace craft in an
atmospheric crumble. Spacecraft will disintegrate in 1d6 minutes.
Tables are rolled whenever armor on vehicles or craft is punctured. If the damage is not applicable (cargo bay gutted
on an APC), no damage is applied. The requirements are listed below. You first must know what class of vehicle/craft it is.












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DAMAGE CLASSES (based on Body of the craft / vehicle)
Light Body = 1 5 Kills
MediumBody = 6 10 Kills
Heavy Body = 11- 20 Kills
Massive Body = 21 kills and above

DAMAGE TABLES
LIGHT DAMAGE: Roll once every time a
MediumBody loses 1 kill of BODY
Heavy Body loses 2 kills of BODY
Massive Body loses 5 kills of BODY

MEDIUM DAMAGE: Roll once every time a
Light Body loses 1 kill of BODY
MediumBody loses 2 kills of BODY
Heavy Body loses 4 kills of BODY
Massive Body loses 10 kills of BODY

HEAVY DAMAGE: Roll once every time a
Light Body loses 2 kills of BODY
MediumBody loses 4 kills of BODY
Heavy Body loses 8 kills of BODY
Massive Body loses 20 kills of BODY

CRITICAL DAMAGE: Roll once every time a
Light Body loses 1 BODY below 0
MediumBody loses 2 BODY below 0
Heavy Body looses 4 BODY below 0
Massive Body loses 10 BODY below 0

LIGHT DAMAGE TABLE (Roll 3d6)
3 5 No additional effects
6 7 Ship / craft shaken. 1 to all piloting and gunnery rolls for 1d6 rounds.
8 9 Sensors damaged. SR cut in half.
10 13 Randomlight weapon (DC 4 and under) damaged. Will only fire on a roll on a 4+on a D6.
14 15 Drive engine damaged. MOVE / ORBIT / Max Speed reduced by 30%.
16 17 Randomheavy weapon (over DC 4) damaged. Will only fire on a roll on a 4+on a D6.
18 Roll on the next damage table.

MEDIUM DAMAGE TABLE (Roll 3d6)
3 4 No additional effects.
5 6 Ship / craft shaken. 3 to all pilot and gunnery rolls for 1d6 rounds.
7 8 Fuel Leak. One fuel cell wasted. Lose 10% of remaining fuel mass (if fuel is present).
9 10 Randomlight weapon (DC 4 and under) damaged. Will only fire on a roll of 5+on a D6.
11 13 Internal Shrapnel. Every crewmember has 30% chance of dodging a DC5 hit at a DV of 15.
14 15 Drive engine damaged. MOVE / ORBIT / Max Speed reduced by 50%.
16 17 Randomheavy weapon (over DC 4) damaged. Will only fire on a roll on a 5+on a D6.
18 Roll on the next damage table.

HEAVY DAMAGE TABLE (Roll 3d6)
3 No additional effects.
4 5 Locked systems. Craft / Vehicle can do nothing for 1d6 rounds. Aircraft should pray.
6 7 Major fuel leak. Several fuel cells wasted. Loses 50% of remaining fuel mass (if present).
8 9 Randomlight weapon (4 DC and under) destroyed.
10 11 Communications Cut. Electronics roll required to restore.
12 13 Hull Breach! 1 roomdecompresses. Crewmembers have 50% chance of dodging a DC5 hit at a DV of 15.
14 15 Randomheavy weapon (over DC 4) destroyed.
16 Drive engine Destroyed. Eject!! Reconstruction or replacement required.
17 Randomcargo bay (if present) gutted and destroyed.
18 OH NO! Critical Damage. Roll on the table below

CRITICAL DAMAGE TABLE (Roll 3d6)
3 4 Randomlight weapon (4 DC and under) vaporized.
5 6 Artificial Gravity Systems Destroyed. All crewmembers are in free fall.
7 8 Life Support Systems destroyed. Temperature will drop 5 degrees every hour.
Air supply will run out in 1d6 hours.
9 10 Major Hull Breach. 1d6 rooms decompress.
Crewmembers have 60% chance of dodging a DC6 hit at a DV of 16.
12 13 Randomheavy weapon (over DC 4) vaporized.
14 15 Specific Damage. Tail / turret blown off, 1 Drop / Craft slot gutted, or 1d6 Cargo slots gutted.
16 17 Drive engine or FTL vaporized. Eject!!
18 Craft / Vehicle breaks in two. Crewmembers have 75% chance of dodging a DC8 hit at a DV of 17.
1d6 Cargo bays gutted. All engines and weapons destroyed. Atmospheric craft crumble.
Spacecraft will disintegrate in 1d6 minutes.


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MORTAL DAMAGE TABLES
Its a forgone conclusion that most Players will have an average to above average body strength. This means they can
withstand more punishment than the average farmboy. However, a bullet through the femur will still hurt. It doesnt matter if
youre Rambo or Woody Allen. I do not believe that a character can walk around with perfect health until their hit points reach
zero. There are two basic schools of thought: 0 Hit Points =Death, and 0 Hit Points =out-of-commission.
FUZION rules need modifications. All Hits are removed fromtotal Hits but some specific situations exist

MAIN BODY. FULL HITS:
Total Hits: --Physical Characteristics drop by 1. Combat Characteristics drop by 1.
Total Hits: --Combat Characteristics drop by additional 1.
--Physical Characteristics drop by an additional 1.
--Mental Characteristics drop by 1
0 Hits and below: --All Characteristics drop an additional 2. For the Mental group, the character doesnt go dumb,
just concentration is thrown out the window. Characteristics dont drop below 0. Any that ARE 0
means no skills under that characteristic can be used. A 0 MOVE indicates no movement.
--The character is still conscious but will be out cold in combat phases =Original Endurance.
--The Character will loose 1 additional hit point every minute until 2 x HITS.
The Character then dies.

ARMS. HALF TOTAL HITS:
ArmHits: --STR and REF are reduced by 1.
0 ArmHits: --The Armis useless. STR and REF are halved.
Double ArmHits: --Armis crumpled or severed. STR and REF is 1. DC1 Stun every minute until stabilized or
unconscious.

LEGS. HALF TOTAL HITS:
Leg Hits: --DEX is reduced by 1. MOVE is reduced by 2.
0 Leg Hits: --Leg is useless. DEX is halved. MOVE is reduced by an additional 1.
A Move of 0 makes the Character incapable of walking without assistance.
Double Leg Hits: --Leg is crumpled or severed. DEX and MOVE is 0. DC1 Stun every minute until stabilized or
unconscious.

HEAD. HALF TOTAL HITS:
Head Hits: --INT, REF, DEX are reduced by 1
0 Head Hits: --Dazed and Confused. Knockout in Combat Phases =Endurance. All Characteristics halved.
Double Head Hits: --Youre out and will be dead in combat phases =Original Endurance

ADDITIONAL RULES:

HEAD: Any HITS on the head that penetrates armor deal DOUBLE DAMAGE. The skull is a wonderful thing with some very
think bone there. It receives an automatic 1 PD of armor, non removable.

ARM: A Character is assumed to NOT be ambidextrous. However, to side in the Players favor, every time an armis struck
with HIT damage, it is always the OTHER arm.

LEG: Even if crumpled, the Character can still crawl at STR =Meters per minute.

GENERIC: Any Hit to any location that deals more than 5 HITS penetrating damage in one strike causes a MAJ OR wound.
This results in 1 additional HIT being inflicted every minute until at least rudimentary treated. This removal may
continue all the way to Death.







9
ROLL MODIFIERS (revised and altered for game use)

There are two types of combat, quick and slow. For quick combat, use only basic modifiers. Forget about range and just worry
about dodging and shooting. Slow combat feels like the slow-motion sequences fromThe Matrix. Every move is strategically
set upchoreography is key. Combat will take longer but may feel more fulfilling.

BASIC MODIFIERS

Target crouched or kneeling -1
Target prone -2
Behind someone else -4
Tiny target (bulls-eye, bottle) -5
Small target (limb, wheel) -4
Large target (car, large animal) +2
Very large target (Truck, plane, house) +3
Aiming +1 per phase,
Up to +6
Fast draw / Snapshot -3
Blinded by light or dust -3
Using two handguns -2 each.


ADVANCED MODIFIERS (OPTIONAL)

Aimed body shot: Head -5
Hand, shoulder -4
Arm, leg -3

Range: Point Blank (<1 meters) 0
Close (1/4 range of weapon) -1
Medium(1/2 range of weapon) -2
Long (full range of weapon) -3
Extreme (every 50mpast extreme)... additional -2

Ricochet or indirect fire -5
Using a rifle one-handed -2
Weapon braced +2

Firing while moving (refer to MOVE):
Combat move -2
Sprint -3
In Water -3
Leaping -3

Firing while at speed froma vehicle:
1 30 kph 0
31 60 kph -1
60 90 kph -2
91 120 kph -3
121 150 kph -4
151 up -5

Firing while at speed froman aircraft:
Combat move: 0 - 100 0
101 - 150 -1
151 - 200 -2
201 - 250 -3
251 - 300 -4
301 350 -5
Firing while at speed froman aircraft:
Mach speed: <Mach 1.0 -2
Mach 1.1 1.5 -3
Mach 1.6 2.0 -4
Mach 2.1 3.0 -5
Mach 3.0 up -6

Firing at a moving target:
Human based: 4m 8m/ phase 0
9m 12m/ phase -1
13m 20 m/ phase -2
21m 30m/ phase -3

Vehicle based: 1 30 kph 0
31 60 kph -1
60 90 kph -2
91 120 kph -3
121 150 kph -4
151 up -5

Aircraft based:
Combat move: 0 - 50 0
50 - 100 -1
101 - 150 -2
151 - 200 -3
201 - 250 -4
251 - 300 -5
301 350 -6

Mach speed: <Mach 1.0 -4
Mach 1.1 1.5 -5
Mach 1.6 2.0 -6
Mach 2.1 3.0 -7
Mach 3.0 up -8


TO HIT NUMBERS
To hit a target not dodging (per range): Point Blank / Melee (<1 m) 4
Close (1/4 range) 8
Medium(1/2 range) 12
Long (full range) 16
Extreme (every 50mpast long) additional +2



10
REVISED WEAPON RULES

ARMOR AND SHOOTING:
As many know in the Mekton Rules, every time armor is hit, one point of armor is removed. This applies to personal
armor. When the armor reduces to zero, it is useless. Spacesuits with an armor if penetrated will puncture and leak unless stated
otherwise (special armor have special rules). NO personal weapons do less than one point but some spacecraft weapons do. In
Mekton, 1 kill will remove 1 armorany weapons above 1 kill will still only remove 1 kill of armor. However, fraction damage
will only remove fraction armor (eg: 0.25 k will remove 0.25 armor instead of 1. But 4 K will only remove 1kill of armor). Any
weapons that do not have a kill capacity listed will not damage kill armor.

AUTOFIRE WEAPONS:
The FUZION rules are incorrect regarding Rate of Fire. Here are the changes:
FIRING ONE SHOT: No change
FIRING BURST: Light, Medium, and Heavy firepower can fire a quick 3 round burst. No bonus and if they hit,
1d6/2 bullets strike (round down).
AUTOFIRE (ROF): Only with Light, Medium, and Heavy firepower weapons with an ROF more than 1. The
difference between the defenders roll and the attackers roll is how many bullets hit. The number of bullets of fired effect the
weapon accuracy. The Player must tell the GM how many rounds the PC is firing before rolling. The Player chooses a ROF up
to the maximumROF. A +1 WA is added for every 10 shots fired. Because of the advance in technology, there is little recoil.
But there is still some kickback and if the weapon fires more than one-third of its total ROF for more than one combat phase a 1
penalty is incurred on the second round and increases every round after. Also dont forget massive ammo loss. Remember,
changing clips takes one action.
AIMING WITH AUTOFIRE: If you aimat a specific body / vehicle location, only the first shot hits that location,
the additional damage fromthe other hits are to taken to the main hull / body.
FIRING OVER MULTIPLE TARGETS: If you wish to spray multiple targets, several factors must be considered:
How many shots are fired and how far apart the targets are fromeach other. The player must first determine how many shots are
fired and calculate the ROF bonus (40 shots =+4). Next the player must determine how many targets he/she is firing at. Then
the GM must denote how far apart these targets are. The player may ask how far apart these possible targets are before firing to
weigh the risks. Simply put, for firing at more than one target, the number of targets =the penalty to fire for each of them. Four
targets would be 4 to hit all of themand so forth. To counter this penalty, the player may burst 40 shots at a +4 for the ROF
bonus but that wastes ammunition, may lead to recoil problems, and only ten bullets can strike each target (shots fired / number
of targets). Then there is target distance. After striking, determine how many additional shots hit. However, for every meter the
last target is fromthe previous target, remove one bullet (one DC). You can never loose all your shots. If you score a hit, the
first shot WILL hit. This rule only means you wasted the other bullets strafing the gun towards the new target.

DAMAGE WITH WEAPONS:
The damage capacities for weapons may seemlow but for every additional shot that hits does an additional DC1 of
damage. Eg: A weapon with a ROF of 6 and a damage of 4 hit three times. The damage roll is DC7 (4 +3).

























11
H I S T O R Y

NOTE: Whatever CL the GM decided to endorse, read until it is shown, then STOP there. Reading past that
may lessen enjoyment.

The closing years of the 20
th
Century saw a fading of the great Nations and a rapid increase in the power and influence
of multi-national Corporations. These Corporations were not restricted to a single field; their interests were vast, covering all
aspects of industry and economics, as they diversified into every field that held profit. They were also not defined by country,
society, or ideology. In industry, in business, and in the media, the multi-nationals became more powerful and more visible.

The first planet to have a scientific colony on it was Mars. The moon followed thereafter. Needless to say, Earth's
space exploration was not united; many different countries have established colonies in space. The major colonizers are: The
United Americas (USA, Canada, parts of South America), China, J apan, The European Federation and Russia. Though rare,
conflicts have occurred between countries in space. The most significant cases are between the UA and China, because of the
differences in government between these two powers; diplomatic unrest has occasionally turned into war. China is believed to
back the notorious PRA, a communist extremist group that has been responsible for numerous communist takeovers.

As the corporations grew, they wove together the economic interests of the Nations of the world, and the specter of
large-scale warfare was reduced. With head-to-head warfare economically unacceptable, the advanced states settled for venting
their hostilities and waging wars in Third World nations.

This trend continued through the following decades, as the corporations prospered and the interdependence of the
major Nations of Earth grew. Tensions did not end, but were kept under control and released in ways that did not damage
anyones ability to make money. Humanity entered the age of Space in an atmosphere of controlled tension but not outright war.

The Age of Space came in the wake of two tremendous technological breakthroughs. The first was the reactionless
Displacement drive, which allowed Humanity to travel quickly and cheaply within the Solar System. The J ump Drive soon
followed, expanding on the principles behind the Displacement Drive and taking Humanity out into the stars. As technologies
were perfected, exploration craft went out fromEarth.

The search for minerals and other raw materials was only a secondary goal of the explorers; those things were available
within the Solar Systemitself, in amounts that would keep humanity supplied for many years. The most important things the
stars held were knowledge, the potential of new habitable planets to ease the population pressures of Earth, and the opportunity to
study new life forms.

The greatest value for the corporations lay in the life forms. Each world is like a gigantic laboratory, where the forces
of nature have experimented on for billion of years. The creatures produced in those laboratories, and the complex chemicals
contained within them, possess abilities far beyond those available to Humanity. Many of these abilities are nearly miraculous.

The expansion into Space had been a slow progress, since useful systems were rare and the effort involved in
establishing colonies was great. Still, at least six Earth-like worlds have been found, and dozens more that are at least habitable.
On other worlds, the process of terraforming is underway, as hostile environments are slowly changed into places where Humans
can live.

On every habitable world, colonies have been established. They have expanded at varying rates, depending on the
corporate support they have received and the qualities of the worlds. Shiploads of people and equipment are sent to each Colony,
and eventually the colonies begin to send items of value back to the rest of Humanity; unusual life forms and mineral
combination, the product of local industries, and after a generation, skilled workers.

These skilled workers are part of the rapidly growing populations of the colonies, and the corporations have developed
many techniques for managing themsuccessfully. Colonists have developed many techniques for making themsuccessfully.
Colonists are taught to live active, disciplined lives, to maximize their economic value and reduce the risks of living in the
colonies. Good educations are available for those who are not. By contrast, the disorganized state of the population of Earth
means that there are relatively fewer people who are well disciplined and well-educated, as the quality of life diminished on
Earth. The value of trained, energetic, and obedient workers fromthe colonies increase.

In addition to the above aspects of corporate life, a major part of each corporations management approach has been the
establishment of a corporate military force. These forces are not large, but they are well trained, and have the best equipment
their Corporation can afford.

With Colonies on many worlds, the power and influence of the Corporations rose rapidly. As they became more
powerful, they became more of a threat to the Nations of Earth. The situation was a very delicate one; the nations had far larger
12
armies, but the Corporation controlled space and vital high technology. The same economic interdependence, which prevented
war among the Nations now, prevented the Nations fromharming the Corporations.

Tensions between the increasingly wealthy Corporates and the Governments of Earth increased.
The governments felt threatened. They saw the fabric of society changing and thought they might not be a part of the future of
humanity. Every political weapon was used, including diplomacy, bribery, blackmail, and economic pressure. Separatist
movements were created to destabilize Nations, which responded by seeing corporate property. Finally, one small crisis got out
of control and erupted into warfare. Dozens of other small wars began within weeks, and the Earth spun into chaos. Fortunately,
the wars remained limited; few nuclear or biological weapons were used.

The wars lasted for five years. The war concluded with the formation of a joint council to oversee the affairs of both
Corp and government for the betterment of humanity. Out of violence came the Interstellar Commerce Commission (ICC), a
coalition of Corporation and Nations, which united Humanity. This organization was in charge or regulating activities among its
members, and the Colonial Marine Corps was created as its military armunder the charter that they did not have to answer to any
single corporation. The wars had taught everyone that it would be valuable to have some sort of police force to discourage
themfromusing violence to solve their problems.

Throughout the wars, the colonies strongly supported the Corporations. They wanted to remain free fromthe nations,
and many believed they would receive status as independent entities with increased control over their own affairs. When the ICC
was formed, it became clear this would not be the case; the Colonies were treated as corporate property. Another cycle of
hostility, tension, and intense diplomacy began, an eventually several Colonies rebelled. The Colonial Marine Corps, supported
by corporate forces was given the job of bringing the rebels back under control.

The cause of the Colonies was in danger fromthe beginning. The tremendous financial and military resources
available to the ICC meant that their losses could be quickly replaced, while the colonies were very weak in technology, industry,
and population. One by one, the Colonies were defeated militarily and economically. There are still underground rebel
movements on most Colonies, but they pose little threat to the ICC at present.

The colonies, having supported the Corps in the war, thought they would win more independence fromexternal rule.
The creation of the ICC confirmed society's view that the colonies were nothing more than Corporate property. Many colonies
rebelled. They were always going to lose. The ICC, Corporate forces and the CMC waged economic and military warfare and
overpowered all but one corner of resistance. The rebel systemof Alexandria sealed itself off fromthe rest of humanity. Soon
after, the Union of Progressive People formed fromseveral rimcolonies and set up a military border. Their size is small but
fortified. Attempts to retake their territory proved fruitless. Alexandria acknowledges the UPP's independence but the ICC does
not.

The Colonial Marine Corps was created at the same time as the ICC. The intent was that the Colonial Marines, funded
by coalition of all the space-going Nations, would be an independent force that would resolve disputes among the Nations and
Corporation, and keep the peace in the Colonies as well. Each nation had its own portion of the force made up of its own
citizens, but they shared equipment, training, and doctrine. They were led by the Colonial Marine Corps High Command, which
included representatives fromseveral nations.

Most of the power belongs to the Corporations, however, and the Nations have little influence among the stars. Their
only tool is the Colonial Marine Corps, and its power is dwindling. Every year, the Colonial Marines fall a little further behind in
technology; their weapons are not upgraded, their supplies and other equipment fail to incorporate the latest improvements, and
their ships are faced with the improved designs available to the Corporations.

The shortage of personnel is also a growing a problemfor the Colonial Marines. They have not replaced the losses
suffered during the wars against the rebel colonies, and the additional drain imposed by the current turmoil has made the problem
even worse. For the Colonial Marines, the loss of a single Strike Teamcan mean that large areas will remain un-patrolled and
unmonitored for months or even years. It wasnt until later, fromsecret grants fromcorporations that believed the ICC to be
corrupt, did they manage to compete again.

2122 - First contact with Aliens creatures on LV-426. The freighter "Nostromo" made landfall on the planet, one of the
crew members was infected and subsequently the crew and the ship was destroyed by the drone that emerged. Sole survivor,
Ellen Ripley, escaped in a Capsule, the "Narcissus" and floated homewards towards Earth (we assume).

Between 2155 and 2160 - Colony set up on LV-426, which was subsequently known as "Acheron." Due to a sheltering
mountain range and the dire meteorological conditions, the colonists failed to find the "J ockey ship."

2179 - The Narcissus was found floating by a remote mining vessel with Ellen Ripley on board. She was brought back
to gateway station in orbit around Earth where it was learned that she was been in hypersleep for 57 years. Her story was not
believed by the ICC and she was stripped of her rank and duties. One corporate executive, Carter Burke, believed enough of the
story to ask the colonist on LV-426 "Acheron" to go and have a look at the grid references provided by Ripley. Earth
subsequently lost contact with the colony.
13

Burke, Ripley and a strike teamof Colonial Marines made their way to Acheron and had a bad time of it all. The
survivors; Ripley, Rebecca "Newt" J ordon, Corporal Dwight Hicks and a synthetic Bishop headed back towards earth in their
vessel the Sulaco.

ENTER HERE FOR CL1 & TL1

2179 or 2180 - The Sulaco had some of the Alien eggs left on board (Ripley apparently failed to check before she went
into hypersleep) and the emerging face-huggers caused an electrical fire on the Sulaco, which then jettisoned the sleep capsules in
an escape pod. The pod found its way to the nearest inhabited planet "Fiorina 161 - Fury" a corporate penal colony.

Newt and Hicks failed to survive the landing and Bishop was scrapped carelessly by the inmates. Ripley found she
was carrying an Alien queen inside her, lost more people to yet another drone that infected a local dog and ended up arguing the
loss with a corporate bigwig who resembled her beloved Bishop. She threw herself into a boiling vat of molten lead

ENTER HERE FOR CL2 & TL2

In 2185, the CMC secretly funded its own group to investigate the reports concealed fromthemevents on LV-426, or
Acheron. The organization goes without a name and doesnt officially exist. Not even Weyland-Yutani knew of their existence.
The group was ordered to investigate the reports on the rimand return in a year with a full report.

The report returned was alarming. The aliens somehow, were not exclusive to LV-426. It was very possible they
either escaped or there was another source the infestation was originating from. That location had yet to be found. Colonies had
vanished and several life specimens had been examined. Life specimens had yet to survive to reach a major laboratory. After the
devastating fall of the Anchorpoint station on the UPP border, the CMC realized it had a major problem. The sub-division of the
CMC was given a name (the Silver Twin) and sent back with an arsenal. No longer were they to retrieve information. Now they
were to control the problem. Backlash was felt fromthe Corporations but CMCs newfound independence with rival Corporates
kept their power base stable. The CMC even managed to recover the lost Sulaco and finally managed to settle a party on LV-
426, quarantined fromthe critical processor disaster years earlier. The Alien craft there was destroyed to prevent the technology
frombeing recovered by approaching UPP forces.

Several groups like Grant Corp funded research in the alien technology and even funded a trip to the Alien Proteus, a
planet with the largest infestation and which could also be, the Homeworld. (Alien: Genocide) Research into the aliens
physiology uncovered a royal jelly secreted by queens that can turn humans into supermen, athletes, or homicidal warriors!
Billionaire Daniel Grant wanted to get his hands on the purest formof the jelly, and headed a military expectation to this distant
world inhabited by not one, but two separate hives, each at war with the other. Armed to the teeth with specially designed alien-
killing battlesuits and ready for anything, even these well trained marines ended up getting caught in a barrage of blood and
tactical nukes!

ENTER HERE FOR CL3 & TL3

To counteract the alien threat, several rival labs were set up to investigate their capabilities. Most are shut down by the
ST because of bad conduct. One such incident was on the Inomminata run by Dr. Paul Church. His desire to understand and
conquer the aliens was fueled by his own nightmare fromlong ago, during which he was trapped in an alien hive where the
drones and queen were slowly rotting froman unknown disease that kept themfromreproducing. He uncovered new information
about the aliens (they die in captivity), and we witnessed the first alien autopsy. Unfortunately, it is uncovered he crossed the
line in his experiments, and the future of his research was brought into question. (Alien-Labrynth)

Not learning fromtheir mistakes, another corporation attempted to open a laboratory on a planet with a known hive,
thus not worrying about stock for experiments. This time, the real monsters are the humans, especially project leader Ernst
Kleist, who ignored the extreme greed that ran through his staff. He concentrated on taming his children--the swarmof aliens
that infested the bowels of the installation. But even as the body count rose and more and more people became victims of
accidents in the bug-ridden lab, Kleist revealed a threat that will force every sentient being in the place, synthetic or note, to
stand together: A king alien! And this monster was more twisted, lethal and voracious than any other xenomorph ever
encountered

The Silver Twin do benefit and are soon the only force against the infestation and start clearing out one hive after
another, having more and more technology at their disposal.

They realize that the aliens cannot be controlled and start shutting down all but the most needed of alien labs. Even
some of the ones deemed controlled, like the station run by Casper Nordling turns do dust when corruption is revealed. Not even
a super advanced station crewed only by synthetics (including the high priced alien-xenomorph synth and the anti-alien combat
synth) with a sealed, self-enclosed hive could be controlled.

14
The ST charter expands to complete extermination. Soon the CMC sub-division is directly opposing the corporations
and their funding is cut. This doesnt stop their progress. They soon became the most powerful anti-alien force around. Help
fromthe UPP and Alexandria pushed back the infestationbut in the future, mans greatest enemy is still himself.

ENTER HERE FOR CL4 & TL4

Years after the initial encounter on LV-426, the population of Earth was plagued by nightmares, dreams and visions of
the arrival of aliens on Earth. Stranger still, there were many people who wanted the aliens to arrive, and who formed a religious
cult, sacrificing themselves as willing hosts to the facehuggers. The Earth was soon overrun with hives. Mankind witnessed a
dying Earth, only to discover a third alien species: The advanced race that first brought the aliens to our Galaxy.

ENTER HERE FOR CL5 & TL5

Earth was now utterly overrun with the bugs. A small band of survivors hid and hoped fromhelp fromabovein the
skies. The fight continued. Gateway station soon became the home of the resistance. Most corporations crumbled. The CMC
stood in the way of mankinds extinction and soon led a daring strike against the aliens fromthe orbiting platform, armed with
information garnered froman envoy to the home planet of the aliens. Earths defenders faced a strain of even deadlier aliens that
dwelled deep within the bowels of the hives. Planting a series of linked bombs at the largest hives, the CMC succeed in killing
the queen and stemming the alien infestation, but the advanced race that brought the xenomorph to LV-426 seemed to have its
own interest in planet Earth.

ENTER HERE FOR CL5.5 & TL5

As the CMC cleaned up the planet and mankind started to rebuild, an unstoppable alien monstrosity orbited. It soon
started terraforming the planet for its own colonization. Somewhere in deep space, A fleet of these ships approached to inhabit
this new world. Soon, man was drawn into a new fight. The CMC came across the species that created the aliens as well as
cleaning up the mess they left for us. Our greatest fight was still yet to come

ENTER HERE FOR CL6 & TL6





























15
CHARACTER GENERATION


Characters must create their characters in a specific order to ease the creation and to be fair and prevent
using loopholes. Please refer to the FUZION rules included for the following information:

LIFEPATH (Page 5):
Unchanged. Characters must be at least 18.
It is assumed the PCs join the military at that point. However they can realistically join the Military any year past 18
that they want. The maximumfinal age for a starting character is 35. As you will read later, the max skill for starting characters
is +6. With the bonuses for Military training below, coupled with this skill cap, it may be advantageous for a starting character
at 35 to join later and extend his lifepath, giving change for more windfalls and dangers.
Roll for every year as stated but GM discretion for traumas. Ignore Current Situation.

NO ORIGIN PATH (Page 6):

CHARACTERISTICS (Page 8)
Character Points: 55 points. The GM can consider up to 70 but I feel it might lower game enjoyment.
All Optional Derived Characteristics should be used.
Option Points: 50 points. The GM can consider up to 60.

COMPLICATIONS (Page 14)
The GM should avoid hefty problems since the CMC is an elite force.

NOTE: For character creation, skills have three stages to themso they are placed after Perks, Talents, and Complications.

TALENTS (Page 19):
No restrictions.

16
PERKS & PRIVELEGES (Page 20):

MARINE MEMBERSHIP:
Every two ranks a Marine earns gain him+1 Membership in the CMC as well. This is the only way to gain
Membership in the CMC. All the bonuses of Membership apply.

NOTE: ALL skills in character creation have a cap of +6. No matter how many bonuses the character earns during lifepath
of Marine training, this +6 remains. So there is some strategy to character creation. HOWEVER, a Player can choose
one military skill and up to two life skills up to +7.

GROWING SKILLS (Page 16):
First, a player must spend OP on growing skills. These are skills the player develops in life before joining the
Military. The reason these points are spent before the Marine training below is because some skills are REQUIRED for Marine
training or can effect the path of the PC in their career.
However, dont spend all your points since every two years in the military costs 3OP (see below). Obviously the most
important skill for advancing in the Marines is leadership. Choosing that ahead of time can be advantageous. But other points
apply. If a PC has a certain skill, or carries it with a certain experience, they dont need to choose it in the path as determined
below. All Growing Skills have a cap of +3 at this point. Players can increase themlater. They cannot choose Military
skills, Life skills only. All skills are listed at the back of this section.

MARINE TEMPLATES --NEW RULE--
The PC enters the CMCand everything changes. Each Character chooses a path every TWO years of service. The
first choice MUST not by career. The templates labeled CAREER are paths the PC have taken because he/she decided on a
future in the Marines. When a career is picked, no other paths may be chosen. Every two years, the PC enters the same career
again.
Each template has special rules unique to its own. There are skills listed that the character gets as a bonus as well as
skills the Player must spend OP on (3 OP each template). The Player may not allot anymore OP to other skills not in the template
(they can do that later). Money is allotted for each path chosen. Every Non-Career option has a Career mirror (Aerospace
Starship, Infantry--OCC). The PC can dabble in a variety of fields but should choose a final career dependant on the characters
history eventually. A tank pilot can switch to OCC but has very few skills useful going in.
Also listed in each template is a rank structure. Every year the PC is in this path he has a chance to go up in rank (ranks
are listed in the USMC/CMC section and below. All players start at the bottom. The Rank listed in the non-career template is
the highest rank available in that path. Career paths have a starting rank but no ceiling rank. When you move into a career path
for the first time, you take this immediate rank. Even though the CMC chapter lists ranks to Admiral, obviously starting
characters cannot reach that. The top rank achieved is listed with the Rank structure below.
Each year requires a Leadership roll (Uses PRE +skill). If above the DV, the new rank is established. If not, the rank
is carried over the next year. The DV then drops by 1 and then an additional 1 every following year. When a new rank is
established, the DV returns to normal. Only when the Character's Rank reaches his current ceiling can he roll to get the jump to a
CAREER OR stay and keep pumping points in what the character has, but promotions are no longer available. Promotions can
always be refused, of course (GM discretion). If the PC, at a ceiling rank, chooses a path, and successfully rolls for promotion,
they dont roll a second time, nor do they J UMP into the career. They must finish their term, then start in their new Career next
time.
Also, if you choose a career but decide against it later, you have to bust yourself back down to the starting rank of the
new career. No PC can take more that THREE careersthe third must be the career of choice. The PC is stuck there unless they
want to be discharged.

NOTE ON LIFEPATH (Fuzion, page 5): PCs roll for lifepath THROUGH the Marines. The GM
must work lifepath into the Marine path. As a result
SOMETHING GOOD
Mentor: Allows the bonus skill in ANY category, Military or not.
Favor: Player optioncan keep the favor into the game OR get a +2 at the next Promotion DV roll and
+1 in ANY skill, military or not.
Membership: +4 to the every Promotion DV roll until the next promotion.
SOMETHING BAD:
Imprisonment: GM discretion or roll D6: 1-3 Held Hostage, 4-6 Imprisonment. If held hostage,
the PC may be awarded a POW medal or a Purple Heart (The GM may also add a +1 to the Promotional DV roll
next year). If imprisoned, the PC is reduced ONE rank and the DV for the next promotion increases by FIVE.
Either situation, the PC is returned before the year is out. They also loose two of their bonus skills of the template
for that path (two years, PCs decision).
17
Falsely Accused: Same as imprisonment above. Develop an enemy. D6 is rolled: 1-3 Acquitted, 4-
6 sentenced for a year, is reduced 1 rank and the DV for the next promotion increases by 5. They also loose two of
their bonus skills of the template for that year (two years, PCs decision).
Accident or Injury: Purple Heart awarded.

ENLISTED
Private (Aeroman)*
Pvt 1st Class (Aeroman)*
Lance Corporal
(Aeroman First Class)*
Corporal (Sen.Aeroman)*
NON COMMISIONED
Sergeant
Staff Sergeant
Gunnery Sergeant


COMMISIONED
Second Lieutenant
First Lieutenant
Captain

RANK DV:
INFANTRY: 15
HEAVY WEAPONS: 15
NCO: 18
OCC: 20
AEROROSPACE: 16
STARSHIP COMMAND: 20
MEDICAL: 15
SCIENCES CAREER: 18
XENOBIOLOGY: 20
ARMOR: 15
TECHNICIAN: 16
ENGINEER: 18

Ranks during gameplay are run using experience (see CMC section for details).
The PC stops choosing paths when he/she has run out of OP or has run out of life (Age). If the Character runs out of
life, he/she is considered an up and coming officer. Running out of OP means the character hasnt done much in his/her career
since. You cannot choose a path if you do not have the OP to spend on its skills.
After all your templates are done and have OP leftover, you can spend those are your usual skills or on any of the skills
you have already chosen. The only military skills available are the ones you already have. You cannot take APC pilot if you
have never taken the path. However, if you have three OP leftover, you have one point in APC pilot, and then you can jump it up
to four if you want. Any OP you spend before choosing your first path can be spent on life skills but no military ones. Military
skills are those listed in the templates below (with an M beside them). All life skills are listed after the templates. Some M
skills are not military but since all PCs will be in the Marines (or assumed, there are exceptions), these are skills they can only
develop through military channels.
The GM should consider a maximumnumber of templates for each character. I recommend 6 or 8. This also caps a
maximumage. A maximumstarting skill for a player should be 6. Leave some roomfor improvement later. The path the
Character has taken the most is his/her position. If they are all equal, choose one and keep it.

TEMPLATES

INFANTRY
BACKGROUND: Infantry are the basic troops of the CMC.
They released are in numbers and are often
indistinguishable fromeach other. Usually, most
people start in Infantry because of its general
purpose skills they offer.
MIRROR: OCC
CEILING RANK: Lance Corporal
BONUS SKILLS (All at +1): Autofire Weapons (M),
Firearms, Hand to Hand
O.P. SKILLS (3 OP must be spent on the following):
Surveillance, Survival, Melee Weapons, Melee
Evade, Heavy Weapons (M), Hand to Hand,
Hand to Hand Evade
MONEY: 100 cr.











HEAVY WEAPONS
BACKGROUND: These start right into training of the heavy
weapons of the CMC. Although many of their
skills are similar to the base infantry, they have less
training in close combat, and more in the use of
Heavy Weapons, specifically the M51 Smart Gun
MIRROR: NCO
CEILING : Lance Corporal
BONUS SKILLS (All at +1): Smart Gunner (M),
Firearms, Hand to Hand
O.P. SKILLS (3 OP must be spent on the following):
Survival, Demolition(M), Heavy Weapons (M),
Gunnery (M), Hand to Hand, Autofire
Weapons (M), Hand to Hand Evade, Pilot
Power Armor (TL6)
MONEY: 80 cr.











18
NCO (Non Commissioned Officer)
--CAREER--
BACKGROUND: This is the path for people who want to
stay on the front line but have some formof
authority. This is the usual path for people who
dont want to pursue a command unless it is just a
squad.
MIRROR: Heavy Weapons
STARTING RANK: Corporal
CEILING RANK: Sgt. Major
BONUS SKILLS (All at +1): Autofire Weapons (M),
Firearms, Hand to Hand
O.P. SKILLS (3 OP must be spent on the following):
Demolitions (M), Heavy Weapons (M),
Gunnery (M), Leadership, Tactics (M),
Interrogation, Survival.
MONEY: 100 cr.

OCC (Officer Command College)
--CAREER--
BACKGROUND: Officer fromthe infantry or even fromthe
Heavy Arms who wish to put on nicer clothes move
to the hefty training and long hours of the Officer
Command College. Here, a trooper, learns the
details of command and will soon go up in ranks to
command squads, units, even battalions.
MIRROR: Infantry, Armor
STARTING RANK: Second Lieutenant
CEILING RANK: None
BONUS SKILLS (All at +1): Firearms, Leadership,
First Aid.
O.P. SKILLS (3 OP must be spent on the following):
Tactics (M), Demolition/Disposal(M),
Interrogation, Survival, Beurocratics, Teacher,
Perception.
MONEY: 120 cr.

AEROSPACE
BACKGROUND: The rough men and women of the
Aerospace division (sometimes nicknamed
Starlight) are trained to operate the Shuttles,
Dropships, and Fighters of the CMC. They are
trained in both operation of the flight systems
and the weaponry armed on these air and space
craft. These troops are also used for astrogation and
maneuvering of the massive starships the Marines
utilize.
MIRROR: Starship Command
CEILING: Corporal
BONUS SKILLS (All at +1): Astrogation (M), Pilot
Space-Interceptor (M), Pilot Dropship (M).
O.P. SKILLS (3 OP must be spent on the following):
Pilot Starship (M), Firearms, Navigation, Zero-G
Maneuvering, Mechanics, Pilot-Atmospheric
Interceptor (M), Gunnery (M)
MONEY: 90 cr.






STARSHIP COMMAND
--CAREER--
BACKGROUND: These people are on the path to
commanding their own ship. They may still
pilot ships but are being trained in the command
structure. High ranks could earn command of a
squadron, a starship, or even a fleet.
MIRROR: Aerospace
STARTING RANK: Second Lieutenant
BONUS SKILLS (All at +1): Leadership,
Astrogation (M), Pilot Starship (M).
O.P. SKILLS (3 OP must be spent on the following):
Pilot Space-Interceptor (M), Pilot Dropship
(M), Firearms, Engineer Aerospace, Engineer
Starship, Perception, Tactics
MONEY: 120 cr.

MEDICAL
BACKGROUND: These are ground medics basically trained
to patching holes. They are not bound by
protecting life, these are marines. They will
fight to save their comrades. They are armed
with bullets and bandages.
MIRROR: Sciences or Xenobiology
CEILING RANK: Corporal
BONUS SKILLS (All at +1): First Aid, Firearms,
Survival.
O.P. SKILLS (3 OP must be spent on the following):
Paramedic (M), Autofire Weapons (M), Perception,
Tracking, Deduction, Research, First Aid.
MONEY: 100 cr.

SCIENCES CAREER
BACKGROUND: Expanding on their career, some marines
choose to serve the corps in a support position. One
of these is the sciences. Basically, these are marines
that have either trained before as doctors or were
trained in the corps. They are often sent in large
numbers for medical relief and can often be placed
in command of missions of military aid. Science
Officers are trained in both medicine as well as all
the sciences.
MIRROR: Medical
STARTING RANK: Second Lieutenant
BONUS SKILLS (All at +1): Paramedic (M), Sciences
(Choose two or give one +2), First Aid.
O.P. SKILLS (3 OP must be spent on the following):
Research, Perception, Forensic Medicine,
Criminology, Survival, Sciences, Teacher,
Engineer--Synthetic
MONEY: 140 cr.












19
XENOBIOLOGY --CAREER--
(CL3 and higher required)
BACKGROUND: This is a special path for those specifically
designed to the study of alien life forms. Course
eventually, most of these personnel are geared to the
study of ONE specific life form. They are very
similar to Sciences except they are more geared
towards the study of alien life forms. They are also
trained to combat these threats. Doctors in this
category have been hired for corporations bio-
weapons division.
MIRROR: Medical
STARTING / CEILING RANK: 1st Lieutenant / Colonel
BONUS SKILLS (All at +2): Xenobiology (M),
Paramedic (M), Sciences (Choose one)
O.P. SKILLS (3 OP must be spent on the following):
Research, Perception, Forensic Medicine,
Criminology, Survival, Sciences, Teacher.
MONEY: 50 cr.

ARMOR
BACKGROUND: These are the drivers of the Tanks,
Buggies, and APC of the CMC. They can also
operate the weapons of those vehicles as well.
MIRROR: OCC
CEILING RANK: Corporal
BONUS SKILLS (All at +1): Gunnery (M), Driving
(choose either APC, Tank, or Buggy) (M), Firearms
O.P. SKILLS (3 OP must be spent on the following):
Engineer Armor (M), Autofire Weapons (M),
Driving (the other two types) (M), Survival,
Pilot Power Armor (TL6) (M), Navigation,
Hand-to-Hand
MONEY: 80 cr.









TECHNICIAN
BACKGROUND: Technicians are assistants to large
starships, and mechanics for smaller vehicles. Most
pilots and drivers attribute their success partially to
these miracle workers. Being Marines, they often
ride as passengers in large armor as a field
repairman.
MIRROR: Engineer
CEILING RANK: Corporal
BONUS SKILLS (All at +1): Engineer (choose one at +2 or
two and +1): Armor (M), Aerospace (M),
Starship (M), Firearms, Mechanic.
O.P. SKILLS (3 OP must be spent on the following):
Engineer (the two not chosen) (M), Weaponsmith
(M), Electronics, Computer Programming,
Autofire Weapons (M), Demolition (M).
MONEY: 70 cr.

ENGINEER --CAREER--
BACKGROUND: Engineers command whole teams and run
and keep whole battalions of starships fromfalling
apart. They are so trained, they not only can repair
but modify and create their own designs.
MIRROR: Technician
CEILING / STARTING RANK: Captain / Second
Lieutenant
BONUS SKILLS (All at +1): Engineer (Choose one at +2 or
two at +1): Armor (M), Aerospace (M),
Starship(M), Mechanic, Leadership
O.P. SKILLS (3 OP must be spent on the following):
The other two Engineer skills not chosen,
Weaponsmith, Inventor, Electronics, Security
Systems, Computer Programming, Engineer:
Synthetic
MONEY: 100 cr.











SPECIAL PATH

COLONIAL MARINE SPECIAL FORCES
Within every military force there are the typical foot soldiers, then there is the elite troops. The Colonial Marines are no
exception. Following the traditions of the United States Marine Corp. The Colonial Marines included the marine special forces;
Marine Force Recon, and the sapper, Marine Combat Engineers. Refer to the CMC chapter later for details on descriptions.
The Colonial Marine Corp of Engineers has established a reputation as an elite unit, as Marine Force Recon. These
specialists handle the most hazardous demolition tasks - demolishing strongpoints, clearing mine fields, preparing landing zones
and laying bridges - all while under fire. It would be impossible to list all of the equipment available to the combat engineers
here, though items include all manners of demolitions, mineplows, deepcore drills, portable aerospace strips, etc.






20
Special Rules for Special Forces: Unlike other templates, Special Forces carries requirements. A Player wishing to submit
their Character for this elite must have the following:

--Four years of Infantry or Heavy Weapons (two paths).
--Be Lance Corporal or higher.
--Strength and Body must be at least 4. Constitution and Willpower must be at least 5.
--Cannot have ANY major Complications that may hinder the Marine in the field.

When a PC chooses one of the starting paths (Force Recon or Combat Engineer), they are stuck there. It is assumed
that if they make it inthey stay. Special Forces personnel dont leave to be Starship pilots. When you enter the elite, you have
a certain reputation to live by. Unless kicked out, you stay (GM can void this rule though). Also, you can only pick Special
Forces for two paths ONLY. You can move to and fromForce Recon and Combat Engineer but you cannot (for game balance)
take either at more than two years total. This may seemdrastic, but the PC must spend more OP each path than usual so it
balances somewhat. You either stop, or move onto Force Recon Career. Force Recon Career also carries the same restriction.
Not everything is roses for Special Forces however.

--DV for promotion is +2 higher for every rank.
--Five OP must be spent each year instead of Three (see below).
--After the first Path taken, the PC is slapped with a 5 point Infrequent Marine Code of Honor complication (NO
OP bonus). If the PC enters the Force Recon Career, that dishes out another 5 points on top of that.
However, this special case does NOT hamper combat at all. It is meant to fortify this Marines attitude to
Marine conduct.

Also, upon entering Force Recon (not Combat Engineer), the PC MUST spend the 12 OP for Marine Hand to Hand.
Entering Force Recon Career can be for NCO and OCCmeaning when you choose Force Recon - Career, you must decide to
go into Force Recon NCO or Force Recon OCC.

FORCE RECON
MIRROR: Infantry, Heavy Weapons, Medical, Armor
STARTING RANK: Lance Corporal
CEILING RANK: Sergeant
BONUS SKILLS (All at +1): Autofire Weapons (M), Firearms, HTH, Stealth, Survival, Zero-Gravity Maneuvering, SCUBA,
Parachuting
O.P. SKILLS (5 OP must be spent on the following): Demolitions/Disposal (M), Heavy weapons (M), Melee Weapons,
First Aid, Climbing, Drive -Buggy (M); Gunnery (M), Drive - APC, Tracking, Concealment, Shadowing, Sniper.
MONEY: 100 cr.
________________________________________________________________________________________________________

HEAVY WEAPONS
MIRROR: Infantry, Heavy Weapons, Medical, Armor
CEILING : Lance Corporal
BONUS SKILLS (All at +1): Smart Gunner (M), Firearms, HTH, Heavy Weapons, Survival, Zero-Gravity Maneuvering,
SCUBA, Parachuting
O.P. SKILLS (3 OP must be spent on the following): Demolitions/Disposal (M), Melee Weapons, First Aid, Climbing,
Drive -Buggy (M); Gunnery (M), Drive - APC, Tracking, Concealment, Shadowing, Autofire Weapons (M),
Hand to Hand Evade,
MONEY: 100 cr.

COMBAT ENGINEER (SAPPER)
MIRROR: Infantry, Heavy Weapons, Medical, Armor
CEILING RANK: Lance Corporal
BONUS SKILLS (All at +1): Autofire Weapons (M), Demolitions/Disposal (M), Driving - Heavy Equipment,
Engineering Fortifications (M), Weaponsmith (M), Electronics, HTH, Parachuting
O.P. SKILLS (5 OP must be spent on the following): Security Systems, Heavy Weapons (M), First Aid, Driving -Armor(M),
Gunnery (M), Concealment, Engineering - Armor (M), Engineer: Heavy Equipment, Stealth, Survival,
Engineer: Aerospace.
MONEY: 100 cr.
________________________________________________________________________________________________________





21
FORCE RECON -Career-
MIRROR: OCC, NCO
STARTING RANK: Officers - 2nd LT
NCOs - Sergeant
CEILING RANK: Officers - None
NCOs - Sergeant Major
BONUS SKILLS (All at +1): Autofire Weapons (M), Firearms, HTH, Leadership, Survival, Zero-Gravity Maneuvering,
SCUBA, Parachuting
O.P. SKILLS (3 OP must be spent on the following): Tactics (M), Interrogation (M), Perception, First Aid, Climbing,
Engineering - Armor, Engineering - Synthetic, Tracking, Concealment, Survival, Intimidation.
MONEY: 100 cr.

REPUTATION
-- ALTERED --
See "Ranks" in the CMC. Do not invest any points here.
No License

MENTAL POWERS PLUG-IN (Optional, Page 29)

Certain skills should be banned:
Mental Attack
Mental Defense:
Telepathy
No one should have a skill above +1 at the beginning of his or her character. The GM should enforce this. Only one
PC should have these skills and also consider not allowing it until later in the game.

MARTIAL ARTS PLUG-IN (Page 30)
Martial Arts are common.

MARINE HAND TO HAND
(Optional Rule)
ACTIONS AVAILABLE: ("*" indicates a new maneuver)
Basic Strike (+1d6 to STR-based damage, +2 Dex)
Breakfall (Take 1/2 normal falling damage, regain feet as a free action)
Defensive Strike (Strike, Adds +1 REF, +3 DEX)
Wristlock (A hit totally incapacitates the opponent. To escape, the opponent must beat
the attacker in a STR roll -5) *
Nerve Strike (Does 2D6 damage, no Stun Defense, -2 REF)
Offensive Strike (Adds +2D6 to basic strike, at -2 RED, +1 DEX)
POINT COST: 12

GEAR & EQUIPMENT (Page 21)
Equipment is discussed later

SKILLS (Page 16)

MILITARY SKILLS
Astrogation (INT)
Autofire Weapons (Pulse Rifles, Machine Guns) (REF)
Demolition / Disposal (TECH )
Driving: APC (REF)
Driving: Tank (REF)
Driving: Buggy (REF)
Engineer: Armor (APC/Tank/Buggy) (TECH)
Engineer: Weapons (use Weaponsmith) (TECH)
Engineer: Aerospace (Dropship, Interceptor) (TECH)
Engineer: Synthetic (TECH)
Engineer: Starship (TECH)
Engineer: Fortifications (Bunkers, Minefields, Airfields)
Sniper Rifle (REF)
Heavy Weapons (RPG, HIMAT, Sentry Guns,
Flame-thrower) (REF)
Gunnery (Mounted Weapons) (REF)
Paramedic (TECH)
Pilot: Dropship (DEX)
Pilot: Interceptor (Space-borne) (DEX)
Pilot: Interceptor (atmospheric) (DEX)
Pilot: Starship (DEX)
Pilot: Power Armor (TL 6 only) (DEX)
Smart Gunnery (REF)
Tactics (INT)
Weaponsmith (TECH)
Xenobiology (INT)
22
LIFE SKILLS
Acrobatics (DEX)
Acting (PRE)
Animal Handler (INT)
Athletics (DEX)
Bribery (PRE)
Bugging (TECH)
Bureaucratic (PRE)
Business (INT)
Climbing (STR)
Computer Programming (INT)
Concealment (INT)
Concentration (WILL)
Contortionist (DEX)
Conversation (PRE)
Cooking (INT)
Criminology (TECH)
Cryptography (INT)
Dancing (DEX)
Deduction (INT)
Disguise (TECH)
Driving: Bike (REF)
Driving: Automobile (REF)
Driving: Heavy Equipment (Drillers, Loaders, Cranes)
Education (INT)
Electronics (TECH)
Engineer: Automobile (TECH)
Engineer: Aircraft (TECH)
Engineer: Heavy Equipment (TECH)
Expert (INT)
First Aid (TECH)
Firearms (REF)
Forensic Medicine (TECH)
Forgery (TECH)
Gambling (TECH)
Hacking (TECH)
Hand to Hand (REF)
Hand to Hand Evade (DEX)
High Society (PRE)
Interrogation (PRE)
Intimidation (PRE)
Inventor (TECH)
Languages (INT)
Leadership (PRE)
Lip Reading (INT)
Local Expert (INT)
Lockpicking (TECH)
Melee Weapons (DEX)
Melee Evade (DEX)
Mimicry (PRE)
Navigation (INT)
Oratory (PRE)
Perception (INT)
Persuasion (PRE)
Pilot: Civilian Aircraft (DEX)
Pilot: Powerloader (DEX)
Professional (INT)
Ranged Evade (DEX)
Research (INT)
Riding (DEX)
Science (INT)
Security Systems (TECH)
Seduction (PRE)
Shadowing (INT)
Sleight of Hand (REF)
Stealth (DEX)
Streetwise (PRE)
Survival (INT)
Surveillance (INT)
Teacher (PRE)
Tracking (INT)
Trading (PRE)
Ventriloquist (PRE)
Wardrobe and Style (PRE)
Zero-Gravity Maneuvering (DEX)
Scuba (DEX)
Parachuting (DEX)





















23
STANDERD EQUIPMENT:

Standard Equipment applies to whatever position you end up with finally at the end of your character
generation. This is not what your character walks around with but rather the standard gear he/she is equipped
with in combat.
Equipment going into battle can vary drastically with the situation. Additions are common. As a general rule of
thumb, marines can choose any weapon they have training in. (Optional) Any rank Lance Corporal and higher have an
automatic choice of a third weapon as long as they have training in the use of that weapon. The pistol is the only automatic.
Shotgun, Flame-throwers and even Anti-Aircraft/Tank weaponry are available.
@ Indicates items for an encumbered Marine. Every 3 of @ items adds 1 to your DEX. @@ indicates two marks.
NOTE: All equipment is TL1. Anything with a * can be replaced by higher TL equivalents.

INFANTRY
BDUs
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Motion Tracker
Compass
Nylon Rope @
Toolknife
VP-90 Pistol or M4A3 Pistol
w. 2 clips*
Personal Locator
M-3Armor*
Bed Roll @
Entrenching/ Utility Tool @
3 M1000 Flares
8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
TNR Lamp@
M41A Pulse Rifle w. 2 clips*
Personal Data Transmitter
(implanted)


HEAVY WEAPONS
BDUs
M-3Armor*
3 M1000 Flares
6 M-94 Flares@
Mess Kit@
Hand Welder
Binoculars (High Quality)@
Compass
First Aid Kit@
Nylon Rope@
Short Range Comm
Toolknife
M240 Flame-thrower w 2
canisters or M-56 Smartgun
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/ Utility
Tool@
8 M-40 Grenades
Knife@
20 days rations@
DemoKit@
Wristwatch
TNR Lamp
Personal Locator
VP-90 Pistol or M4A3 Pistol
w. 2 clips


NCO (Non Commissioned Officer) --CAREER--
BDUs
M-3Armor*
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
8 M-40 Grenades
Knife
Mess Kit @
20 days rations @
VP-90 Pistol or M4A3 Pistol
with 2 clips*
Binoculars (High Quality)@
Compass
First Aid Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
Personal Locator
TNR Lamp
M41A Pulse Rifle with 2 clips
OR M240
Flame-thrower with
2 canisters OR M-56
Smartgun*


OCC (Officer Command College) --CAREER--
BDUs / Flight Fatigues
Mess Kit @
Hand Welder
20 days rations @
Binoculars (High Quality)@
Compass
First Aid Kit
Lantern
6 M-94 Flares
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
Personal Locator
VP-90 Pistol or M4A3 Pistol
with 2 clips*
Canteen
3 M1000 Flares
Knife


AEROSPACE
Flight Fatigues
Flight Helmet
Canteen
3 M1000 Flares
6 M-94 Flares
Knife
Binoculars (High Quality)
Compass
Lantern
Nylon Rope
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
Gee Suit
VP-90 Pistol or M4A3 Pistol
with 2 clips*
Personal Locator

24

STARSHIP COMMAND --CAREER--
Flight Fatigues
3 M1000 Flares
6 M-94 Flares
Knife
Binoculars (High Quality)
Nylon Rope
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
Personal Locator
Gee Suit
VP-90 Pistol or M4A3 Pistol
with 2 clips*
Compass


MEDICAL
BDUs
M-3Armor*
M-10 Helmet*
Bed Roll @
Canteen
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
20 days rations @
TNR Lamp
Medkit
Binoculars (High Quality)@
Compass
First Aid Kit
Lantern @
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
Personal Locator
VP-90 Pistol or M4A3 Pistol
with 2 clips*


SCIENCES CAREER (These dont often go into a combat situation)
Uniform
6 M-94 Flares
First Aid Kit
Short Range Comm
Wristwatch
Personal Data Transmitter
(implanted)

VP-90 Pistol or M4A3 Pistol
with 2 clips*
Knife
Medkit


XENOBIOLOGY --CAREER-- (CL3 and higher required)
(These dont often go into a combat situation)
Uniform
6 M-94 Flares
Knife
Medkit
First Aid Kit
Short Range
Comm
Wristwatch
Personal Data Transmitter
(implanted)
VP-90 Pistol or M4A3 Pistol
with 2 clips*


ARMOR
BDUs
Canteen
3 M1000 Flares
6 M-94 Flares
Knife
Hand Welder
Binoculars (High Quality)
Compass
An armored vehicle of choice.
Mechanics Tool Kit
Nylon Rope
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
VP-90 Pistol or M4A3 Pistol
with 2 clips*
Personal Locator


TECHNICIAN
BDUs
Bed Roll @
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
Hand Welder
20 days rations @
Motion Tracker
Orbital Communications
kit@@
Advanced Tool Kit@
Electricians Tool Kit@
Mechanics Tool Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
VP-90 Pistol or M4A3 Pistol
with 2 clips*
Personal Locator
DemoKit


ENGINEER --CAREER--
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
Hand Welder
20 days rations @
Motion Tracker
DemoKit
Orbital Communications
kit@@
Advanced Tool Kit@
Electricians Tool Kit@
Mechanics Tool Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
Personal Data Transmitter
(implanted)
VP-90 Pistol or M4A3 Pistol
with 2 clips*

25
FORCE RECON
Team break down includes 2 Infantry, 1 Heavy Weapon, 1 Sniper, 1 NCO/OCC. Team is issued 1 Pulse
Communicator, and 1 Intelligence Unit. Additional equipment available upon request.

RECON INFANTRY
BDUs
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Toolknife
Motion Tracker
Compass
Nylon Rope @
VP-90 Pistol or M4A3
Pistol w. 2 clips*
Personal Locator
M-3Armor* or
Ghillie Suit *@
Bed Roll @
Entrenching/Utility Tool @
3 M1000 Flares
8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
TNR Lamp
M41A Pulse Rifle w/2 clips*


RECON HEAVY WEAPONS
BDUs
M-3Armor* or
Ghillie Suit *@
3 M1000 Flares
6 M-94 Flares
Mess Kit@
Hand Welder
Binoculars (High Quality)@
Compass
First Aid Kit
Nylon Rope@
Short Range Comm
Toolknife
M240 Flame-thrower
w/2canisters or
M-56 Smartgun@
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/Utility Tool @
8 M-40 Grenades
Knife
20 days rations@
DemoKit@
Wristwatch
TNR Lamp
VP-90 Pistol or M4A3
Pistol w/2 clips


RECON SNIPER
BDUs
Wristwatch
M-10 Helmet*
Canteen
First Aid Kit
6 M-94 Flares
Knife
Hand Welder
Compass
Nylon Rope @
Toolknife
VP-90 Pistol or M4A3
Pistol w/2 clips*

M-3Armor* or
Ghillie Suit *@
Bed Roll @
Entrenching/ Utility Tool @
3 M1000 Flares
8 M-40 Grenades
Mess Kit @
20 days rations @
Binoculars (High Quality) @
Short Range Comm
M42A Scope Rifle
w/2 clips*


RECON NCO/ OCC --CAREER--
BDUs
M-3Armor* or
Ghillie Suit *@
M-10 Helmet*
Bed Roll @
Canteen
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
8 M-40 Grenades
Knife
Mess Kit @
20 days rations @
VP-90 Pistol or M4A3
Pistol with 2 clips*
Binoculars (High Quality)@
Compass
First Aid Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
TNR Lamp
M41A Pulse Rifle with
2/clips OR M240
Flame-thrower with
2 canisters OR
M-42A Scope Rifle
w/2 clips


COMBAT ENGINEER
BDUs
M-3Armor* or
Ghillie Suit *@
M-10 Helmet*
Entrenching/ Utility Tool @
3 M1000 Flares
6 M-94 Flares
Knife
Mess Kit @
Hand Welder
20 days rations @
Motion Tracker
DemoKit
Orbital Comm. Kit@@
Advanced Tool Kit@
Mechanics Tool Kit
Nylon Rope @
Short Range Comm
Toolknife
Wristwatch
VP-90 Pistol or M4A3 Pistol
w/2 clips*
M41A Pulse Rifle w/2 clips
OR M240
Flame-thrower w/2
canisters.
Mission specific equipment



26
COLONIAL MARINES

BACKGROUND
The National Security Act of 2101 established the Colonial Marines structures
as four combat divisions and four aerospace wings, plus the support services organic to
these formations. At present the Colonial Marine Corps strength stands at 165,000
Marines. Reserve manpower stands at around 50,000, comprising a fifth division and
aerospace wing.
The Colonial Marine Division is the basic ground element of the Marine Space
Force. It is essentially a balanced force of combat, support and service elements.
Organized around three infantry regiments, the division is especially designed to execute
the orbital assault mission, and is capable of sustained surface operations.
The Colonial Marine Aerospace Wing is the aerospace combat element of the
Marine Space Force. Designed for aerospace support and the air mobility mission, the
aerospace wing is essentially an administrative formation, since much of it's fighting
strength is directly attached to the Colonial Marine division. Typically, a Marine
aerospace wing operates some 300 dropships, 30 heavy-life shuttles and 100 strikeships.
The challenge to Marine logisticians is immense; they must approach their missions with the same aggressive execution
as the infantrymen in the assault. They have finite quantities of supplies at hand, yet have to operate a 'push mode' system,
anticipating the needs of the forward units and moving loads to themeven before they realize the need for it. Inevitably, this can
lead to wastage when supplies are pushed forward to units who, for whatever reason, no longer need them; however, such waste
is preferable to the disaster that can occur if supplies are not forwarded until after the need has arisen.
Because, even in a 'hot' conflict, Colonial Marine units are often dispersed in small units across continental distances,
the USCM logistic prime movers are the ubiquitous UD-4 Cheyenne dropship and the N-1 Snakefighter. In the field, the M570
all-terrain transport is the land based prime mover, with powerloaders often used on-site to offload cargoes.

UNITED STATES COLONIAL MARINE CORPS
AEROSPACE WING COMMAND
The Colonial Marine Aerospace Wing is an administrative formation responsible for the operation of all aerospace craft
within the Marine Space Force to which it is attached. Wing tasks include air superiority missions, reconnaissance, close air
support, dedicated strike, forward supply, transport, casualty evacuation and search and rescue. Aerospace operations are also an
integrated part of the standard Marine Infantry. A particular division is divided into three groups. Drop Groups ferry and support
invading Marine Infantry. Tactical group is tasked with recon, and attack missions. Finally, the Support Group is assigned
CasEvac, search and rescue, psyops, special forces insertion, and like tasks. The major workhorse of the Colonial Marine Corps
is the UD-4 'Cheyenne,' compromising a majority of all three groups.

COLONIAL MARINE ASSAULT UNIT
The building block of the Colonial Marine operating forces is the Marine
Assault Unit, a reinforced battalion combat teamdesigned to operate independently in
areas of deep space, far fromreinforcement or logistical support. The key to the MAU is
it's mobility and flexibility; an MAU incorporates it's own dedicated starlift capacity,
capable of deploying the entire unit swiftly to any trouble-spot planet. This starlift
capacity, which varies in size according to the mission, is tasked to supply logistics for a
minimumof 30 days of ground combat operations. USASF fleet units are usually
attached to the MAU to performspace control, reconnaissance and orbital bombing
missions.
The line strength of an MAU is formed fromtwo to four line infantry
companies. An aerospace Drop Group and some Attack Group elements accompany the
infantry complement. Each line company will usually incorporate support assets which
may be attached down to the line platoons, including additional UA-571 remote sentries,
M402 multiple-launch fire support mortars, HIMAT anti-tank missiles and the SIM-118
Hornet and LIM-417 Phalanx Surface-to-Air Missile systems. If sufficient starlift
capacity is available, an armor company of fourteen tanks may be attached to the MAU's
line strength.
The MAU is commanded by a headquarters platoon that co-ordinates the
command, communication, intelligence and logistics functions of the unit. Attached to
headquarters are a number of non-combat sub-units, including a logistics platoon, maintenance company and medical unit.
Additional combat sub-units include a reconnaissance platoon, scout-sniper squad, combat engineering platoon and a heavy
ordnance company which provides the battalion's heavy fire support and artillery guns, M201 multiple launch rockets, HIM-122
Lancer anti-ballistic missile systems and HIM-78 Sprint ground launched space weapons.

27
COLONIAL MARINE LOGISTICS
The challenge to Marine logisticians is immense; they must approach their missions with the same aggressive execution
as the infantrymen in the assault. They have finite quantities of supplies at hand, yet have to operate a 'push mode' system,
anticipating the needs of the forward units and moving loads to themeven before they realize the need for it. Inevitably, this can
lead to wastage when supplies are pushed forward to units who, for whatever reason, no longer need them; however, such waste
is preferable to the disaster that can occur if supplies are not forwarded until after the need has arisen.
Because, even in a 'hot' conflict, Colonial Marine units are often dispersed in small units across continental
distances, the USCM logistic prime movers are the ubiquitous UD-4 Cheyenne dropship and the CS-14 Briareos heavy lift
shuttle. In the field, the M570 all-terrain transport is the land based prime mover, with powerloaders often used on-site to offload
cargoes.
COLONIAL MARINE CORPS INFANTRY
USCM doctrine stresses the need for small, autonomous infantry units capable of operating with or without higher level
support on the non-linear battlefield. Given the fluid nature of battle at the small-unit level, the rifle unit must be capable of
moving great distances rapidly using it's own transport, must carry its won heavy support weapons and sensors, and be able to
apply great concentrations of firepower rapidly. The current organization of the Colonial Marine rifle squad and platoon reflect
the ultimate development of this doctrine.
A rifle squad consists of four Marines, including a Corporal, a Lance Corporal, and two Privates / Privates First Class.
Each squad divides into two-man fireteams: the Rifle Teamand Gun Team. The Rifle teamconsists of a pair of riflemen assigned
together on the 'buddy' system, both equipped with the M41 pulse-rifle. The Gun Teamis made up of rifleman with an M41 and a
machine gunner carrying the automatic M56 Smart Gun.
Two squads, led by a Sergeant and riding with a driver in an M577 Armored Personnel Carrier, make up a section. In a
drop operation, a UD-4 dropship is attached to the section fromthe aerospace company team.
Two sections, led by a lieutenant, forma rifle platoon, for a total paper strength of 25 Marines including the APC and
dropship crews - though in practice this is often less. Platoons commonly carry one or two synthetic humans in a technical or
scientific advisory role, and to assist as medics or backup drivers/pilots. Organic support weaponry available to the platoon
usually includes eight M240 flamethrowers, eight UA-571 remote sentry guns, two M78 PIG phased plasma guns or M5 rocket-
propelled grenade launchers, eighteen M83 SADAR anti-tank smart rockets, and a single M402 multiple-launch fire-support
mortars. Sufficient sensor equipment to establish an overlapping detection matrix with a frontage of 1,000 meters is also carried.

RANKS
You must achieve a certain Reputation...then be endorsed by a higher-ranking official (at least two ranks higher). PCs
will never meet some positions, but they are all listed so that everyone knows where they stand in the food chain: Listed from
low to high:
RANK / REPUTATION RECQUIRED
ENLISTED
Private (Aeroman)* 0
Pvt 1st Class (Aeroman)* 4
Lance Corporal
(Aeroman First Class)* 4








NON COMMISIONED
Corporal (Sen.Aeroman)* 8
Sergeant 15
Staff Sergeant 10
Gunnery Sergeant 10
First Sergeant 10
Sergeant Major 10






COMMISIONED
Second Lieutenant 32
First Lieutenant 12
Captain 12
Major 40
Lieutenant Colonel 15
Colonel 15
Brigadier General N/A
Major General N/A
Lieutenant General N/A
General N/A
Admiral N/A

28
This is not a cost value. When your reputation
reaches this number, you are eligible. To get the rank, you
must be sponsored by either another character three ranks
higher or by a NPC of higher rank. It is GM's discretion
depending on if the PC has gotten someones attention. The
Character will continue to earn Reputation but the GM
should have a very good reason if the requirement for
promotion is half than the PCs current reputation.
When the new rank is achieved, the Reputation is
set to zero (Remember your MEMBERSHIP in the CMC
increases as ranks get highersee Character Generation) and
the PC must start earning again. Remember than if a Career
Non-Comwant to pursue a Commissioned rank, he/she bust
be busted downall reputation is lost when this happens.
GMs can award Reputation points for acts of bravery or for
volunteering for hazardous duty. Most rewards should
hover around 2 to 5 for REALLY amazing acts of loyalty or
bravery. You CANNOT trade Reputation for OP but you can trade OP for reputation on a 1:1 basis.
After each adventure, the GM should award REPUTATION. The average should be 1 or 2or even 0. Not every
fight needs an award. Some secret missions are so black-bordered that it doesnt technically exist. No credit can be awards.
Also, the GM is more than allowed to award or even points for small advances. Single sortie missions arent much but can
add up after a while.

COMMENDATIONS



29
MEDALS
Navy Cross: This is the highest Medal that can be awarded by the Department of the Navy / Headquarters
Marine Corps. To get a Navy Cross, essentially you must do something, during a war, that is recognized as a
completely selfless and life threatening act. It must involve saving others as well. This should be SUPREME
heroismon the level with the Congressional Medal of Honor. The difference between the Cross and the CMH is
purely political. Most crosses are awarded posthumously.
Defense Distinguished Service Medal: A medal awarded to individuals that performabove and beyond the call of
duty in a defensive position, rather than an offensive one.
Silver Star: Extreme heroism. One notch below the Cross. The Silver Star is still a very rare and highly
regarded medal. Bishop (do synthetics get medals?) could have been nominated for a Silver Star for crawling out
to the uplink and bringing in the other drop ship.
Defense Superior Service Medal: Similar to the DDSM but of higher importance.
The Medal of Honor: See the Navy Cross. The CMH is the highest medal awarded in the CMC. A medal of honor
winner is accorded courtesies normally reserved for Generals. Everyone must salute a CMH winner,
regardless of rank. The Commandant of the Marine Corps (4 Star) would salute a Private if he somehow managed
to win the CMH. Normally takes years to be awarded. The Medal of Honor (Congressional) is the highest
decoration conferred by the Marines. The Medal is awarded for gallantry and intrepidity in combat, for risk of life,
and/or performance above and beyond the call of duty
(a) while engaged in actions against hostile forces;
(b) while engaged in military operations involving conflict with opposing foreign force; or
(c) while serving with friendly foreign forces engaged in an armed conflict against an opposing armed force
in high the U S. 's not a belligerent.
(d) To justify an individual receiving this award, an individual must conspicuously and undeniably render
behavior above comrades by acts so outstanding that it clearly distinguishes gallantry above and
beyond the "call". The act will be recognized above lesser forms of bravery the type of deed for
which there will be no justified criticismwithout detriment to the mission or the command.
Legion of Merit: This is much lower than the stars. A legion of merit can be awarded in peacetime for a job well
done. Therefore a Legion of Merit won in combat is distinguished by a combat "V". The Legion of Merit might be awarded a
Gunny at the end of a 13 month tour in for performance exceeding the normal.
Distinguished Flying Cross: The DFC is essentially a silver or bronze star awarded to pilots. Involves combat
heroisminvolving aviation.
Bronze Star Medal: The lowest of the combat heroismmedals, this is still a significant achievement. Vasquez would
rate a Bronze Star for her coolness under fire in Aliens. The Bronze star is often awarded for a less specific action. If she had
managed to cut off the alien advance when she squeezed the grenade, that specific act would have elevated her to possible Cross
level and certainly Silver Star level. As it was she probably would have
gotten the Silver Star, had anyone survived to nominate her!
Purple Heart: Anyone wounded in any way in a combat environment is eligible for the purple heart. One
embarrassed Ranger was awarded the purple heart when he broke a leg jumping out of a slick too soon during the
initial moments of the Panama invasion of '89. Never saw the enemy, but he wears the heart.
Joint Service Achievement Medal: The medal is for exceptional results and process
improvements to your Department. It is not uncommon for officers and senior enlisted to be awarded a J SA upon
completing a tour of duty. More junior enlisted will more often get it for a specific accomplishment.
Prisoner of War: If you get captured and survive, you get the POW medal.
Marine Good Conduct Medal: Marine Corps Good Conduct Medal recognizes enlisted men and women who have
served with good behavior and have provided faithful service in the Corps for a period of three years, and is gained when --
(a) there are no convictions by court-martial; not more than one non-judicial punishment under the UniformCode of
Military J ustice. Article 15; and no lost time by reason of sickness-misconduct or injury- misconduct.
(b) a second non-judicial punishment or court-martial that voided creditability of good service has been removed by
meeting an approved new good conduct period. date for the good conduct period.
(c) a confinement as a result of conviction by court-martial has ended, and a new period has begun with the date of
restoration to duty, even though in a probationary status.
(d) When the foregoing requirements have been met but it is evident that the individual is not deserving of the Good
Conduct Award due to events which preclude receipt, such as: repeated record of letters of valid indebtedness; conviction by civil
court for major offense(s); and/or other acts which are not in keeping with the high moral standards required of all Marines, it is
required that the commanding officer make appropriate recommendations, with justifications, to the Commandant of the Marine
Corps.
Marine Expeditionary Medal: Complete 90 days service in the Fleet Marine Force during a qualifying mission, you
get the expeditionary medal.
Humanitarian Service Medal: Performnon-combat humanitarian service, you get this one.
Outstanding Volunteer Medal: Like humanitarian service but for volunteer work.
Defense Meritorious Service Medal: Usually an end of career medal awarded at your retirement. Sometimes
awarded after 20+years of continued service...
Meritorious Service medal: Ditto, slightly lower than the DMS...
Joint Service Comm Medal: See J SA. The J SC would be one level higher.
Marine Commendation Medal: Same as a J SC
National Defense Service Medal: Be on active duty during a war! Awarded to everyone on active duty during
wartime.
30
Medal For Humane Action: See humanitarian service medal.
Colonial Defense Service Medal: See national defense service medal.
Organized Marine Reserve Medal: See national defense service medal, awarded for being in the organized reserves
during a war.

AWARDING
Marine Corps awards fall into three classes: personal and unit decorations; commemorative, campaign, and
service medals; and marksmanship badges and trophies.
Personal and unit decorations
a) Personal awards are conferred upon the individual for his or her act of heroism, specific act of gallantry, or for
meritorious service during military or non military feats.
b) Campaign or service medals are issued to "all hands" who take part in particular campaigns or periods of
service for which a medal is authorized. In addition to campaign and service medals, certain commemorative medals have been
struck to commemorate noncombatant but noteworthy achievements such as polar and arctic expeditions or pioneer space flights.
Marksmanship Badges and Trophies
Badges are awarded to individuals who qualify because they have demonstrated some special proficiency or skill.
Marksmanship badges are worn to indicate the individual's prowess with specific weapon(s), pistols and/or rifles, during
specified competitions, matches, or practice exercises. The trophies are awarded at the various levels to include: United States
and international distinguished shooter competitions, Marine Corps rifle and pistol championships, national trophies for rifle and
pistol matches, interservice rifle and pistol matches, regional practices, combat exercises, division and inter-division contests.
Each Medal can be accompanied by one or several points of Reputation.

ARMS AND MISSIONS OF THE CMC

RAPID DEPLOYMENT PARASITE ELIMINATION PLATOON (RDPEP)
Most Marine force is maintained below effective Domination Kill
Power, and Marines simply improvise, overcome and adapt to the battle
conditions. The exception is RDPE Platoon of Echo Company. The RDPEP
is maintained at 500% Domination Kill Power, and contains an active Bio-
Weapons lab onboard their ship. The RDPEP is dispatched in response to
dangerous extraterrestrial activity, fromthree story tall lizards to
microorganisms and viruses. The most recently founded branch of the
Marines, they maintain the best equipment and personnel. The RDPEP is
currently investigating the disappearance of the Sulaco, on a recon mission
to LV-426.
The RDPE Platoon 'Bug Hunters' are the most notorious active
war unit in the universe. They are tasked with eliminating hostile alien life
forms. Officially commissioned seven years ago, the RDPEP is composed
of the best Marines the Corps has, with one requirement. Before a soldier
can apply to join the RDPEP, they must have extraterrestrial combat experience.
Enrollment in the RDPEP is strictly voluntary, while officers must apply and be elected by the Federal Council of War.
The RDPEP is a Rapid Deployment Parasite Elimination Platoon, the only one in existence. The 'Bug Hunters' are called into
duty for numerous situations involving extraterrestrial parasites that threaten colonists. Fromvirus epidemics to reptilian
infestations.
The Bug Hunters raise hell on any battlefield they grace. Wild and reckless, the RDPEP is the most decelerated and
penalized platoon in the Corps. They have the only recorded air to air collision of the UD-4 during a planetary drop, due to their
ongoing disregard to regulations against dual 'pipe race' drops. The 409th has also never left the remains of a soldier behind.
They are one of two platoons ever to recover a Marine's body fromthe GZ of a thermonuclear detonation.
TEAM SIZE: The crew totals 30: 4 pilots, 2 drivers, 16 infantry, 2 Sergeants, a weapons officer, 4 bio-weapons specialists, and
a commanding officer. The Deterrent has 3 UD-4 gunships, and a AD-17A strikeship.
SHIP TYPE: Stationed aboard the USS 'Deterrent', the Bug Hunters control the only ship with an active bio-weapons lab. The
crew totals 30: 4 pilots, 2 drivers, 16 infantry, 2 Sergeants, a weapons officer, 4 bio-weapons specialists, and a
commanding officer. The Deterrent has 3 UD-4 gunships, and a AD-17A strikeship.
CONSPIRACY LEVEL:
3--Only the USS Deterrent
4Three more additional ships
5More than 15 ships. By 5.5, half the CMC is dedicated to Parasite control.
ADVENTURE TYPES: Lots of variety. Almost every type is available. The RDPEP is sent in first in TL3 and 4 whenever an
Alien presence is detected.






31
THE BESERKER TEAMS
Beserker teams appeared when the Alien threat needed
a fast solution to the increasing infestation of the Outer Veil
Colonies. The losses of Standard Marine Battalions were
increasing. Casualties ran into the thousands. When some tech
in the R&D of the CMC came up with a powered armor, the
answer seemed clear. The immediate problemwas the lack of
acid resistant armor (which was still a rarity). A further problem
occurred when the suits designed appeared uncontrollable. Then
costs went up so the initial design was scrapped and the Beserker
was born (Of course, the flaws were redefined and the Racks
were created much later).
The teams would be small: One ship and one small
crew designed only for extermination, not for experimentation:
One Beserker and a Technician, one Doctor , one Point man, At
least two Heavy Gunners and a TeamLeader are standard. The
Beserker teamis only used for the purpose of eliminating the
Hive corethe Queen.
The Mission profile is almost always as follows:
1: A Nuclear Failsafe Mine is armed outside the Hive for a preset
time. If the Beserker teamfails in its mission, the Mine will
finish the job. Only the Beserker Teamcan armor
disarmthe weapon.
2: The Heavy Gunners clear out the perimeter to make roomfor the Point Man. Heavy Gunners are always equipped with the
heaviest weapons fromthe TL available.
3: The Beserker suit is prepped and secured with its personal technician in tow.
4: The Point man infiltrates the Hive. There he/she allows himself/herself to be captured and taken into the Hive. Point Men are
equipped with weapons only to eliminate border aliens and facehuggers roaming around. When the aliens come in
force, he/she is trained to go docile and allow to be captured. Point Men MUST have WILL of at least 8 to keep his/her
cool. The Point Man is equipped with a special Head guard that prevents embryo implantation by a Facehugger. The
PD of the mouth guard is 40 and, at TL5, is equipped with NutraGel. This gives almost a full ten minutes after the
facehugger has attached before it fully takes over the host. The Point Man also carries a high powered transmitter with
a 100 kmrange only used by the Beserker Unit..
5: The Beserker is activated and let loose. It goes straight into the hive, through walls and all defenses, until it homes in on the
transmitter, which is always very near the Queen. The Queen is immediately killed. The Beserkers weapons
automatically shutoff 3 meters fromthe Beacon (the Point Man). The Suit remains on until the alien infestation is
reduced to only a few stragglers. The unit is then flushed and shut down.
6: The Heavy Gunners move in and eliminate the stragglers. The Eggs are flamed and the Point Man is released.
7: The hive is abandoned to await the PXS and / or the ERT to remove the Hive and restore the location to its old status.
8: The Beserker teammoves to the next Hive.
TEAM SIZE: Seven--One Beserker and a Technician, one Doctor , one Point man, at least two Heavy Gunners and a Team
Leader
SHIP TYPE: One Bougainville Class Frigate. No Fighters, TSAPC is Standard.
CONSPIRACY LEVEL:
4Only a few teams.
5More than 10 are in operation.
ADVENTURE TYPES: Mostly extermination missions. GMs can consider the Character taking a Beserker tour (ten sweeps)
for some added action.
NOTES: The Beserker is not a PC is should be GM controlled. There are lots of character stories that can run parallel with the
Beserker missions but if the game centers on these very linear battle, the game can get tiring quickly. It is up to the
GM to make it interesting.

PLANETARY XENOBIOLOGY SURVEY (PXS)
The first appearance of the PXS is surprisingly early on. Weyland Yutani operated their own funded teams but their
selfishness of the information resulted in almost every corporation and group creating their own version of the PXS. For the
CMC, the PXS dates back even before the Xenomorphs appeared, being sent in to investigate possible infections by hostile
organisms. However, the difference between the PXS and the RDPEP is that the PXS crew is mostly science, with the military
only playing a supporting role in the operation of the mission. The PXS ships are comprised of 50% laboratories and 50%
Defense.
The commander is often a military scientist. The Marines dedicated to armed services usually knock heads with the
sciences division. They usually end up complying with their scientific priorities. PXS teams do not exterminate hives wholly but
often ride in with the assault teams as the R&D armof a strike force. They are the first to use the Xenomorph Synthetics when
mass-produced (See Synthetics) and use themwith other units to infiltrate Hives to study them. They are the first teamin after a
Beserker cleaned up an infected area.


32
TEAM SIZE: 50% are various scientists (mostly xenobiologists). Instead of the standard one synthetic per ship, PXS craft can
have up to ten. Total crew per ship can be up to forty.
SHIP TYPE: Usually one ship, a Conestoga or a Bougainville. Full crew compliment.
CONSPIRACY LEVEL: CL1 and up.
ADVENUTRE TYPES: These are great starting missions and PC put pieces together about the alien mythos but fighting is
down. These adventures usually throw a handful of aliens but no major infestations. If running a full campaign, CL to
CL, it is a good idea for the PCs to start here.

MARINES SPACE FORCE:
Basically these are the main strike forces of the CMC. Usually, sent in numbers, the MSF provide the brunt punch in
planetary bombardments. They send Dropships planetside in the hundreds. Most frigates carry a full payload in troops. No
scientific cargo. Each Battle Fleet is led by a Major, Colonel, or Captain. A Battalion is usually led by a General. These flanks
of weaponry and troops dont often get called in to fight Aliens and only start
migrating into that field in CL5.
A MSF often breaks up into its individual battle groups and sent off on smaller duties. An MSF patrols the hostile
borders of Alexandria and the UPP. The force includes every type of technology in the CMC--Battlecruisers, fighters, dropships,
and armor are all carried on board.

Marine Space Force, Sol
1st Colonial Marine Division
1st Marine Aerospace Wing
1st Marine Brigade
2nd Marine Aerospace Wing
2nd Marine Brigade
2nd Colonial Support Group
3rd Marine Brigade


Marine Space Force, Eridani
3rd Colonial Marine Division
3rd Marine Aerospace Wing
Marine Space Force, Herculis
4th Colonial Marine Division
4th Marine Brigade
4th Marine Aerospace Wing
1st Colonial Support Group
TEAM SIZE: 3-12 battleships in a combat group flanked by at least one Reliant Cargo Hauler per Frigate. Up to 12-24 Combat
Groups in a brigade.
SHIP TYPE: Various.
CONSPIRACY LEVEL: CL 1 and up.
ADVENUTRE TYPES: Large scale warfare. At CL5, The MSK were dedicated to exterminating the alien threat as they
approached Earth. If the GM wishes to start a full-scale war, this is where the fight is, on these huge massive fleets
roaming across the universe.

ERT (EMERGENCY RESCUE TEAM)
ERT teams are exclusive to the CMC. Their charter expands beyond the normal requirements for a basic marine corps.
They are needed to meet the demands of the colonies they serve. This expands beyond the need to protect their borders. Often,
the CMC is called in for rescue duty, usually because they have the fastest ships with the longest range. To combat these
demands, the ERT was formed. They are sent in to rescue people froma variety of conditions.
TEAM SIZE: Any.
SHIP TYPE: Usually one ship. Conestoga usually.
CONSPIRACY LEVEL: CL1
ADVENUTRE TYPES: Any type of rescue mission. A good way to add variety to a campaign by sprinkling in some Non-
Alien action.

BIOLOGICAL MANAGEMENT CONTROL
BMC teams are generically planet based. These jobs are high pay and high risk. Marines, usually with spotty records,
are sent, funded by corporations to monitor and control Hive infestations. Thats right. Monitor and Control. Many
corporations including GrantCorp, ZCT, and Weyland Yutani start to operate their own Hives for the purposes of
experimentation. They offered large amounts of money for the need of control. It wasnt until CL 5.5 that the CMC shut down
these operations. However, the need to study the alien resulted in these necessary evils. The CMC offered their assistance for
many reasons
1: Management. This prevented the corporation fromillegal use of the aliens for purposes other than research.
2: Control. Only a dominant CMC presence can prevent the aliens for overrunning their keepers.
TEAM SIZE: At least 30 troops. Usually equipped with heavy armor but no major offensive weaponry. Tazer Webs are
standard.
SHIP TYPE: NoneGround based.
CONSPIRACY LEVEL: CL4 to CL 5
ADVENUTRE TYPES: The GM can consider giving the PCs a tour on a Corporation run Hive. Of course, after a while,
something goes wrong. The Corporation head at the lab (Ernst Kleist, I presume) can turn on the CMC or the Aliens
may run, out of control

33
RECOVERY AND SALVEAGE
A horrible duty. No one wants, but it is inevitable The Aliens have overrun our words. Oronas bombs have wiped
out the major hives. The CMC travels Earthside to walk among the ruins, searching for survivors and straggling aliens. There
are still more than 30 hives operating on Earth by the end of CL 5.5. Cleanup crews work day and night. Beserker teams are not
used because of the Nuclear Failsafe device considered standard equipment with those teams.
The CMC, when landing, usually scouts for survivors, check for infestations, eliminate every alien presence, then do a
standard body count. The latter occupies most of the mission. Hives are burnt to the ground. Large fleets of fighters and
dropships hover above the planet, strafing large areas of jungle, city, and desert in an effort to stop the alien threat. The major
casualties in this business come fromdemoralized troops who refuse to go to planet side. Most troops that venture on planet
usually need a high humanity or the gruesome effects of the
Earth War might get the best of them.
TEAM SIZE: Various. Ground teams or large volleys of dropships.
SHIP TYPE: Dropships, Snakefighters.
CONSPIRACY LEVEL: CL6
ADVENUTRE TYPES: Your typical apocalyptic tale as the CMC tries to rebuilt humanity after the Alien threat

MARINE SPECIAL FORCES FORCE RECON AND COMBAT ENGINEERS
Within every military force there are the typical foot soldiers, then there is the elite troops. The Colonial Marines are no
exception. Following the traditions of the United States Marine Corps, the Colonial Marines included the Marine Special Forces:
Marine Force Recon, and the sapper, Marine Combat Engineers. The term'Marine Recon' conjures images of daring raids and
desperate rescue missions in enemy territory. The reality, though less glamorous, still encourages the Colonial Marines' finest to
sign up for recon, the most demanding and challenging mission within the Corps. Reconnaissance Marines train for special
operations, a termcovering missions including deep penetration reconnaissance, raids and demolitions, assassinations, the
training of partisans and guerrillas and rescue operations. Recon Marines have to operate in all environments and receive
extensive training in underwater, deep space, and hostile planetary environments. Usually operating in autonomous four-man
teams, the Recon Marine's job is to stay hidden in the heart of the enemy's territory, supplying the kind of vital intelligence that
satellites or aerospace craft cannot - information that can only be uncovered by an expert man or woman on the ground. Because
of the recon mission flexibility, Recon Marines in the field frequently have to performspecial tasks - such as demolitions or raids
- at short notice, often with no more equipment than they already carry. There are many techniques for covertly inserting Recon
Marines into an operating zone. Because there are a few places inaccessible fromspace, the most popular method is an orbital
drop from. The dead-drop method is the stealthiest approach, but also the most risky; it involves a dropship breaking just the
upper atmosphere and the Marine performing a HALO jump. Where the Colonial Marines already own landing zones on a planet,
more conventional methods of insertion are used - by aerospace craft, boat, or submarine.
TEAM SIZE: 2 Infantry, 1 Heavy Weapon, 1 Sniper, 1 NCO/OCC.
SHIP TYPE: Dropships, Snakefighters.
CONSPIRACY LEVEL: CL1
ADVENUTRE TYPES: As stated above, deep penetration reconnaissance, raids and demolitions, assassinations, the training of
partisans and guerrillas and rescue operations.
























34
MILITARY JUSTICE
A. UNIFORM CODE OF MILITARY JUSTICE
A code that applies to all members of the uniformed services.
1. Its purpose is to ensure order and to provide a means of adjudicating infractions
of the law.
2. The obedience to military law is the responsibility of every Marine.

B. PUNITIVE ARTICLE
The following list contains the descriptive title and general provisions of
selected punitive articles of the UCMJ .

1. ARTICLE 86 -- Absent without leave. Any Marine who, without authority
a) fails to go to hit appointed place of duty at the time prescribed;
b) goes fromthat place or
c) absents himself or remains absent fromhis unit, organization or place of duty at which he is required to be at the time
prescribed shall be punished as his commanding officer or a court-martial may direct.
2. ARTICLE 89 -- Disrespect toward a superior commissioned officer. Any Marine, who behaves with disrespect toward his
superior commissioned officer, shall be punished as his commanding officer or a court-martial may direct
3. ARTICLE 90 -- Assault on or willfully disobey a superior commissioned officer. Any Marine, who
a) strikes his superior commissioned office
b) draws or lifts up any weapon against his superior commissioned officer
c) offers any violence against his superior commissioned officer. or
d) willfully disobeys a lawful command of his superior commissioned officer while that superior commissioned officer is in the
execution of his office, shall be punished as his commanding officer or a court-martial may direct. If the offense is
committed in time of war, a court-martial may direct that the Marine be punished by death.
4. ARTICLE 91 -- Insubordinate conduct toward a warrant officer, noncommissioned officer, or petty of ricer. Any Marine, who
a) strikes or assaults
b) willfully disobeys; or
c) in language or deportment toward a warrant officers noncommissioned officer, or petty officer while that officer is in the
execution of his office, shall be punished as his commanding officer or court-martial may direct
5. ARTICLE 121 -- Larceny and wrongful appropriation Any Marine who wrongfully take, obtains, or
withholds (by any means) any money, personal property. or article of value of any kind
a) with intent permanently to deprive or defraud another person of the use and benefit of property or to appropriate it to his own
use or the use of any person other than the owner, steals that property is guilty of larceny; or
b) with intent temporarily to deprive or defraud another person of the use and benefit of property or to appropriate it to his own
use or the use of any person other than the owner is guilty of wrongful appropriation shall be punished as his
commanding officer or a court-martial may direct.
6. ARTICLE 128 -- Assault. Any Marine, who
a) attempts or offers with unlawful force or violence to do bodily harmto another person, whether or not the attempt or offer is
consummated, is guilty of simple assault;
b) commits an assault with a dangerous weapon or other means or force likely to produce death or grievous bodily harmis guilty
of assault consummated by battery; or
c) commits assault and intentionally inflicts grievous bodily harmwith or without a weapon, is guilty of aggravated assault; and
shall he punished as his commanding officer or court-martial may direct
7. ARTICLE 134 -- General article. Any Marine, who become involved in
a) all disorders and neglects to the prejudice of good order and discipline in the armed forces,
b) all conduct of a nature to bring discredit upon the armed forces, or
c) crimes and offenses not capital, shall be punished as their commanding officer or a court-martial may direct

C. FORMS OF PUNISHMENT
The following are the forms of punishment which may be imposed for violations the of the UCMJ . All forms of
punishment are subject to restrictions specified in the UCMJ . The UCMJ provides limitations of sentences based on the nature of
the crime, the formof adjudication (non-judicial punishment or court-martial), and the position/rank of the individual assigning
the punishment or the type of court-martial that convicted the Marine.
1. REPRIMAND. The convening authority of a court-martial or a commanding officer may punish a Marine by censure. A
reprimand is a severe formof censure that adversely reflects upon the conduct of the person addressed. A reprimand
my be presented either orally or in writing; however, it is normally delivered in the written form.
2. FORFEITURE OF PAY AND ALLOWANCES. A forfeiture deprives the individual accused, of all or specific amount, of
money to be accrued (earned in the future) as a result of service in the armed forces of the United States.
3. FINE. A fine makes the accused immediately liable to the United States for the entire amount of money specified in the
sentence. A fine may only be adjudged by a court-martial, and it may be adjudged instead of or in addition to a
forfeiture. However, a fine is normally used only as a sentence in cases when the accused has been unjustly enriched as
a result of the offense convicted.


35
4. LOSS OF NUMBERS, lineal position, or seniority. This formof punishment is reserved for commissioned officers only.
5. REDUCTION IN PAY GRADE. A reduction in pay grade causes the accused to be of the rank and pay grade to which
reduced.
6. RESTRICTION TO SPECIFIC LIMITS. Restriction deprives the accused of normal liberty privileges. The sentence will
specify the physical and geographic locations in which the individual is allowed, how long the restriction shall last, and
when that individual must be present at specific locations. A Marine who is being punished by restriction is not exempt
fromperforming normal duty requirements.
7. HARD LABOR WITHOUT CONFINEMENT. The hard labor is performed in addition to regular duties.
8. CONFINEMENT. Confinement deprives the Marine sentenced of normal liberty privileges and is a formof physical restraint
which provides for the assignment of quarters at a specific location - usually a correctional facility. Additionally,
unless specified in the sentencing, the performance of hard labor is also required.
9. CONFINEMENT ON BREAD AND WATER OR DIMINISHED RATIONS. This formof physical restraint is
confinement to specific quarters (normally the ship's brig) while enduring a specific reduction of rations (normally
bread and water only). This formof confinement may only be assigned while the Marine sentenced is embarked
aboard Naval vessel and may not exceed 3 days.
10. PUNITIVE SEPARATION. This formof punishment results in the convicted Marine being removed fromthe service and
given either a dishonorable or bad-conduct discharge.
11. DEATH.

D. COURTS-MARTIAL
The three types of courts-martial are summary, special, and general. The differences among the three types of courts-
martial are based on their composition, level of authority, and severity of punishments authorized.
1. A summary court-martial is composed of one officer with the rank of Captain or higher.
a) The lowest level of authority to convene a summary court-martial is normally a battalion commander or the equivalent;
however, under special circumstances, a commanding officer of a separate or detached command may be granted the
authority by his superiors.
b) A summary court-martial may adjudge any punishment not forbidden by the UCMJ , except death dismissal, dishonorable.
discharge bad-without confinement for more than 45 days, restriction for more than 2 months, or forfeiture of more
than I months pay. In the case of sergeants and above, a summary court-martial may not award a reduction of rank of
more than one rank, hard labor without confinement, or confinement.
c) A summary court-martial may not try a commissioned officer, warrant officer, cadets, midshipmen for any capital offenses.
However, no Marine can be compelled to accept a summary court-martial. Since a summary court-martial is less formal
than the other two types of courts, a Marine may refuse to accept trial by summary court-martial and may request a
special court-martial. However, he should be aware that conviction by a special or general court-martial constitutes a
felony conviction.
2. A special court-martial can be composed of a military judge alone, not more than three impartial active duty armed service
personnel, or a military judge and not more than three armed services personnel. The impartial personnel; can be
commissioned officers, warrant officers, or enlisted personnel. If the accused is a commissioned officer, no member
can be a warrant officer or enlisted person. If the accused is a warrant officer, no member can be an enlisted person. If
the accused is an enlisted person, he may request that at least one third of the members of the court be enlisted.
a) The lowest level of authority to convene a special court-martial is normally a brigade or regimental commander or the
equivalent. However, under special circumstances, a commanding officer of a separate or detached battalion may be
granted the authority by his superiors.
b) A special court-martial may adjudge any punishment not forbidden by the UCMJ , except death, dismissal, dishonorable
discharge, confinement for more than 6 months, hard labor without confinement for more than 3 months, or forfeiture
of more than two-thirds pay for more than 6 months.
c) Normally, a special court-martial may not try any capital offense where there is a mandatory punishment beyond the maximum
punitive power of a special court-martial.
3. A general court-martial can be composed of a military judge alone or a military judge and not more than five impartial armed
services personnel. The impartial personnel can be commissioned officers, warrant officers, or enlisted personnel. Of
the accused is a commissioned officer, no member can be a warrant officer or enlisted person. If the accused is a
warrant officer, no member can be an enlisted person. If the accused is an enlisted person, he may request that at least
one third of the members of the court be enlisted.
a) The lowest level of authority to convene a general court-martial is normally a division, wing, or base commanding general, or
the equivalent. However, under special circumstances, a commanding officer of a separate or detached unit may be
granted the authority by his superiors.
b) A general court-martial may adjudge any punishment not forbidden by the UCMJ .









36
E. RIGHTS
The rights of the accused before judicial and non-judicial proceedings are based on the laws of this country and
specified in the UCMJ .
1. Your rights before judicial proceedings include but are not limited to: being considered innocent until proven guilty,
a) being considered innocent until proven guilty,
b) remaining silent and to being informed that if you do make a statement it can be used against you in a court-martial,
c) being represented by a lawyer,
d) being protected fromdouble jeopardy,
e) calling witnesses on your behalf,
f) having your sentence reviewed,
g)having a speedy trial,
h) being informed of all charges against you,
i) having the assistance of an interpreter,
j) protection against illegal searches and seizures,
k) challenging members of the court,
l) having enlisted representation on special and general courts-martial,
m) being tried by a military judge, and
n) being tried by court-martial vice non-judicial punishment
2. Your rights before non-judicial proceedings include but are not limited to:
a) appearing before all boards and fact-finding bodies:
b) examining, objecting to, and challenging She introduction of all physical and documentary evidence;
c) examining, cross-examining, and challenging the testimony of all witnesses;
d) introducing evidence on your behalf;
e) testifying on your behalf; and
f) making a voluntary statement for the official records.

F. REQUEST MAST
You can use this procedure to discuss any matter with your commanding officer in your chain of command. The
procedures are designed to allow for timely and appropriate responses to your request. If you are following the proper procedures
for requesting mast, no one may prohibit you fromspeaking with your commanding officer at the proper time and place. This
includes any commanding general who is located in the same geographic area as you.
1. The procedural points for request mast below the commanding general level are contained in the following
a) You may submit your request at the lowest echelon and have it forwarded via the chain of command to the commander with
whomyou wish to speak.
b) You do not have to state the matter of concern, either orally or in writing;. to anyone in the chain of command until you have
reached the officer to whomyou originally requested mast.
c) You should not have to wait more than 24 hours between levels of the chain of command whenever possible.
d) You may request mast without fear of prejudice to your interest.
e) Upon completion of request mast, you must make a written statement regarding the degree of satisfaction you had with the
outcome of your request.
f) If your request mast to a higher commander is resolved by a lower commander. you must make a written, witnessed statement
indicating the degree of satisfaction you have had and your willingness to withdraw the request to higher authority.
g) Your request mast will be conducted at the earliest reasonable time and not later than 72 hours after submission whenever
possible. If your request is of an emergency nature, it should be heard within 24 hours if at all possible.
2. The additional procedural points for request mast with your commanding general are contained in the following
a) You must prepare a complete written, statement indicating the reasons for the request mast. It must include a list of witnesses
with a summary of the expected testimony of each.
b) You must, if applicable, attach any documents that support your request.
c) Your statement must also include a list of persons in your chain of command that you have already seen and any action that
they have taken.

G. JUDICIAL PUNISHMENT
The purpose of non-judicial punishment is to provide an essential and prompt news of maintaining good order and
discipline to your unit's commanding officer. It also promotes positive behavior changes in Marines without the stigma of a
court-martial conviction.
1. If you are the accused Marine, you have the option of either demanding trial by court-martial or accepting non-judicial
punishment.
2. Once your commanding officer has passed judgment and sentenced you, if you feel that the punishment awarded to you is
unjust or disproportionate to the offense, you may appeal all or part of your sentence to the next higher authority. He
may set aside, decrease, suspend, or let stand any portion or all of the original sentence. However, he cannot in any
way increase the original sentence.

37



H. DISCHARGES
As a Marine, you may be given one of five different discharges. The type of discharge you are awarded is based on the
method by which it is awarded and the character of your service.

TYPE OF DISCHARGE CHARACTER OF SERVICE METHOD OF AWARD
Honorable Honorable Administrative
General, under honorable conditions Honorable Administrative
General, under other then honorable conditions Other than honorable Administrative
Bad-conduct Other than honorable General or special court-martial
Dishonorable Dishonorable General court-martial

1. To receive a dishonorable discharge, a Marine must be convicted by general court-martial of an offense of a dishonorable
nature. These are offenses generally recognized by the courts as being serious felonies. However, a Marine may also
be awarded a dishonorable discharge if he his been convicted by court-martial of three or more offenses in the last year,
regardless of whether any of the charges were severe enough to result in a dishonorable discharge by themselves.

2. For a Marine to receive a bad-conduct discharge, he must have been convicted by a general or special court-martial of an
offense under the UCMJ which was serious enough to warrant this formof discharge. A Marine may also receive a
bad-conduct discharge froma court-martial for a minor offense W he has previously been found guilty of repeated
offenses in a combination of judicial and non-judicial proceedings. Additionally, a Marine may be awarded a bad
conduct discharge if he has been convicted by court-martial of two or more offenses in the past 3 years even if none of
the previous or current charges are severe enough to warrant such a discharge.

3. A Marine may receive a general discharge under other than honorable conditions if his service has been characterized by
conduct that was a significant departure fromthe conduct expected of a Marine. This usually involves illegal acts or
commission of acts that are characterized by violence that result in serious bodily injury, breech of special trust,
disregard for the normal superior-subordinate relationship, drug abuse or trafficking, or endangering the security of the
Marine Corps. Under these conditions, the discharge is awarded in lieu of court-martial.

4. A Marine may receive a general discharge under honorable conditions if his service was characterized by significant negative
aspects reflected in his performance or conduct. This type of discharge is normally awarded to Marines whose average
proficiency or conduct marks fall below 3.0 or 4.0 respectively.

I. LAW OF WAR
Discipline in combat is essential. Disobedience to the law of war dishonors the Nation, the Marine Corps, and the
individual Marine, and far fromweakening the enemy's will to fight, it strengthens it. The following principles require the
Marine's adherence in the accomplishment of any mission. Violations have an adverse impact on public opinion both national and
international and have on occasion served to prolong conflict by inciting an opponent to continue resistance and in most cases
constitute violations of the UCMJ . Violations of these principles prejudice the good order and discipline essential to success in
combat.

1. Marines fight only enemy combatants.
2. Marines do not harmenemies who surrender. They must disarmthemand turn themover to their superior.
3. Marines do not kill or torture prisoners.
4. Marines collect and care for the wounded, whether friend or foe.
5. Marines do not attack medical personnel, facilities, or equipment.
6. Marines destroy no more than the mission requires.
7. Marines treat all civilians humanely.
8. Marines do not steal. Marines respect private property and possessions.
9. Marines should do their best to prevent violations of the law of war. They must report all violations of
the law of war to their superior.










38

SEA SERVICE TERMINOLOGY FOR MARINES
Many Corps customs are derived fromthe many years of service afloat. Even ashore Marines customarily use nautical
terms. Floors are "decks," walls are "bulkheads," ceilings are "overheads," ands corridors are "passageways". The order
"Gangway" is used to clear the way for an officer ashore, just as it is afloat. Among
other terms commonly used: "two-block" is to tighten or center; "square-away" is to correctly arrange articles or to take in hand
and direct an individual; "head" is the bathroom, and "scuttlebutt" is a drinking fountain or an unconfirmed rumor. In the Marine
Corps, the nautical expression, "Aye, aye, sir" is used when acknowledging a
verbal order. "Yes, sir" and "No sir" are used in answer to direct questions. "Aye, aye, sir" is not used as this
expression is reserved solely for acknowledgment of orders. Some of the other terms inherent in Corps tradition
and history are:

ADRIFT Loose fromtowline or moorings; scattered
about; not in proper stowage
AFT Referring to or toward the stern (rear) of a vessel
ALL HANDS All members of a command
ASHORE Any place outside of a naval or Marine
Corps reservation
AS YOU WHERE Resume former activity
AWEIGH Said of the anchor. As soon as the anchor
has broken away fromand is no longer fastened to
the bottom
BELAY To make fast or to secure, as in "belay the
line;" to cancel or to disregard a statement just
made
BELOW To go downstairs
BREAKOUT Take out of stock or storage: to prepare
for use
BRIG A place of confinement; a prison
BROWN BAGGER A married man
BOW The front portion of a ship
BRIDGE The portion of a ship's structure fromwhich it is
controlled when underway
BROW A portable walkway fromthe pier or jetty the
ship's quarter deck
BUTTKIT An ashtray
CARRY ON The order to resume previous activity
CHIT A receipt or authorization; a piece of paper
FANTAIL The main deck of a ship or the stern
FIELD DAY Barracks cleanup
FIELD SCARF Regulation Marine Corps uniformneck
tie
FORECASTLE The upperdeck at the bow on which
the ground tackle is located
GALLEY Shipboard kitchen; kitchen of a mess hall;
mobile field mess
GATOR An amphibious ship; one who serves in the
amphibious Navy
GEEDUNK The place (aboard ship) where candy, ice
cream, soda, and smokes can be purchased
HATCH Door or doorway
LADDER Stairs
LIBERTY Absence of enlisted fromthe ship or command
for less than 96 hours for purposes of rest and
recreation which is not charged as leave
POLICE To straighten or to tidy up
PORT Left
QUARTERDECK The ceremonial location on board
ship when the ship is moored or at anchor (It is
located close to the brow or accommodation ladder
and is the watch station for the Officer of the
Deck.)
SEABAG The bag used to stow personal gear
SECURE Stop; finish; end; make fast put away in
storage
SHIPPING OVER Re-enlisting
SICK BAY Hospital or dispensary
SKIPPER Commanding Officer
SKYLARK Goof-off; to loiter
STARBOARD Right
STERN The blunt end (rear) of a ship
SWAB A mop
TOPSIDE Upstairs
TURN TO Begin work; get started
WARDROOM on board ship, the officer's living room
and dining area; also used to signify all of the
officers serving on the ship

GENERAL LEADERSHIP
A. OBJECTIVES OF MILITARY LEADERSHIP
Leadership has passed fromMarine to Marine since the founding of the Corps. It is the art of influencing and directing
men and women to accomplish the mission of keeping our country free; to obtain their obedience, respect, confidence, and loyal
cooperation; and to maintain the sense of accomplishment. In essence, leadership boils down to three fundamentals: Know your
"stuff" and yourself; be a role model, and set the example; know your people, and look after them.
Concern for and attentiveness to troop welfare not only means providing the basics of survival (food, water, shelter,
and rest), but it also means attending to the numerous other details that make a unit effective. It means training and critiquing so
that "lessons learned" do not have to be relearned. It means talking with military members as if they are members of the family. It
means looking out for Marines as they instinctively look out for their leader and for each other.
1. The Primary Objective of Leadership -- Mission Accomplishment
a) Military discipline. A moral, mental, and physical state in which all hands respond to orders or to the will of the commander or
leader, whether or not he or she is present.
(1) Self-discipline is the basis of discipline.
(2) Effective discipline is the sense of accomplishment of a goal.
(3) Sound discipline is a matter of consistency and firmness.
b) Efficient performance in battle. The ultimate objective of military discipline: Overcome fear and replace it with action
c) Standards of good discipline. Deportment attention to duty, example, and decent behavior which enable men and women to
accomplish and to give their best,
39
d) The results of a well-disciplined unit are clearly observable:
(1) All assigned missions are accomplished.
(2) Marines are confident and maintain a sharp appearance.
(3) Marines are proud of their unit; they believe it has a good reputation (esprit).
(4) Weapons and equipment are available and well-maintained.
(5) Marines at all levels are actively engaged in doing their duties they place value on the things that they do.
(6) Marines cooperate and willingly helping one another.
(7) Training is well planned, well conducted, consistent, and thoroughly evaluated for individual and unit strengths and
weaknesses and feedback, for the individual and the group, is immediately provided
(8) In hostile situations, the unit fights successfully under stress.
2. The Secondary Objective of Leadership -- Troop Welfare
a) Counseling, as a leadership tool, is used to improve performance and to aid in solving problems or circumventing potential
problems. The types of counseling are:
(1) performance,
(2) personal,
(3) professional, and
(4) career.
b) Keys to constructive performance counseling are:
(1) Accurate evaluation of performance,
(2) Clear and concise communication of the evaluation to the subordinate,
(3) Mutual agreement concerning performance areas where improvement is required,
(4) Active subordinate response, and
(5) Concrete suggestions for improvement.
c) Keys to effective personal counseling are:
(1) Suggestions and advice are offered only after learning all of the pertinent facts.
(2) Advice on professional matters is left to the professionals.
(3) Problems that are not solved are referred to someone who can handle the problem.
d) Keys in conducting professional counseling include
(1) Finding out what the probleminvolves and then setting up an appointment for the Marine to talk to the proper specialist
(e.g., medical or drug and alcohol officers, 1st Sergeant, Sergeant Major. or the chaplain); and (2) Using the chain of
command to match a Marine to the proper specialized expert.
e) Keys to career counseling are:
(1) Knowing and understanding the Marine (their motivations, skills, and attitudes),
(2) Knowing the advantages of a career in the Marine Corps and the opportunities and alternatives that are available, and
(3) Knowing the basic qualifications required for reenlistment.

THE NINE COMMON ELEMENTS FOUND IN THE
COMBAT ENVIRONMENT
1. Violent, unnerving sights and sounds;
2. Casualties;
3. Confusion and lack of information;
4. Feeling of isolation;
5. Communications breakdowns;
6. Individual discomfort and physical fatigue
7. Fear, stress, and mental fatigue;
8. Continuous operations; and
9. Homesickness.

THE FIVE STRESSES A MARINE CAN EXPECT IN COMBAT

1. Extreme risk and fear;
2. "Fog of War" - literal fog (dust, smoke, and debris on the battlefield) and mental fog (confusion, uncertainty due to lack of
knowledge of the enemy, chaotic noise, mental and physical fatigue, and fear;
3. Discomfort and fatigue;
4. Casualties; and
5. Boredom.








40
ARMOR
ARMOR PD EKD EV SPECIAL
BDU 4 2 0
M3 suit* 14 2 0
M10 ballistic helmet* 25 10 0 Head Only
Gee Suit 4 1 0
Ghillie Suit (Recon) * 6 1 0 Camouflage (see below)
Z-110 Acid Neutralizing Combat Wardrobe (TL4)* 18 10 -1 Acid has no effect.
NeutraGel Modification (TL5) 1 0 0 Acid has no effect.
Polymer/Alloy combat armor rig. (TL3)* 16 10 0
WY Shielded Combat Helmet (TL2) 30 10 0
Flak J acket 12 2 0
Kevlar (Light) 10 1 0
Kevlar (Medium) 12 2 0
Kevlar (Heavy) 14 3 -1
MK 25 Pressure Suit 5 5 -1 Air Pressurized
MK 50 Compression Suit 10 7 -2 Air Pressurized
ZCT-1 Armored Spacesuit* (TL3) 16 10 -1 Air Pressurized
Portable Force Field 10 20 0 Cannot move when setup
MAX--Mobile Assault eXo-Warrior (SpecialLook under Armor)*
RACK--Powered Armor (SpecialLook under Armor)*
Prohibited to all except the CMC.

Remember
Every time armor is hit, one point of armor is removed. This applies to personal armor. When the armor reduces to
zero, it is useless. Spacesuits with an armor if penetrated will puncture and leak unless stated otherwise (special armor have
special rules). NO personal weapons do less than one point but some spacecraft weapons do. In Mekton, 1 kill will remove 1
armorany weapons above 1 kill will still only remove 1 kill of armor. However, fraction damage will only remove fraction
armor (eg: 0.25 k will remove 0.25 armor instead of 1. But 4 K will only remove 1kill of
armor). Any weapons that do not have a kill capacity listed will not damage kill armor.

BDUs: Each Marine infantryman is provided with a set of battledress utilities (BDUs or
fatigues) - two-piece, light polycotton coveralls with pockets secured by silent fasteners.
The weave of the fatigues is sufficient to provide limited protection against light firearms.
The manufacturing processes provide limited IR protection.
M3 SUIT (right): The standard personal armor of the Colonial Marines, the
M3 suit, is worn over these, providing protection to the Marine's head, torso and shins. M3
personal armor is made up of composite layers providing ballistic protection against most
low-power small arms and fragmentation. It provides torso protection, and leg protection,
However, this protection is doubled against blast-radius fragmentation grenades such as
flechette, frag or HE. Built into the armor are the necessary bio-sensors, which send the
Marines physiological data (pulse-rate, respiration, EEG, etc) to the tactical command
post.
M10 HELMET: The M10 ballistic helmet issued to all Marines provides SP 20
head protection with the same fragment-stopping capabilities as M3 armor. It contains a
tactical camera, audio microphone, IFF transmitter and PRC 489/4 transceiver system, as
well as a passive infrared monocle that flips down over the right eye. The M3 personal
armor and M10 helmet confer no Encumbrance modifier. In addition, when combined with
BDUs, it aids in breaking up the wearer's IR signature.
GEE SUIT: Used by Aeromen to counter the effects of the high-G
maneuvering. With this suit, a properly trained pilot can stand up to 11 Gs. It offers little
protection.
GHILLIE SUIT: The Recon suit, or "Ghillie" suit, as it is known amongst the
corps, is a combination of camo suit and radar and IR sneak suit. The natural-fiber leaved
camouflage makes the Recon marine difficult to spot visually (Heroic Awareness test),
while the suit beneath absorbs radar emissions An optional external heat sink pack
regulates the suit's IR signature. Each Ghillie suit is tailored individually for each Recon
Marine, and comes with a pair of BiMex goggles that provide 20x telescopic enhancement
and Starlight ambient light vision.






41
Z-110 ACID NEUTRALIZING COMBAT WARDROBE (TL4) (right): Efforts to
produce an armor resistant to the intense acidity of the alien blood have proved impractical. The
designs were deemed too heavy for a normal man to use effectively. Therefore, we must not resist,
but extirpate. The moment alien blood touches this wardrobe, the threat is eliminated altogether. It
is lined with a gelatinous substance that can neutralize the acid, giving it the PH balance of water.
The Z-110 was developed by Grant Corp for their farmers as Royal J elly was a valued resource.
They were secretly using themsince TL3 but the design was not available to the CMC until later.
The armor is also a complete life support system, with a capacity of a full pressurized environment
for up to six hours. Batteries on the back, which runs the life support but also regulates the
interchanging armor plates, power the suit. Not really classified as powered armor, the suit just
moved its armor aside as the person moves. This includes tracking the helmet to follow the eyes of
the wearer. This is because the viewer of the Z-110 is very small. The Grant Corp Nutra-Gel cannot
be made transparent, making this small viewer the most vulnerable place on the suit. It has the same
PD and EKD as the rest of the suit but is not protected by the NutraGel technology. Any acid hit in
the head unit has 20% chance of striking the glass. If this happens, 20% of the acid damage is
applies to the head but no PD is lost. If punctured, the suit is no longer pressurized. The Z-1110 can
regenerate the Gel completely after a battle and have an in-exhaustive supply.
NUTRAGEL: At time of the war, Grant Corp starts selling the NutraGel as a
modification to be adapted to any armor. Any surface armor (that cannot be covered) can be used.
Every packet will adapt a full suit but will only withstand 100 points of Acid damage before being
completely neutralized. Any location not completely covered (Helmet) has a 50% chance of hitting
an unprotected area.
POLYMER / ALLOY COMBAT ARMOR RIG. (TL3): The PACAR, at TL3, replaces
the M3 Combat Armor of the CMC. It covers a greater area but doesnt sacrifice maneuverability to
do so. This is because, unlike the M3, is mostly made of light weight plastics It is not an enclosed
suit. At TL5, GrantCorps NutraGel compound has been added to it. The Head unit is very similar
to the M10 so the stats are considered the same even though it is shaped substantially differently.
The Armor is made up of flexible plates under a overcoat of dense weaved fabric.
WY SHIELDED COMBAT HELMET (TL2): The WY Helmet completely conceals the user's face with a massive
armored plate. This unit seems to be more designed for intimidation than practicality.

FLAK JACKET: A basic chest protector that has remained stylistically
unchanged for hundreds of years. The material and strength however, has radically
be improved. It is strong enough to hold back even the most powerful of armaments.
The Flak J acket is the most common armor used by civilian security groups and
planetary forces.
KEVLAR (Light, Medium, Heavy): Kevlars capacity has grown
substantially in the last year and the pinnacles are these combat suits, which are the
most powerful on the open market. By TL5 they were being adapted with NutraGel
as fast as GrantCorp was selling themsince these suits are the prime heavy choice for
combat on the outer veil colonies.
MK25 PRESSURE SUIT (right): The MK25 is a small, compact space
suit designed for ease and maneuverability. It is not a combat suit and when
punctured, is useless. It is a full package, with 12 hours of air and liquid nutrient
solution. It is the basic suit installed in all civilian spacecraft. However, the MK25 is
not immune to hazardous environments or extreme pressure. Its temperature can
module +/- 100 degrees C.







42
MK50 COMPRESSION SUIT (right): The MK50s design has
remained unchanged in almost a hundred years. It is a heavy duty Space /
Environment Suit with hardened body panels for extreme resilience. Most crews
in hazardous environments have these suits. Military craft has these as their
primary EVA system. The Helmet is one piece with the environment system,
which supplies almost 24 hours of air. Re-circulators can keep the air going at a
low breath rate (no activity) for another six. Temperature controls can keep it
comfortable with the outside as low as absolute zero and has high as 350 degrees
C. The MK50 is not a combat suit even with this protection and will be useless if
punctured.

ZCT-1 ARMORED SPACESUIT (TL3): Zajer / CommTechnic, to
offer the members of their colonies greater protection fromthe threats in the outer
veil, introduced the pale, white armored combat chassis simply called the ZCT-1.
It remained under license with ZCT and its colonies until TL4 where they opened
their doors to open consumers. The CMC immediately put in an order for 100
000 units. The ZCT-1 is adapted with Nutra-Gel at TL-5 but it already was a
formidable suit when released. The onboard computer can detect holes in the
pressure and seal it up by expanding the suit into the new area. It is not a
permanent fix but will keep the air out for the time being. The capabilities of the
ZCT-1 are the same as the MK50 Compression suit with 24 hours of air and a
temperature range fromAbsolute zero to 350 degrees C. The ZCT-1 is a heavy
combat suit and has full protection fromthe hardships of combat.


PORTABLE FORCE FIELD: The PFF is a large unit of launched probes that create a perimeter force screen that
protects anybody in as much as 30 feet by all attacks. The field would seemalmost impenetrable. Multiple generators can
combine to double their STR or range. The PFF is not air tight but can keep out all liquid, matter, and energy. Gases have a
tendency of leaking through.






















43
NORMAL GEAR
Remember, a starting character can buy these using OP converting 100 cr. to 1 OP.

ITEM COST
Advanced Tool Kit
Autograppnel (2000 lbs)
Bed Roll
Binoculars (High Quality)
Camera (24 exposures)
Camp Stove
Canteen
CD Player
Cell Phone
Compass
Crowbar
Hand Welder
Handcuffs
Hotel Room
IR Goggles
J ammer (10 m range)
Lantern (8 hrs, 40 m range)
Lighter (100 lights)
Mechanics Tool Kit
Medkit
Mess Kit
Short Range Comm (500 km rng)
Skates
Skis
Snowshoes
Stereo System
Television (large)
Television (port.)
600
100
25
50
50
30
75
100
150
10
10
100
5
100/night
200
60
50
10
10
300
50
100
40
80
40
500
1000
300
Diving Gear (3 hr time)
Entrenching / Utility Tool
Electricians Tool Kit
First Aid Kit
Furniture (Real)
(Synthetic)
Food (Fresh)
(Prepack)
(Rations)
Flashlight (6 hrs)
Geiger Counter (10m range)
Movie Camera
Nylon Rope (100 m, 500lbs)
P-5000 PowerLoader
Personal Computer
Personal Data Trans.
Personal Locator
Personal Recorder
Portable Holograph (TL3)
Pressure Tent (1/2 man)
Radio, Basic Toolknife
Utility Belt
Wristwatch
Timer Clamp (TL3)
Infrasonic Suppression Sys. (TL5)
XM Neural Suppressor (TL5)
Neutralizer Spray (TL4)
250
40
25
10
500
150
200/week/person
100/w/p
50/w/p
10
90
100
100
40 000
1000
30
50
200
1000
500 / 1 000
100
50
20
50
20 000
8 000
100 / can
44

FASION
ITEM COST
Pants
Top
J acket
Footwear
J ewelry
Mirrorshades
Glasses
40
40
50
40
100 - 1000
50
50

~~Multiply base cost by style~~
Generic Chic x1 cost
Leisurewear x2 cost
Businesswear x3 cost
High Fashion x4 cost

ADVANCED TOOL KIT: A small kit to help witch can repair any vehicle. The high tech tools inside cover a
variety of different uses easily. Any repairs or modifications of any craft can be made with a +1 with this pack.
AUTOGRAPPNEL: This launches a piton almost 500 meters in the air and can embed itself in solid rock with a 2000
lbs capacity.
BED ROLL: A small sleeping bag that can be compacted into a small cylinder barely 8 inches across and 3 feet wide.
BINOCULARS: Self Explanatory. Digital Readout with distance meter than can measure the range between the
target in the eyesight on the binoculars.
CAMERA: An ultra-small disposable unit with a 24 exposure capacity.
CAMP STOVE: A small unit capable for cookingbut I amsure you know that. Battery powered.
CANTEEN: Three days of water for one person.
CD PLAYER: The discs are half the size of current CDs.
CELL PHONE: Much smaller, these devices only work in the inner colonies but can transmit anywhere
COMPASS: Not the drawing kind.
CROWBAR: Useful tool and a very heavy weapon.
DIVING GEAR: Three hours time limit. Not a totally enclosed suit.
ENTRENCHING / UTILITY TOOL: Basically a shovel with some extra tools built in.
ELECTRICIANS TOOL KIT: Soldering and Electrical Kit. Gives any electronics related skill (computers, high
tech engineering) +1.
FIRST AID KIT: Can stop bleeding and add +1 to a First Aid skill. FLASHLIGHT: Small but powerful. Palm
held.

HAND WELDER: The ME3 Hand Welder currently employed by the Colonial Marine Corps has been a standard
issue to all Marines for the past 40 years. Extending the range of combat operations to a more urban setting was greatly aided by
the addition of the ME3. Using a thin streamof plasma, the ME3 can cut and fuse metal quickly and cleanly. The fuel is mainly
oxygen taken fromthe air, and in the absence of an atmosphere, the welder will still work, but will only have fuel for 15 seconds
of use. Normal use is approximately 80 seconds of efficient heat.
IR GOGGLES: A surprisingly small pair of Infrared goggles that allow the viewer to see is gray scales of heat. This
allows the user to see it almost compete darkness.
JAMMER: Disrupts bugs and all communication in 10 meters. Doubling the cost Doubles the range.
MECHANICS TOOL KIT: A Hand Welder is just one small part of this large engineering kit. Only people with
Mechanics or Engineering skills can use it, giving a +2 to these rolls.
MEDKIT: For more advanced medical emergencies. Gives a +2 to First Aid and a +1 to all other Medical skills. The
Medkit is standard issue to all Marine medtechs. It contains several surgical implements such as scalpels, syringes and suction
pumps, anesthetics, antibiotics and antiseptics, bandages, swabbing cotton, a defibrillator and a biomonitor linked to an armband
scanner similar to a wrist PDT. It allows anyone with a Medical skill to stabilize mortal wounds. Replacement kits containing
chemicals, bandages, new surgical blades and other perishables.
MESS KIT: Everything to prepare and eat food except the stove. Gotta love those sporks.
MOVIE CAMERA: Small (1lbs) and with a 2 hours capacity.
45
P-5000 POWERLOADER: For convenience, it has been lumped in the Armor section
PERSONAL COMPUTER: Advanced. 100 Gig capacity. Super fast. Computers advance so much I wont go into
detail on its stats here.
PERSONAL DATA TRANSMITTER: The PDT is a small computer with biological monitoring systems and a
broadcaster. The computer broadcasts an identification code, which can be cross-referenced by a computer with the wearer's file,
which contains ID data and usually medical history. The device also serves as a locator for colonists and Marine sections, and can
be tracked by computer or by a handheld unit The larger version of the PDT comes in two models; the first is built within the M3
armor suite with contact patches at critical points. The second model is constructed in a wristwatch-style, and fits over the wrist
of the wearer. Both versions of this model are used by the CMC, and transmits data to the section's assigned APC, as well as to
tuned hand locators. PDTs are only used by the military if radio silence is not important, and can be deactivated if they present a
security risk. Smaller versions constructed to be surgically implanted within the human body (at the base of the neck, behind and
to the left of the spinal column) are required by ICC colonial law to be installed within every adult colonist shipping out to a new
colony world and to every person born on the colony when they reach sixteen years of age until the terraforming process is
complete. These usually broadcast to Colony Central, allowing rapid location of specific Colonists
within the base.
PERSONAL LOCATOR: The Eigress Mark 7 digital uplinking compass is a standard issue
for any soldier. With many different capabilities and several distinct roles in today's modern battlefield,
the Mark 7 is a popular issue for any Marine. Concealed in the Coleman 6 inch combat knife handle, this
unit makes finding your way around the battlefield effortless. The digital uplinking compass is most
commonly used as a personal locator in today's war events. When connected to the micro-emissions of a
personal locator chronometer, the Mark 7 can supply direction, elevation and distance to the target,
usually a fallen comrade or downed pilot. The micro bursts emitted by a locator unit are picked up by the
Mark 7, giving the unit a stealthy receive-only capability. When connected via microwave transmissions
to an orbital fleet GPS satellite network, the Mark 7 functions as a highly reliable compass. The
experimental Mark 8 also has settings for detecting enemy motion trackers. It is being combat tested by
the TSEALs and should be ready for service in the next couple of months. 1000 mRange.
PERSONAL RECORDER: A Micro-recorder barely four inches long and two inches wide.
Can record up to 90 minutes.
PORTABLE HOLOGRAPH: About the size of a hatbox that can transmit any set of 3D
images 2 meters across and 10 meters tall. Up to an hour of animation can be recorded.
PRESSURE TENT: An air pressurized tent for adverse environments. Can hold 12 hours of Oxygen.
RADIO / BASIC: Like a CB system, a short ranged, one way communicator with a 20 kmrange.
SHORT RANGE COMMUNICATOR: The common communicator used by the CMC. Has a 500 kmrange with a
basic system. Cannot be modified for other purposes. There are many variations of this design including Hand held, headset,
and helmet mounted.
TOOLKNIFE: A Swiss Army Knife
TIMER CLAMP (TL3): The Timer Clamp is used to hold the lips of an Alien egg shut to unsure the creature cant
escape during transportation. It automatically falls off when the Timer expires. Nobody is anywhere near the egg when it
activates. It can hold on for up to 999 minutes.
INFRASONIC SUPRESSION SYSTEM (TL5): Nicknamed Beekeepers smoke, this device shuts off the very
unique impulses of what the Alien passes for their nervous systems. It causes themto sleep or any formoff deep coma that fits
the description. The Suppression systemspreads fifty feed away fromthe transmitter in every direction. Royal Guards and
Queens are immune. This systemis usually used by Beekeepers to safely extract the Royal J elly. The only disadvantage about
this systemis that it is prone to failure. Every minute in operation, the an alien can wake up by rolling above 19 with their WILL
+D10 (Basically a nine or ten). The Queen can override the ISS by rolling 17 or over with their WILL and a D10. If this works,
all aliens within fifty feet wake up and re always immune, even if they venture outside the range of the Queen. Also, if the
Aliens are frenzied or angry in anyway (any formof heavy aggression) negates the ISS effects.
XM NUERAL SUPRESSOR (TL5): A smaller formof Inhibitor. This one looks like a thickened baton. It operates
for about 3 hours with a 3 meter radius. All aliens that move into this range must make a WILL check and roll above 19 or be
turned as tame as household kitten. They seemto keep their motor skills but cant act aggressively. Royal Guards and Queens
are unaffected. Unlike the ISS, the aliens cannot recover. When hit with the XM, they cant act at all for 2D6 minutes whether
in the field or not. Any Aliens on an attack charge are unaffected as well as any extra aggressive creatures. The XM, therefore,
is not useful as a direct attack weapon but it useful as a defensive and experimentation device. Both this and the ISS are so rare
and the price is so high, they are not common.
NEUTRALIZER SPRAY (TL4): A spray version of the NutraGel with a hundred doses. A player can, instead of
firing back, use the spray to counter an acid splash on one location, neutralizing the acid immediately. Usually one round of acid
damage is still applied.









46
MILITARY PX
ITEM COST
BDUs / Flight Fatigues
M-3Armor*
M-10 Helmet*
M1000 Flare (3 pack)
M-94 Flares (9 pack)
Motion Tracker
DemoKit
Intelligence Unit
Orbital Communications kit
Pulse Communicator
TNR Lamp
Gee Suit@
Ghillie Suit (Recon)
Z-110 ANCW (TL4)
NeutraGel Modification (TL5)
Polymer/Alloy CAR (TL3)
Flak J acket
Kevlar (Light)
Kevlar (Medium)
Kevlar (Heavy)
MK 25 Pressure Suit
MK 50 Compression Suit
ZCT Armored Spacesuit (TL3)
Portable Force Field
100
240
150
30
30
200
500
1 000
1 500
1 000
200
200
600
1 800
100
1 600
600
100
150
200
500
1000
1 600
3 000


MOTION TRACKER: The CMC Motion Tracker uses sonar bursts
with Doppler-shift discrimination to scan and locate movement. Its use is
covered by the Electronic Security skill. The device is activated by a trigger
mounted in the handgrip; thus, when not in active use the Tracker cannot be left
on, conserving battery power and decreasing the possibility that the tracker itself
will be detected. The location of detected movement is displayed on a small
LCD screen mounted on the side of the device as a set of probability contours
ranging fromblack to white; black indicating no movement and white indicating
a high probability of the location of the movement. An auditory cue is also
provided in the formof a reverberating tone that changes in pitch and reverb.
speed based on the size and proximity, allowing Marines to concentrate on their
environments whilst keeping their trackers active. In ideal conditions (ie. Open
terrain with no wind) the tracker can scan accurately up to a kilometer, however
in buildings (such as the average colony building with metal and synthesized
walls which to a great extent absorb the sonar bursts and returns) the effective
range drops to between twenty and thirty meters. The device does have
problems, however. First, because the tracker emits high-frequency sonar bursts
it can be easily detected by passive listening stations as a target for enemy fire or
by cyberaudio with Increased Hearing Range. Second, the tracker is also
designed to filter out slight "natural" movement (such as insects or corn waving
in wind), so a very slow target may be able to infiltrate a tracker's scan area. Third, because the tracker uses Doppler shift to
discriminate between immobile objects and targets, a target moving across the tracker's scanning cone may be effectively
invisible. Finally the unit is vulnerable to ultrasound jamming and "jumping-jack" movement decoys (A small metal sphere or
cylinder with rubberized or spring-loaded surfaces). Despite these failings the motion tracker has seen use with the Corps as a
man-portable scanning device for many years, and although not as good as vehicle- or emplacement-mounted systems, it has
come to be a standard component of a Marine teamas a supplement to other search and location techniques. At least one member
of each rifle or gun teamin a Marine section is equipped with a tracker.
DEMOKIT: The equipment required to armand disarma variety of explosives. Five Packs of C-19 are included.
Demolition skills are given +1.
INTELIGENCE UNIT: A modified EBM PCX laptop computer the intelligence unit is issued to Marine Recon,
Exploratory and HazEnv units. It contains data on the USCMC, most Corporate armies and Colonial armies, including uniforms,
weapons, commonly used tactics, vehicles etc Also, the intelligence unit is downloaded with information pertaining directly to
the mission itself; terrain, maps of towns, cities and important buildings, personal data on relevant individuals etc. The unit
carries a scanner capable of digitally processing pictures, allowing identification of included people and location within minutes.
The unit is armored against small arms and impact and is fingerprint and voiceprint locked, so only the assigned individual can
access the data. It is also equipped with a small thermite bomb which will detonate if the unit is tampered with (a maintenance
code must be entered before opening the unit up) or when a concealed switch is pressed, destroying the interior of the unit and
thus eliminating irretrievably all data within.
47
ORBITAL COMMUNICATIONS KIT: This is a dish and communications kit that requires two minutes of set up
time to operate fully. It is designed to communicate with orbit craft and even remote command ships froma distance. The OCK
has a 5 000 kmrange and can be setup up with a burst one-way communication of 500 AU. The whole systemweighs so much,
anyone transporting this has a 1 to his or her DEX.
PULSE COMMINCASTOR: The pulse communicator is usually issued to Recon Marines, and consists of a
rechargeable 10-burst power cell, a communit, a scrambler and a small transceiver dish. It is a microwave burst communicator
able to provide secure, if limited, communication to the Marine team. A complete message is fed into the communicator and
transmitted to its target in a single powerful pulse. Return messages are deciphered by the communicator. The unit can be linked
to an intelligence unit for transmission of entered and scanned data as well as reception of new data. The unit can be taken apart
so it can be placed in a briefcase, and is relatively light (3 kg). Because the communicator is limited to line-of-sight
transmission, the operator is usually limited to transmitting in certain times at certain places, to ensure a receiver dish is pointed
toward him, and he toward it. These times and transmission points are organized with the character before the mission
commences and are fed into their intelligence unit. Thus the operator usually communicates to a relay station on the ground or a
circling aircraft. However, the communicator is almost impossible to jam, intercept or trace, and although full two-way
communication is impossible it allows transmission of vital data to his
superiors and the reception of periodic orders.
TNR LAMP: Carried on the left shoulder of Colonial Marines is
a detachable high-powered halogen white-light TNR lamp. The TNR lamp
runs off a rechargeable internal battery and incorporates a carrying handle
so that it may be detached and used as a hand torch. The TNR lamp has a
range of 200 meters and is effective as an alternative lighting source in
combat situations. The internal battery is good for 6 hours of use, then
needs to be recharged or replaced. The lamp can be recharged using a
standard rifle recharge rack. The TNR lamp used by the Colonial Marines
is similar to that used by the US Army, with the exception of a movable
motor that tracks the movement of the helmet and shines the light where the
soldier looks. This version only lasts 1 hour on internal battery and was
declined in favor of a more efficient use of stored power.



































48
WEAPONS
WA: The modifier when shooting. The Smart Gun has special rules.
RANGE: Max range of the weapon in meters.
DC: Damage Capacity.
ROF: The Maximum firing rate. The weapon can be shot in smaller bursts. Tell the GM how many rounds the PC
is firing before rolling. Player chooses a ROF up to the ROF max and decides Burst or Autofire (Burst: 3
Shots, 1d6/2 hit; Autofire: +1 WA for every 10 shots fired.)
SHOTS: All the rounds in the clip of the weapon.
BR: Blast Radius
EV: The penalty to Dexterity for carrying the weapon. Not firing.
CAP: The distinguishing feature of the tip of a grenade.
DEPLOYMENT: The procedure to deploy the weapon on the battlefield.
TARGET: What the weapon can fire at. Anti-missile is a special rule. 'Any' means any target except missile.
CLASS: What type of Hardpoint can this weapon load into and whether or not it is guided or not.
COST: Black Market cost.

COLONIAL MARINE LIGHT FIREPOWER (Firearms)
WEAPON WA RANGE DC ROF SHOTS EV COST
Basic Stunner 0 25 m 4<stun> 1 6 0 400
VP 70 Pistol 0 50 m 2 2 11 0 400
M4A3 Pistol 0 100 m 2 2 12 0 400
ATM-2 Medina +1 200 m 2 2 16 0 900
ATM-1 Sabot-Pistol +3 80 m 1 3 16 0 800

COLONIAL MARINE MEDIUM FIREPOWER (Autofire except Sniper Rifles)
WEAPON WA RANGE DC ROF SHOTS EV COST
M41A1 Pulse Rifle -1 900 4 40 95-100 0 2 000
PN 30mmGrenade Launcher -1 100 Grenade 1 3 0 n/a
M42A Scope Rifle +5* 3 800 4 1 12 -1 2 300
M41AE2 Pulse Rifle 0 900 4 30 95-300 0 3 500
M21A Shotgun -1 50 3 1 8 0 1 000
L96 Sniper Rifle +3 2 500 3 2 12 -1 2 000
Duchamp Blaster -2 500 5 50 300 -1 2 300
M42A3 Light Rifle 0 700 3 30 90 0 1 800
ATM-3 Shiva Mk. 1 -1 900 2 60 120 0 4 000
ATM-4 Sabot-Stick 0 600 2 30 120 0 1 000
*See Below

COLONIAL MARINE HEAVY FIREPOWER (Heavy Weapons except Smart)
WEAPON WA RANGE DC ROF SHOTS EV COST
M56A2 Smart gun +1 / +2* 1500 4 60 300 -1 10 000
M240A1 Flame-thrower 0 3-50 3/3** 3 60 0 4 000
GC20 Plasma Rifle 0 1000 5 30 500 -1 8 000
M-199 Mk2 Smart Gun +2 / +3 1500 4 60 500 -2 15 000
ATM-5 Shiva Mk.2 0 1500 6 30 270 -3 10 000
M-23 "Thumper" -1 50 Grenade 1 12 0 2 500
*See below **6 DC is automatically done next round if it hits the first round.

COLONIAL MARINE ASSAULT FIREPOWER (Heavy Weapons)
WEAPON WA RANGE DC ROF SHOTS EV COST TARGETS
Plasma Cannon -2 2 000 2k 20 0 / -5* 15 000 Any
M5 RPG 0 2 000 3k 1 1 -1 2 000 Any
M78 PIG 0 1000 1k 1 30 -1 7 000 Any
M83A2 SADAR@ +1 1000 4k 1 1 -1 4 000 Ground only
M112 HIMAT***@ +1 5 000 6k 1 3 0** 8 000 Ground only
SIM-118 Hornet@ 0 10 000 4k 1 1 -1 4 000 Air only
ATM-1 Bolter -1 1 500 1k 1 20 -3 4 000 Any
M80 LP-Cannon -2 3 000 3k 1 9 -2 5 000 Any
*: -5 if not on a tripod **Cannot be fired unless deployed
***Can be linked with other units. Automated (see below). @: Guided (see below)
49
COLONIAL MARINE MISCELANEOS FIREPOWER (No skill)
(These are weapon systems. See below)
WEAPON WA RANGE DC ROF SHOTS COST TARGETS
UA 571-C Sentry +1 800 4 50 500 60 000 Any
UA 571-D Sentry +1 1 200 5 40 500 70 000 Any
UA 571-F Sentry 0 100 Grenade 3 30 65 000 Any
LIM-417 Phalanx @ 0 80 000 4k 1 6 120 000 Air only
HIM-122 Lancer@ +1 120 000 5k 1/10* 1 240 000 Air only
HIM-78 Sprint@ 0 540 000 6k 1 4 350 000 Air & Space only
*: One Missile breaks into 10 and can assign different targets for each missile.
All can be linked with other units. Automated (see below).
@: Guided (see below)

NON-COLONIAL WEAPONRY
WEAPON WA RANGE DC ROF SHOTS EV COST CLASS
ZCT 9mm Avenger 0 50m 2 1 9 0 400 Handgun
Falcon Street 12mm -1 75m 3 1 6 0 700 Handgun
Falcon Street Auto 0 50m 1 6 18 0 800 Handgun
Alphatech .454 -2 50m 4 1 4 0 700 Handgun
Colt Reliable 0 50m 1 2 6 0 350 Handgun
WY Corp. Special +3 75m 3 2 12 0 1200 Handgun

Tradex Assault Auto -2 750m 3 30 90 0 1500 Autofire
Ventral Heavy Rifle 0 900m 4 30 90 -1 1500 Autofire
Boyars Buster Rifle 0* 500m 7 10 50 -1 2000 Autofire
Tradex SMG-Alpha-01 +1 750m 2 10 130 0 2300 Autofire
WY Defender Hvy. Auto +3 1200m 4 30 120 0 4500 Autofire

Ventral Maniac Rotary -1 1000m 2 90 900 -2 3500 Heavy Weapons
Ventral Peacemaker -2 2500m 2k 2 15 -2 4000 Heavy Weapons
Alphatech Railgun 0 5000m 2k 1 15 -2 5000 Heavy Weapons
Ventral Air Sniper*** 0 5000m 7 (.5k) 3 30 0** 8000 Heavy Weapons
WY Brilliant Pebble* +4 10 000m 3k 10 -3 18000 Heavy Weapons

*: -5 if not on a tripod **Cannot be fired unless deployed
***Air targets only.

MINES (No skill)
WEAPON BR DC SHOTS COST DEPLOYMENT SPECIAL
Nuclear Failsafe 1km 40k 1 1500000 Personnel See Below
M760 Antipersonnel 2m 6 1 900 Air / Armor None
M862 anti-armor 3m 7 1 1200 Air / Armor Armor
M5A3 Bounding 2m 6 1 1 000 Infantry Can be linked
M20 Claymore mine 3m 7 1 1 000 Infantry Remote det.

GRENADES (Throwing ability)
WEAPON CAP DC BR USE SPECIAL COST
M40 High-Explosive Fragmentary* Red 7 3m Anti-personnel 100
M38 HEAP Green 10 (1k) 1m Anti-tank Armor 250
M51A Bounding Fragmentary Blue 7 1m Small-Charge double damstun 120
M108 Canister (Buckshot) Black 6 0 Close-in Fighting 70
M230 Baton (Rare in USCM) N/A 7stun 0 Civil Disturbances 20
M60 Phosphorous* Incendiary White 0 15m Smoke Screen 50
M72A1 Starshell* "S" on top 0 10m Flare 45 seconds,
50,000 candles 70
*: Can be thrown. The detonator can be set to a 6 or 12 second fuse.




50
COLONIAL MARINE AEROSPACE FIREPOWER
MISSILES (Gunnery for non-automated missiles only)
WEAPON WA RANGE DC BR COST TARGET CLASS/SPECIAL
AGM-204A TSAM +3 60 000 1k n/a 70 000 Missiles Unique, Guided
AGM-220C Hellhound +1 70 000 5k 8m 120 000 Ground Unique, Guided
AIM-90E Headlock +1 24 000 5k 0 150 000 Air / Space Unique, Guided
XIM-28A Long Lance 0 120 000 7k n/a 450 000 Space Unique, Guided
Mk. 16 Banshee M18 -2 12 000 2k 4m 10 000 Any 150mm
Mk. 16 Banshee M451 -2 12 000 4k 3m 15 000 Any 150mm
Mk. 16 Banshee M597 -2 12 000 3k 1m 13 000 Any 150mm, armor
Mk. 16 Banshee M598 -2 12 000 1k 6m 12 000 Any 150mm
Mk. 10 Zeus 0 7 000 1k 1m 5 000 Any 150mmarmor
Mk. 88 120mmSGW 0 2 000 1.5k 2m 10 000 Any 150mm, Guided
NIC-79 Captor 0 85 000 10k n/a 550 000 Space Unique, Guided
STG Ballistic 0 450 000 20k 200m 950 000 Any Unique, Guided

CANNONS (Gunnery)
WEAPON WA RANGE DC ROF SHOTS COST BR TARGET
25mmGargoyle Gattling 0 13000 8(.7k) 20 300 75000 0 Any.
30mmRailcannon 0 100 000 11 (1k) 12 100 120 000 2m Any, Missile
800 MV Particle Beam -5 350 000 0* 1 n/a 1 550 000 40m Any.
80 MW Infrared Laser** 0 30 000 1.5k 3 n/a 350 000 3m Any, Missile
Orbital minefield n/a 0 1k 1 1 50 000 10m Any
*Special, see below
**This is the weapon one spacecraft laser turrets.

COLONIAL MARINE ARMOR FIREPOWER (Gunnery)
WEAPON WA RANGE DC ROF SHOTS BR COST TARGET
Tri-Barrled Particle Beam 0 2 000 7 (.5k) 6 300 0 75 000 Any.
20mmGattling Cannon 0 1 000 7 (.5k) 30 1700 0 65 000 Ground
Phased Plasma Cannon* -1 4 000 11 (1k) 500 2m 50 000 Ground
Free-Electron Laser* +2 3 000 11 (1k) 200 0 65 000 Any
Charged Particle Beam* +1 3 000 1.5k 100 1m 100 000 Any, Armor
*These weapons are found in pairs on the M577 Turret.

HARDPOINTS:
Hardpoints are areas where weapons can be placed. Each area must be of the same weapon class. You cannot have
missiles and laser in the same Hardpoint but can have different types of missiles in one area. Weapons not listed below cannot be
placed and are permanent mount are craft. Other can be placed anywhere. Armor (Tank) weapons are too heavy to be placed on
Aerospace craft. However, Aerospace craft can be mounted on Armor vehicles if the weapon as a Ground, Any, or Air
Targeting capacity. No Space can be used. Weapons on a craft of the same type can be linked to fire at the same target. All
weapons in a Hardpoint are automatically linked. Missiles are the exception. Guided missiles fire normally since they are not
aimed. Any number in each Hardpoint can fire. Dumbfire missiles (unguided) can fire one to the maximumin the Hardpoint.
Each missile is considered 1 ROF. Firing all 16 150mmrockets in a Hardpoint has a 16ROF.

WEAPON SPACE WEAPON SPACE
AGM-204A TSAM 0.34 (3 per point) AGM-220C Hellhound 0.25
AIM-90E Headlock 0.34 (3 per point) XIM-28A Long Lance 1
Mk. 16 Banshee 0.062 (16 per point) Mk. 10 Zeus 0.062 (16 per point)
Mk. 88 120mmSGW 0.062 (16 per point) 25mmGargoyle Gattling 1
30mmRailcannon 1 80 MW Infrared Laser 1
Tri-Barrled Particle Beam 1 20mmGattling Cannon 0.5
Phased Plasma Cannon 0.5 Free-Electron Lasers 0.5
Charged Particle Beam 0.5

AMMUNITION:
A full clip of a weapon costs %10 of original cost. With the exception of the RPG, weapons with one shot are
disposable. Reloads for Spacecraft does not technically exist since all the ammunition is linked to the weapon so the maximum
ammunition is listed already. However, the GM may consider loading up a ship by taking up one Cargo slot for two full reloads
of a weapon. Two different weapons may be held (one reload each weapon for one slot) but one full slot will be occupied
regardless if totally full or not. Each reload has the number of shots equal to the weapon's regular capacity.

51
SPD OF WEAPONS:
What follows is how much damage a weapon can take before being rendered inoperable. This is done by direct fire or
by acid spray.
WEAPON TYPE SPD WEAPON TYPE SPD
Marine Light Firepower 10 Marine Medium Firepower 20
Marine Heavy Firepower 30 Marine Assault Firepower 35
Marine Miscellaneous Firepower 35 Mines 20
Grenades 5 Marine Aerospace Firepower (Missiles) 1k
Marine Aerospace Firepower (Cannons) 2k Marine Armor Firepower 3k

DESCRIPTIONS (Not all weapons are described):
COLONIAL MARINE LIGHT FIREPOWER
BASIC STUNNER: A common weapon for police and
national guardsmen. The Stunner fires a sedative needle that
disintegrates upon penetration. It can penetrate all but the heaviest
armor and can usually knock the average human in one firing. A
long crumbled corporation developed it in an attempt so appease
controversy over armed corporate soldiers. The sight is now
common but the Stunner still found a market. If the weapon
penetrates armor, the ENTIRE stun damage is dealt.
VP 70 PISTOL: The VP 70 'PREDATOR' by Ventrel is a 9mmsemi automatic sidearmcrafted entirely of composite
materials making it light, rugged and dependable. The PREDATOR
project was started over 30 years ago by Ventrel to create a firearm
for the modern soldier. Originally created from150 separate parts,
this has been reduced to 6. The main feature of the PREDATOR is
the simplicity. With a safety latch built into the trigger and a
concealed hammer, the VP 70 has an extremely low chance of
jamming or misfiring, even under high levels of heat and pressure.
The VP 70 can fire after 72 hours at 700 degrees and a combined
weight of 7 atmospheres. The VP 70 contains an insulated
magazine that will prevent ammunition 'cook off' at temperatures up
to 500 degrees. The PREDATOR holds 11 rounds of 9mm
ammunition with 1 in the chamber, and accepts both Military
combat effective munitions and civilian shells. The simplicity of
the VP70's firing mechanismis one of its most notable features,
resulting in an extremely reliable, accurate weapon in the harshest conditions. When carried as a conventional weapon, the VP70
fires with a standard blowback mechanismlinked to a unique trigger configuration. The trigger is a double action mechanism
that requires substantial pressure when first pulled back. If this pressure is continued, the trigger bar slips froma spring-loaded
firing pin to fire the chambered round. This safety-in-trigger design negates the need for any additional safety catch. The optional
shoulder stock latches into grooves on the back of the pistol's receiver and butt. Single and burst fire is available when this unit is
attached. Use: Since the VP70 uses the inherently accurate, low powered 9mmParabellumround, it proves to be an easily
controlled pistol when fired. Range is increased by the accuracy of the round, and even in three round burst mode the pistol
provides surprisingly accurate, directable fire. In the years since the introduction of the original design, the VP70 has undergone
little in the way of substantive change. More commonly, new, lighter, stronger plastics and alloys have gone into the pistol's
parts, providing an even more reliable and more compact sidearm.
M4A3 SERVICE SIDEARM: The M3A3, with its older variants, has been the USCM standard sidearmfor the past
sixty years. It is a 9mmautomatic, recoil operated, magazine fed hand weapon. The working mechanismis made of steel alloy
with some plastic parts and the outer casing is machined fromlightweight alloys. The
entire weapon, including a full 12 round magazine weighs no more than 0.95 kg. The
cartridge is a 9mmball rimless straight round with a bullet weight of 126 grain.
ATM-2 MEDINA (TL2): The Medina is a zero-recoil shell weapon designed
for CMC units in zero-gravity environments. Alphatech designed it for the military but
found demand in the CMC who needed more weaponry in the hostile dangers of space.
ATM-1 SABOT-PISTOL (TL2): Alphatechs
cheap and small Sabot pistol is a holdout weapon used by
police groups as a standard side arm. It is also used as a
good backup weapon in the CMC. It uses the same small
Sabot rounds used in Sabot Sticks.


52
COLONIAL MARINE MEDIUM FIREPOWER
M41A1 PULSE RIFLE: The Armat M41A is a 10mmpulse-action air-cooled automatic assault rifle, which over the
last decade has become the basic rifle of the US Colonial Marines and the US Army. The standard service variant has an over-
and-under configuration incorporating a PN 30mmpump-action grenade launcher. Lightweight and rugged, the M41 is
constructed largely fromultra-light alloy precision metal stampings. The outer casing is made fromtitaniumaluminide alloy and
many internal parts are molded fromhigh-impact, temperature resistant plastics. Layout is conventional, and a spring loaded
retractable stock allows the rifle to be used either in carbine format (with stock retracted) or as a rifle, with the 'in-line' stock
extended for greater stability during automatic fire fromthe shoulder. Sighting is made down a groove in the carrying handle,
with an adjustable tangent leaf backsight positioned in the rear slot. A 3x power AN/RVS-52 CCD television sight can be
optionally fitted to the carrying handle for accuracy at great range and under low-light conditions.
The M41 fires the standard US M309 10mmx 24 round. This ammunition comprises a 210 grain projectile embedded
within a rectangular caseless propellant block of Nitramine 50. The propellant content is small but highly efficient, generating
muzzle velocities on the order of 840 meters per second. The round is steel-jacketed and explosive tipped, with impact fusing
that is preset during manufacture. Terminal ballistic characteristics have been optimized for maximumlethality against infantry
wearing personal armor. The round is designed to penetrate the armor, exploding just after impact to inflict lethal internal
damage. The standard M41 ammunition clip will hold up to 100 M309 rounds in a 'U' bend conveyor that feeds the rounds
mechanically into the rotating breech mechanism. However, in practice the clips are only filled to 95% capacity in order to
reduce the autoloader's tendency to jam.
The M41 uses electronic pulse action to fire, controlled directly fromthe trigger. The internal mechanism, including
the rotating breech, is mounted on free-floating rails within a carbon-filter jacket. This assembly is recoil dampened to reduce the
effects of muzzle climb during burst and full automatic fire. Fromthe thumb selector, the weapon can be set to four-round
bursts, or full automatic fire, the latter allowing a rate of fire up to the weapons cyclic rate of 900 rounds per minute. An LED
display situated just below the receiver indicates the ammo remaining in the clip. This display can be dimmed for night
operations. A Lithiumbattery in the carrying handle provides electrical power for the guns motor mechanism. This battery is
good for 10,000 rounds and can be recharged either froma rifle rack or a portable power clip. The M41 is a robust weapon, fully
sealed against corrosion, dirt and moisture, yet easy to disassemble and maintain. The solid state electronics are hardened against
TREE and background radiation, and the weapon is perfectly usable in a vacuumenvironment. However, it is not sufficiently
stabilized or recoil dampened for use in free-fall combat operations
M42A SCOPE RIFLE: The M42A is a 10mmpulse action semi-automatic rifle employed as the primary sniper
weapon of the USCMC. This rifle is a key component of battalion operations; it's long range and precision extending the tactical
zone of control by up to a kilometer or more, subject to local terrain. The rifle is issued on a scale of one per company, though it
is normally held for use in a battalion controlled pool of up to four Scout-Snipers. The internal mechanismof the M42 is
designed to have a high degree of commonality with the M41 - using the same rotating breech and feed - though it is chambered
for the match-standard 10mmx 28 caseless round such as in the M56. The barrel is free-floating with a right-handed twist and is
contained within a protective shroud and receiver housing. Ammunition feed is froma 15 round Match Rounds magazine
inserted beneath the stock of the rifle, behind the thumbhole of the pistol grip.
53

The match-standard batched M252 HEAP round has a maximumeffective range of 2,950 meters. A long-range
stabilized ball round is also available, with an effective range of 3,800 meters. The factory standard M250 smart gun round can
be used with no adaptation, though it has an effective range well under 2,000 meters. Fusing for the M250/M252 ammunition is
controlled froma separate selector switch. A combined, multi-spectral twenty power passive sensor scope is mounted over the
receiver. the scope display shows a composite image based on visual, infrared and electromagnetic emissions. The scope display
can be augmented by input fromthe local sensor matrix via a digital comms broadcast or direct optic cable link. Motion trackers,
ground radar, lidar and IR sensors may all be linked into the rifle; furthermore, the optical PARGET control system- exact
details of which are classified - is apparently able to connect the rifle into the local
sentry gun matrix, allowing the Scout-Sniper to redirect sentry gun firing arcs when
in hot contact. Instead of adding +1 for every additional round, the Scope rifle adds
+2.
M41AE2 (TL2): The M41AE2 is built on the same basis as the M41A1but
with and a slightly lower ROF. Optional L clip contains 300 rounds.
M21A COMBAT SHOTGUN: The shotgun has a length fromthe barrel
to the stock is about three and half to four feet long. However, during the Vietnam
war, the soldiers had modified themso that they would be about two and half feet
long. To be used in jungle combat, they would prove to be one of the most versatile
weapons used. The maximumrange for a "sawed off shotgun" would be approximately 2 and a half feet. The shotgun is really
easy to load, there's a stainless steel fork that is located underneath the pump-action barrel. There, you would put the shell up at a
slight angle, and feed it right in. And then when you are done putting the shell into the weapon, the fork closes and fromthere,
you can hold up to three shells plus one in the barrel, which would make the total ammunition count to four total rounds
(Modifications were made on these weapons so they could take more than three rounds. Sometimes four to five shells were in
the shotgun tube). The shotgun is made out of tempered steel that is molded to become the top and lower barrel, while the
trigger is made also fromthe tempered steel. The wood for the pistol grip and the hand pump are both hardened and weather
proofed so to avoid rotting and getting moldy.

L96 SNIPER RIFLE: The L96A1 is made by a firmcalled Accuracy International. In sniper try-outs, the L96 beat
the Parker & Hale M85. The rifle was built under supervision of a top UK rifle shooter. It has an unusual set-up, the stock is of
two piece design and the two pieces bolt onto a sub-chassis. The action is both glued and screwed to this sub-chassis. There is
also a silenced model with full-length silencer. It is a very accurate rifle, typical groups are sub MOA at 100 yds and just over
that at 200 yds. Well designed and built with a very nice stock .The syntech stock has very nice lines, it has adjustable length of
pull (done with spacers), a thumbhole design. All in all a very nice and accurate rifle.
54
DUCHAMP BLASTER (TL2):
500 round MAG with two in-board clips. Medium
Recoil, Piss poor at distance. The Duchamp was
an attempt to scale up the existing Pulse Rifle
design. The result is a hardly used heavy rifle that
was scrapped by the CMC in favor of the
M41AE2 Mk.2 Pulse Rifle. The Duchamp still
found use fromcivilian groups and budget minded
corporations.


M42A3 LIGHT RIFLE: The M42A3 is a
smaller variant of the M41 Pulse Rifle. This weapon is
lighter, easier to use and more robust. The servicing
cost of the M42 is so low, the weapon became the Rifle
of choice for colonies in the outer veil as well as deep
space CMC scouts. Light armor urban squads and
jungle militias often use the M42A3 in replacement of
the heavier M41A.
ATM-3 SHIVA Mk. 1 (TL3): The two
Shiva designs, built by Alphatech were originally
developed for their own forces but found use in most of
the Outer Veil colonies as a heavy weapon to compete
with M41A Pulse Rifle. The Deep Space CMC forces
have been found using these weapons since supply runs
to the Periphery are uncommon. The Shiva is a two
handed weapon with two individual handgrips. It uses
larger Sabot rounds found in the Sabot stick and the
Sabot pistol. The only real problemwith both Shiva
models is their heavy recoils. Ever subsequent round of
firing (after the first one) more than the weapons ROF invokes
a 1 penalty to hit. The stop this, stop firing for one round or fire
shorter, controlled bursts.
ATM-4 SABO-STICK (TL2): The single cheapest
rifle in Alphatechs arsenal is the basic Sabot Stick. It has a
simple firing mechanismand a simple design. The only major
problemis that it tends to overheat. Sticks are considered
disposable rifles. After their tenths clip change, the massive heat
buildup has caused the firing mechanismto fuse, making it
inoperable.





COLONIAL MARINE HEAVY FIREPOWER
M56A2 SMART GUN: The M56A2 is a 10mmgeneral-purpose automatic squad support weapon, effective out to
1500 meters. The pulse-action systememploys a free-floating recoil-dampened rotating breech mechanismchambered for the
M250 series 10mmx 28 caseless round. the gun also incorporates a muzzle booster to ensure the necessary operating forces from
the large round. Cyclic rate is around 1200 rounds per minute. The gun is constructed largely frommolded carbon-fiber and
light alloy stampings, though some interior parts of the mechanismare made fromplastic. The replaceable barrel systemis air-
cooled, though a heat-sink attachment can be jacketed onto it. The systemis mounted on an operator's harness and slaved to an
infrared tracking system. the gun is self-steering on the mount, though firing must be commanded manually. The entire gun
assembly masses 17.82 kg. The length of the gun itself is 122 cm, and the length of the barrel is 54.5 cm.
The stabilized articulation armis attached to the left hip mounting and plugged in via coaxial cable to the processor and
power outlets in the breastplate. The gun itself is clipped and secured to the end of the arm. The operator plugs this HMS (head
mounted sight) into the tracking and comms systemin the armor. the gun tracker is jacked into the process by a universal
connector, and the gun itself must be powered up before the weapon is loaded. Power for the entire gun systemis supplied by
standard DV9 Lithiumbattery units, good for up to 50,000 rounds when fully charged. Both ends of the DV9 unit are plugged
into the power leads that run fromthe articulation armto the gun; common practice in the field is to let the battery hand free
beneath the gun, where it is easily accessed in an emergency. The M250 10mmx 28 ammunition is a 230 grain caseless
projectile encased in a rectangular block of Nitramine. Higher powered that the M309 round for the pulse rifle, the M250 also
significantly differs in having a selectable fuse setting. A switch on the hand grip is used to select the ammunition fusing, which
is set electronically as the round is loaded into the chamber. The 'Super' setting is optimized against soft targets and will detonate
the round on impact, while the 'Delay' setting explodes the shell only after penetrating the target armor.
55
The M250
ammunition is stored on a
roll of continuous plastic
non-disintegrating link
belt in the ammunition
drum, which can be
reloaded in the field. The
gun motor drives the feed
mechanismas well as the
rotating breech, and
automatically loads each
round off the belt and
into the breech. In the
event of a jam, the
manual cocking handle at
the side can be pulled to
eject the round and clear
the breech. This
procedure can also be
used to manually charge
the mechanism. The first
+1 to hit is automatic. If
the target is not
destroyed, the next round
increases to +2. Every
subsequent round past it
adds, another +1 until the
target is destroyed. This can be applied when spreading the shots over multiple targets. All targets receive have the bonus. Blind
fire gives no bonus.
M240A1 FLAMETHROWER: The M240A1 is a lightweight, carbon-format Flame-thrower designed for use in
close combat at the squad and firearmlevel. Using pressurized, ultra-thickened napthal fuel as a base and ignited by the nozzle
burner, the M240 can shoot flame at targets up to 30 meters away. Once a target has
been hit, fuel droplets fromthe Flame-thrower will stick and continue to burn for
approximately thirty seconds. Damage is immediately done again next round. If
struck. If not extinguished, it will continue to burn every next round for full damage
for 2D6 turns. If still not extinguished, it will continue doing 1d damage after until
it fizzles itself out. All materials considered combustible will not reduce damage
until it is destroyed. It will then burn itself out. With sufficient fuel in a standard fuel
reservoir for a burst of up o twenty seconds, the M240 is undoubtedly one of the most
fearsome weapons in the Marine inventory, and has proven especially useful in close
combat and against the Xenomorph. It is also ideal for use against fortifications
because of the ability of the flame to be directed through defensive apertures.
However, it is unpopular with many of its operators, partly because of its short range,
and also because of the tendency of the fuel reservoir to rupture violently when hit by
shrapnel or small arms fire.
The M240 is 88cmlong and weighs 2.7 kg with a full reservoir. A valve at the rear of the incinerator is used to refuel
the weapon; alternatively, the reservoir can be screwed off and refilled or replaced separately. A twist-valve on the Flame-
thrower regulates the fuel flow and a thumb switch on the handgrip electrically ignites the nozzle burner when depressed. The
weapon is fired by squeezing the handgrip trigger, and will continue firing until the trigger is released. The range of the M240
can be increased by making a high angle show, firing the flame unit up at an angle of about 45 degrees the burning fuel then
descends onto the target in an arc. In this way shots can be made up to a range of 50 meters, though it is far less effective then
direct fire in penetrating an armored firing slit or aperture.
GC-20 PLASMA RIFLE (TL3):
Grant Corp developed several plasma weapon
designs based on the heavy firepower of the PIG
and the heavy turrets on the M577 APC. They
created the GC-20 and its heavier Cannon
cousin. The GC-20 is almost unrecognizable in
comparison to existing weapon designs. The
three-barreled weapon is ivory white with very
few additional features. To keep cost down,
standard rifle features often found are missing
including ergonomic handgrips, a magazine
counter, and even a shoulder guard. The almost
featureless weapon perfectly matches the Acid Resistant Combat Wardrobe for which the weapon was primarily designed for,
even though the armor itself would be released later (R&D on the acid resistance proved more difficult than designing a hand
held plasma weapon. The three barrels allowed the GC-20 to have high cyclic rate and keep the internal heat down.
56
M-199 SMART GUN Mk. 2 (TL2): The M-199 modified the existing
Smart gun design almost fromthe ground up. The rifle is over a foot shorter, and
has been converted into a gattling weapon. The ammo drumwas moved under the
weapon and the strength of the harness was increased. The M-199 was a valuable
weapon used by Beserker teams because it increased the firepower of a regular
heavy gunners. Most prefer the less clumsy original design. However, the
increased size of the weapon led to a larger , more advanced computer system.
Although heavier, it is a better shot. The Mk. 2 has a +2 bonus with an additional
+1 next round after than. Like the original design, the shots can be dispersed
among a group. Blind fire gives no bonus.
ATM-5 SHIVA Mk. 2 (TL2): The Massive Mk. 2 Shiva was designed,
originally, as a heavy weapon used primarily for military synthetics. The massive
weight of the weapon made common deployment difficult. When synthetics were
banned froman active offensive rule and reduced to support only, the Shiva
became a rarity. Still found on occasion, the Shiva popped up now and then, the
preferred weapon of choice for stronger soldiers since it can be used as an
autofire weapon, making it available to general infantry without penalty. When
Offensive synthetics designed to combat the xenomorph threat appeared in TL4,
the Shiva Mk2 appeared again as a standard weapon for heavier unit.

COLONIAL MARINE ASSAULT FIREPOWER
GC-10 PLASMA CANNON (TL3): Grant Corps larger Plasma weapon made before the final release of the GC-20.
The designers took a stock Sentry Gun chassis and removed al the mechanical and computer components. The project originally
was to create an automated systemlike the Sentry gun, but the size of the cannon prevented this unless the entire chassis was
reconstructed. The automatic systems were
dropped in exchange for basic hydraulic
control. The gun pivots and tilts effortlessly
on its axis, 360 degrees around and 60
degrees up with no effort fromthe user.
If carried off its tripod, the weapon
is heavy and cumbersome, requiring a STR of
8 to a least use. Still, the weapon has a 3 to
hit anything. The large weapon is capable for
taking down aircraft, puncturing tank armor,
and incinerating whole squads. The CMC
operates few, preferring to use their lighter Phased
Plasma Infantry Gun. Still, the weapon is still the
largest reusable infantry weapon available. The
weapons six second recharge rate is a major hindrance,
however. Usually, the weapon is wired into a link
systemwith another cannon. Both guns can be wired
into a remote user, safely behind cover and fire both
guns alternatively.
M5 ROCKET PROPELLED GRENADE:
The M5 rocket propelled grenade systemis a small reloadable shoulder-
launched weapon. The launcher consists of a 140 cmsteel alloy tube
weighing 2.3 kg, with a rear backblast vent incorporating backblast
diffusers, trigger mechanismand 4x power telescopic sight. Each 2.2 kg
round is a 60 mmhypervelocity spin-stabilized rocket with an impact-fused
supercritical HEAT warhead. The rounds are carried separately and hand-
loaded into the launch tube. Sighted visually, the systemhas an accurate
range of approximately 400 mand a maximumrange of around 2,000 m.
Though the rocket's warhead has little chance against mediumand heavy
tank armor, it has proven popular and effective for use in it's secondary role
against infantry in bunkers and building strongpoints.
M78 PHASED PLASMA INFANTRY GUN: The M78 PIG
(Phased-plasma Infantry Gun) is a man-portable anti-armor weapon.
Weighting 15.2 kg in its entirety, the PIG consists of two parts: the gun and
its power pack. The M78 is a 15 mW phased plasma systemfiring
vaporized CadmiumTelluride pellets froma 30 round feed. The fast-
57
discharge systempowering the gun's laser and magnetic coil is fed froma 4 mW hydrogen fuel cell in the power pack. The firing
cycle takes 3 seconds, most of which is taken up by the powering up of the discharge generator. The penetrating power of the
systemis considerable, and it is claimed to be able to breach the flank armor of a heavy tank at 1,000 meters.
M83A2 SADAR: The M83A2 SADAR (Shoulder-launched Active-homing Disposable Anti-tank Rocket) is a
lightweight one-shot anti-armor weapon capable of engaging enemy vehicles at ranges up to 1,000 m. Fully disposable, the
rocket's launcher is discarded after firing, whilst the rocket, a fire-and-forget weapon, guides itself toward the target. When
stowed, the SADAR systemconsists of a watertight carbon-fiber composite blast tube, inside of which is an aluminumlaunch
tube containing the missile and guidance electronics. The weapon is cocked by unlatching the forward ring of the blast tube and
pulling the inner launch tube forwards until it locks. A trigger
assembly and thermal acquisition sight are then flipped into
position, and the weapon activated by pushing a charge button
on the trigger grip. Fromthis point the weapon can be sighted
and fired fromthe shoulder.
The M83 acquires and tracks targets with a cooled
infrared imaging seeker mounted in the rocket's nose. When
the charge button is pressed, the inert IR seeker is cooled to it's
operating temperature within two seconds and begins feeding
images to the operator's thermal acquisition sight. The seeker
remains charged for twenty minutes, after which the rocket
may only be fired unguided. When a target enters the
acquisition sight, the operator can lock the seeker's field of
view, the weapon can be launched at it. When launched, the
SADAR rocket accelerates to maximumvelocity. As the rocket
approaches the target, the guidance systemselects the hottest
part of the target and flies and attack profile the offers
optimumpenetration. Against a tank, it will typically climb
briefly before diving on the target's thinner upper surfaces. The M83A2 version is capable of identifying defensive
countermeasures such as decoy flares and has improved logic to aid in rejecting them. The shaped-charge HEAT warhead is
capable of defeating most light and mediumarmor. The SADAR is guided and all rules to it apply. Note: It is listed with a 3
missile capacity because purchasing one delivers a crate of three launchers.
ATTACKS: 2
AUTOMATIC SKILL: 8
SIM-118 HORNET: A shoulder launched man-portable SAM (Surface to Air Missile) capable of an all aspect
engagement of targets up to 10 km. The millimeter-wave seeker is capable of acquiring as well as tracking targets, allowing the
infantryman to fire at craft beyond the range of his vision or obscured by cloud. A no-frills hypervelocity missile, the Hornet has
no warhead, relying on its high accuracy, and the kinetic energy of its impact to destroy the target. The Hornet is guided and all
rules to it apply.
ATTACKS: 4
AUTOMATIC SKILL: 9
M112 HIMAT: The Hypervelocity Intelligent Missile, Anti-Tank is a man portable battlefield brilliant weapon with
a range of over 5 000 m. The versatility of the systemallows the field commander many options for its deployment and use. The
core element of the systemis a 11.3 kg single-round self-contained disposable launcher is a carbon-fiber composite tube
containing the HIMAT round and RTM ports for the fire control system. The bipod can be set to launch the round horizontally or
at increasing angles up until the vertical, depending on deployment. Fire control for the M112 varies according to mission. For
defensive deployment, the systemcan be set for either Command Autonomous configuration. In both cases, one or more
launchers are connected by cable to an APS-100 Fire Controller, an 800 Gb intelligent systemwhich imports data fromthe local
sensor matrix, including motion trackers, infrared scanners, lider, radar and robot sentries. It is also possible to datalink the Fire
Control unit into higher-level assets such as surveillance drones or artillery Forward Observers. The APS-200 unit
analyzes the sensor data, and if it positively identifies a target it will lock-on with one or more missiles under its
command and prepare to launch.
If set to Command mode, the APS-100 is connected to the terminal of an operator who constantly monitors the Anti-
Tank defense plan for the area. If a target is identified, the systemwill flash a Target Lock indicator to the operator who can
authorize a weapons launch or, if the exact identity of the target is unsure, a further IFF interrogation. If enables for
Autonomous mode, the APS-100 will work through its target identification protocols until it is sure it has lock-on to an enemy
and then automatically launched one of more missiles. The HIMAT is guided and all rules to it apply. It can be fired manually
so it is not classes as a system.
ATTACKS: 2
AUTOMATIC SKILL: 8
ATM-1 BOLTER (TL2):
The Bolter is another heavy weapon by
Alphatech designed primarily for
combat synthetics that didnt see wide
release until TL4. The weapon was so
large, most couldnt even use it. The
kickback was enough to knock smaller
people off their feet. Some were
modified by Alphatech and the CMC
58
with a tripod unit to ease the firing recoil. This variant found wide use in heavy armor units. The original came back at TL4
when Combat Synthetics met wide release.

M80 LP-CANNON: This long range, shoulder cannon found use with heavy soldiers to accentuate armor units. The
LP-Cannons basic objective was to give infantry unit a heavy weapon to combat ground military without having to set up heavy
missile systems. The M80 is a clip fed railcannon with a built in-power source. It accelerates a needle-shaped flechette past
Mach. The fact that it has a clip made the weapon popular for field units who didnt need to the constantly reload the weapon in
a pinch.

M23THUMPER: The Thumpers shorter range than the
M41A grenade undermount stems froma 100 year older designed
firing mechanism. The Thumper has not been modified much since.
It still found use in the CMC and several other military groups.
Even though large and hard to carry as backup, it still is the easiest
way to offload large explosive payloads in a very quick time. The
smoke grenade is actually the most common grenade loaded in the
Thumper.


NON-COLONIAL WEAPONRY
Only the most popular and most reliable examples are listed. Hundred
more have been designed over the course of centuries but most of the weapons
that follow top a very long list.
ZCT 9mm AVENGER: Easy, simple, and cheap to produce. The
Avenger is a perfected weapon dating back two hundred years. Its rugged,
reliable, and very common throughout the rimcolonies. Its a common pistol
with smugglers.
FALCON STREET
12mm: Plain numbers, pretty gun.
Made for the showman in mind, the
Falcon Street feels average all around, but it is available in 12 different metallic colors
with your choice of Ivory, Gunmetal, Carbon Fiber, Silver, or Gold Plated grip.
FALCON STREET AUTO:
Less glamorous than the 12mm, but
offsets this with a high cyclic rate. The
Falcon Auto is more like a miniature
submachine gun. They even included a small fold-down second grip for stability.
Falcon Autos are common with Merc groups.
ALPHATECH .454: Why build a 4 round clip for a weapon you ask?
With twice the punch of Marine handgun, you would only need one shot. The
Alphatech probably could squeeze one more bullet in the already cramped clip, but
then they would risk fracturing the firing system. The weapon already carries a
viscous kickback and barrel length longer than the VP70 in total. The .454 is never
meant to be fired in the air or as a warning shot. It was designed to hit
somethingand stop itpermanently.

COLT RELIABLE: The only holdover froma company older than any other corporation. Of course, Colt Inc. is
long gone but a private manufacturer still bangs out these trusty weapons by the boatload. Built like they feel, Colts have been
known to lie freezing in the depths of space for years, sink under water; get blasted by radiation and the harshest elements and
still fire after a good cleaning. Unlike the Falcon Street, the Colt is not made for looks.

59
WY CORP. SPECIAL: Weyland-Yutanis weapons are
designed exclusively for their own people and often are not seen in the
hands of anyone other that a WY card member. The Special is a common
sight for all WY bodyguards, mercenaries, and militia. The weapon was
laser cut to a perfect precision and comes standard with a laser sighting.
Its an elite weapon of supreme quality and very few consumers can justify
the cost. The weapon is available only in pure silver.
TRADEX ASSAULT AUTO: Tradexs only problemrelies
with their choice of ammunition. In effort to miniaturize the weapon and
make the design compact and easy to store and ship, Tradex opted for a
smaller round. In
fact, Tradex uses the
smallest ammunition
possible for a submachine. Tradex did succeed with the design and both
Tradex automatic models are the smallest in the market. Because of the
size, the weapon has been known to be modified for concealment in
briefcases, modified to be disassembled in several inconspicuous pieces,
modified to be held one hand and modified to even act emergency weapons
for secret compartments.


VENTRAL HEAVY RIFLE: The VFR came very close to being the fully endorsed weapon of the Colonial Marines.
It came down to this model and the final they chose. Very similar in almost all respects, the VFR became popular as a cheaper
alternative to local militia units and for Mercenary forces, especially those groups who feel a tangle with CMC to be a side effect
of their occupation. The weapons have similar stopping power, range, and ammo capacities. The VFR cycles slower but the end
result was really technology. The CMC chose to endorse the 10mmexplosive tip caseless shell rather than the VFR traditional
9mmhypervelocity standard shell.
BOYARS BUSTER RIFLE: Coming fromthe What were they thinking? department, the Buster looks like
something froma concept designers dreambook. Boyars took a slug similar to the gattling rounds they use in mounted
firepower. Obviously the designers were given an ultimatumfromthe corporate heads to make the weapon work with the bullet
provided no matter the end result. That end result is a weapon with one huge drumclip feeding into two different firing systems
coming out of two different recoilless barrels. The weapon is clunky and heavy but packs more punch than most.

60
TRADEX SMG-ALPHA-01: Tradex continued their trend of using smaller ammunition into the Alpha-01. The
Alpha-01 carries a similar round as the Assault, only with a much larger ammo capacity. It also has a better accuracy but at the
risk of a lower rate of fire. The weapon gathered controversy, as an identical design is the standard firearmfor infantry n the
UPP. It is unsure if the design was copied or sold. However, Tradex stock did not take the plummet it was expected to take when
this information aroseinstead, they recorded record earnings. The investigation still has not brought any new evidence to the
surface.
WEYLAND YUTANI DEFENDER HEAVY AUTO:
Continuing WYs
commitment to quality, they
armtheir personal guards
and elite troops with the
Heavy Auto. Feeling
similar to the M41A Pulse
Rifle because they both take
caseless ammunition, the
Defenders shells are
smaller, allowing more
bullets per clip. The
weapon is also lighter with a greater range. The only drawback is a slightly smaller rate of fire. As always, all Weyland Yutani
weaponry is prohibited outside their own personnel, so seeing any WY weaponry in the hands of other groups is rare.
VENTRAL MANIAC ROTARY: Yes, Ventral finally answered the hardened military with that which they always
wanted, a portable rapid-fire gattling cannon. The six-barreled Rotary is cumbersome, loud, and somewhat inaccurate and each
flachette is relatively weak. However, it also fires faster than any other weapon in production and can go into battle with almost
a thousand rounds. The ammo belt feeds into a chest-mounted clip similar to the Smart Gun. The Mk2 Smart Gun was an
attempt by Ventral of combining the two into an effective whole. After that release, the Maniac saw little use and became rarer
as time went on. The weapon is quite inefficient but its effectiveness is measured in intimidation more than actually stopping
power.
VENTRAL PEACEMAKER: The Peacemaker is almost a clone to the LP Cannon. Both weapons were in
contention to be endorsed by the Colonial Marines. Even though the LP won, the Peacemaker found itself on many CMC ships
eventually. Externally, the weapons couldnt be more different. The Peacemakers sole purpose was Armor-killing. It was not
designed to be a throwaway model. It carries more ammunition and is easier to carry. Ventral decided to offer better accuracy.
The weapon would attach itself to the shoulder of its user. A massive recoil systembuilt in the barrel prevented shoulder
damage. It then could easily be fired by a single user without any external assistance. The ammo stows on backpack unit that
also assists in securing the wearer. The weapon is quieter (not that quiet) than the LP and is much more complicated, making it a
rarity in most forces other than CMC and Corporate Military.


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ALPHATECH RAILGUN: Alphatech knows Magnetics was a common slogan. Alphatech became such an
authority in the technology; they proved it with a very flashy show off at a weapon convention. A weapon bearing resemblance
to two long shafts of metal, bristling with electricity, exposed itself to the worldthen barreled through nine plates of titanium.
The weapon is expensive, rare, and power hungry, but it will inflict vicious kinetic damage to whatever it is aimed at. Alphatech
has succeeded in a design that fires faster, deadlier, and froma lighter weapon than the Peacemaker and LP Cannon. However
the cost of the weapon prevents its mass use.

VENTRAL AIR SNIPER: A modern day version of old war flak-gun, the Air Sniper boasts far more accuracy. It
can strike fromdistance and target pilots in a cockpit with it laser system. It fires large explosive-tipped shells frighteningly fast.
Ventral utilizes most of these models on their own worlds and have not often sold themoutside their corporate assets.
WY BRILLIANT PEBBLE:
The WYBP is a long barrel-
-almost lance shaped--cannon capable
of striking targets on the ground from
10 kilometers in the air, and vice
versa. The Brilliant Pebble is really
a highly advanced particle accelerator
capable of taking targets out with
extreme accuracy at almost the speed
of light. It pounds its target with
untold kinetic kill energy. These weapons have found themselves in almost every field of Weyland Yutani military including on
their tanks, spacecraft, and aircraft, as well as ground units. Its massive cost and technological advancement prevents its use
beyond Weyland Yutani facilities.

COLONIAL MARINE MISCELANEOS FIREPOWER
NOTE: These systems can never be manually controlled. They are automated and must use their skills to fire. They
also require setup time.
NUCLEAR FAILSAFE MINE (TL4): The NFM is a weapon specifically designed for Beserker teams as a last ditch
effort to wipe out the Hive if they fail to clear out the infestation. It cannot be accidentally set off. It is magnetically or
gravitically attached to an area just inside the Hive and set to a timer up to 12 hours. When the timer runs out, the Nuke instantly
kills everything in a 500mradius and deal out 40k to everything 500mpast that. Ever 100 mpast that does half damage. Only
the right code can disarmthe mine. Forcing its removal causes it detonation within one minute.
UA 571 REMOTE SENTRY WEAPON SYSTEM: The robot sentry unit is primarily used as an automatic
perimeter defense system. Its average weight is 19.6 Kg and can be assembled within 150 seconds. Major components of the
UA 571 include a snap open tripod
mounting, battery pack, breech and barrel
assembly, sensors, and a 500 round
ammunition drum. Access to the system
by a marine proficient in sentry gun
maintenance is aided by a microwave
datalink connected to a remote command
console. Once the unit is placed into
position, it can be set to cover an entire
range of 360 degrees. The sentry unit may
specifically be set to monitor targets in
infrared or optical depending on the profile
of the target. In particular, targets with
thermal or visual profiles respectively. For
the most comprehensive target profile, the
sentry unit will be set for multispectral mode. Here, data is transmitted fromthe sentry's sensor suite (infrared, optical, and
motion) and is then cross correlated by systemsoftware. If the sentry unit is set for auto - remote, all targets within the range of
the 60 degree sensor cone will be interrogated.
To prevent the possibility of casualties by means of 'friendly fire,' all USCMC vehicles, officers, and troops are
equipped with an Identification Friend Foe (IFF) transponder. Since the introduction of the UA 571-C, the IFF transponder has
become an everyday part of the marine's communication gear. When a marine is interrogated, the transponder will relay a coded
radio signal. If the sentry unit reads are positive, the marine OR vehicle will be free to pass; otherwise, the weapon will open fire.
Under the 'semi-automatic' mode, a target's profile will be relayed back to the command console. Here, the systemoperator will
choose whether or not to fire. A servo suite aids the sentry unit upon the opening of fire. Its primary components consist of a
62
servo-mechanismand -motor. The servo-mechanismis a rather delicate device. Though, despite its delicacy, it has its
importance. The mechanism's necessity lies in its ability to control large bursts of power by means of very small amounts of
power. Apart fromthat, it automatically corrects the performance of a mechanism. In this case the mechanismis the UA 571.
Alongside the servo-mechanismis the -motor, which is a device that supplements a primary control operated by a comparatively
weaker force (such as the servo-mechanism). The suite, together with the tripod mounting boresights the sentry onto the target.
That is, the sentry is aided fromresistance (moving backwards when firing). So literally, the sentry's ammo "bores" right into its
victim. The servos support the tripod to keep the sentry unit sturdy and in place when firing. The rounds fired in one burst
depends on the target's profile so that the most economical use of ammo is used. Variants of the sentry unit include the UA 571-
D that mounts a 20 wM HF laser cannon and the UA 571-F that mounts a 40 mmgrenade launcher. Both are currently employed
by the USCMC. The UA 571-C is a man-portable automatic perimeter defense systemcurrently deployed by the US Army and
Colonial Marines. A remote sentry unit weights 19.6 kg and can be assembled in under 150 seconds. The major components
consist of a snap-open tripod mounting, battery pack, breech and barrel assembly, sensor unit and 500 round ammunition drum.
A microwave datalink connects the sentry to a remote command console. Once employed, the systemmay be set to sweep wide
arcs up to 360 degrees though doctrine is to set several sentries to cover smaller, interlocking fields of fire on a narrow frontage.
The UA 571-C mounts a pulse action machine gun, using the M250 10 mmx 28 HEAP round. The weapon has a cyclic rate of
1100 rpmand is air cooled, with an automatic cutout preventing the loading of any more rounds into the breech should
overheating cause a chance
of ammunition explosion.
The sentry units sensor array is mounted above the barrel, aligned to cover a 60 degree cone in front of the weapon.
This sensing suite consists of a cooled infrared detector, ambient light optics, and ultrasonic motion tracker and a lidar. If a
targets visual or thermal profile is known, the systemmay be set just to monitor these specific targets using infrared or optical.
However, the systemis usually set to multi-spectral mode, where the sentrys software cross-correlates received data fromthe
different sensors to obtain a full target profile. When the weapon fires, automatic servos in the tripod boresight the weapon on
the target. The number and grouping of rounds fired in a burst is dependent on the target profile, so that the most economical use
of ammunition is made.
AUTOMATIC SKILL: 10
LIM-417 PHALANX: The CMC primary SAM is the LIM-417 Phalanx, a long-range hypervelocity missile capable
of engaging aerospace craft to the limits of the stratosphere. This active homing weapon employs a three-stage booster for the
launch, sustain, and terminal phases of flight and uses active and passive seekers, including radar, IR, optical, UV and jam-
homing, backed by mid-course update fromthe ground station, to ensure the intercept, regardless of countermeasures. The third-
stage booster ensures the missile remains highly agile in the terminal phases of flight, and the multi-data kinetic penetrating
warhead can be adjusted by the fusing mechanisminto an optimumswarm pattern prior to impact. This weapon is guided.
ATTACKS: 3
AUTOMATIC SKILL: 12
HIM-122 LANCER: Anti-ballistic missile defense is provided by the HIM-122 Lancer, a multi-stage, multi-warhead
missile designed to engage aerospace craft, spacecraft and reentry vehicle constellations frommediumaltitude to the mesopause.
In the terminal phase of flight, the Lancer can assign each of its ten maneuvering warheads to engage a separate target, as in the
case of a constellation attack, or a single target, as in the case of a re-entering starship. An unjammable datalink with the ground
launch tracking station ensures high accuracy, and ECCM capability. This weapon is guided.
ATTACKS: 2 each missile.
AUTOMATIC SKILL: 10
HIM-78 SPRINT: The HIM-78 Sprint is a high speed ground launched space weapon designed to destroy spacecraft
and satellites in near orbit. Usually launched in clusters in order to overwhelmany spaceship point defense, the Spirit comprises
a two-stage booster designed to insert an ASAT missile with a kinetic warhead into orbit. Against low orbiting targets, the Sprint
ASAT payload can be inserted directly into its path; however a typical injection profile versus a geostationary target involves
lofting the payload into a hohmann transfer orbit before completing a circularization burn into geostationary orbit (GSO). For an
Earth-like world, the time fromignition to transfer to GSO is some 3 800 seconds. A special feature of the HIM-78 is its low
launch signature that improves the chance of first-strike surprise on an armed or maneuvering target.
ATTACKS: 5
AUTOMATIC SKILL: 12
COLONIAL MARINE AEROSPACE FIREPOWER--MISSILES
AGM-204A TSAM: The TSAM (Threat
Suppression Attack Missile) is a low-cost self-
protection weapon designed to defend strikeships and
dropships against airborne missiles, early warning
radars, SAM sites and AAA. Small, short ranged and
lightweight, the TSAM design trades off the loiter
mode of most modern Threat Suppression Missiles for
speed, in order to eliminate a threat rapidly. The Tekell solid motor is a high impulse unit that will accelerate the missile to hyper
velocity in less than two seconds; after burnout, the missile coasts to the target. Range varies considerably with launch speed and
altitude, though practical limits in an Earth-density atmosphere are 20 kmat sea-level up to 60 kmat high altitude. The TSAM is
guided but cannot be fired at. It is designed to attack incoming missiles. It locks on automatically.
ATTACKS: 1
AUTOMATIC SKILL: 10
AGM-220C HELLHOUND II: The Hellhound II is a multi-role tactical missile designed for use against point targets
such as vehicles, armor, buildings and bunkers. Based around a greatly enlarged version of the Hellhound I airframe, the missile
employs a three-stage motor consisting of a launch boost engine, and in flight sustained motor and a third-stage booster designed
63
to accelerate the weapon during its terminal attack phase. The
weapon can be launched in two different modes: in the first,
the dropship Weapons Officer locks the missile's seeker onto a
target before launch and provided he maintains the lock until
the moment of launch the weapon will then be guided to that
target; in the second, the weapon is directed to a grid reference
where it then commences a search for a pre-designated target,
or one selected froman internal menu of potential targets, or
for a target of opportunity. The dual-seeker systemcombines a high-resolution millimeter-wave radar and infrared imager linked
to a sophisticated 12 Mb processor that determines the missile's optimal attack profile and warhead fusing to ensure a kill. The 'C'
variant of the AGM-220 incorporates a new, jam-resistant radar and improved countermeasures refection logic to bring it in line
with the 'F' version employed by the USASF. This is a guided weapon.
ATTACKS: 1
AUTOMATIC SKILL: 9
Mk. 16 150mm BANSHEE 70: The Banshee 70 systemconstitutes one of the most important unguided weapons in
US service. In the Colonial Marines, it is most commonly associated with the LAU-190/A 16 tube launcher mounted on the UD-4
Cheyenne dropship. Each rocket is spin stabilized by a fluted exhaust nozzle and has three spring-mounted wrap-around fins at
the rear. The Mk. 16 model has a high-impulse rocket motor, giving a burnout velocity in excess of 1800 mper second, providing
excellent stand-off range and accuracy in the air-to-surface role.
M18: The M18 is an incendiary warhead intended for target marking and for use against buildings and light
fortifications.
M451: The M451 is a 36kg High Explosive, blast-fragmentation warhead with a smart fuse for use against a wide
variety of targets. The TIAS target analysis systemaboard the dropship will set the fuse at the moment of launch according to the
target, allowing for airbursts against soft targets or impact fusing against armor.
M597: The M97 is a multi-dart warhead containing 17 incendiary flechettes designed to penetrate tank
armor, field defenses and bunkers, and then causes fires within them.
M598: The M598 is a beehive round for use against battlefield targets such as exposed personnel, soft vehicles,
helicopters and VTOL platforms. The warhead carries a load of approximately 4 800, 7.2 g kinetic-penetrating darts capable of
saturating an area the size of a football field. With both M597 and M597 warheads, he dropship TIAS will set the optimum
distribution pattern of the darts the moment of launch, depending on the primary target.
AIM-90E HEADLOCK: The AIM-90E is a
short-ranged Air-to-air missile optimized for dogfight
engagements. Guided by a dual optical / active radar
seeker, the Headlock missile accelerates to hyper velocity
speeds after launch and then glides the remaining distance
to the target. The warhead consists of thirty four explosive
darts that are released by the missile as it approaches the
target. To ensure a kill, the AIM-90's unique fusing systemdirects these flechettes into an optimumattack pattern upon release,
dependent on the target's current aspect. The 'E' variant of the missile incorporates changes to the countermeasures software and
enlarged aerodynamic surfaces to improve lift at high altitudes.
ATTACKS: 3
AUTOMATIC SKILL: 10
Mk. 10 70mm ZEUS: The Mk. 10 ZEUS is a 70mmunguided rocket systemthat has been the mainstay of USCM
service for some sixty years, in its various forms. A small, spin-stabilized rocket, the ZEUS is now supplied with only two types
of warhead: a smart fused antipersonnel fragmenting warhead and a smoke warhead for laying particulate smoke screens.
Mk. 88 120mm SGW: The Mk. 88 is a 120mm, short ranged (under 1500m) weapon designed as a low-cost
alternative to the Hellhound versus light armor and prepared positions such as hangars or gun emplacements. A simple weapon, it
comprises a rocket with a low-impulse motor steered by fold-out fins. Guidance is by an imaging infra-red seeker in the nose, and
a 2.2 kg shaped-charge warhead is positioned just behind. The SGW is a fire-and-forget weapon - once locked-up by the
dropship, the missile self-guides to the target.
XIM-28A LONG LANCE: The XIM-28A Long Lance ASAT missile is a
5.6 mAnti-Satellite Missile powered by a two-stage Lockmart LP-XII solid-rocket
booster. Upon release fromthe launch bay, the first-stage motor ignites and accelerates
the missile away fromthe launching ship. After four seconds the first stage burns out
and the missile coasts the rest of the way toward the target. The second stage ignites
when the missile enters its terminal phase to provide the necessary burn to complete
the intercept against the target. A coolant jet systemin the tail helps mask the motor's
infrared and UV signature when it burns. Guided.
ATTACKS: 4
AUTOMATIC SKILL: 9


64
NIC-79 CAPTOR MISSILE: The NIC-79 is a low yield nuclear weapon with an almost microscopic sized payload.
The explosive capacity is directed forward, incinerating the rocket before it even impacts on its targets. The blast is enough to go
right through most craft. The Captor missile is designed to go against space targets only. It is so clumsy, however, smaller
vessels can evade the explosive charge. Hitting a smaller craft is a little like overkill. Captor Missiles cannot survive entry in an
atmosphere. They are also guided.
ATTACKS: 2
AUTOMATIC SKILL: 8
STG BALLISTIC MISSILE: The STGBM carries your standard Space-to-Ground nuclear warhead. Everything in
100mfromthe point of impact is destroyed and everything past it fromanother 100msuffers 20k. Every 100mpast that cuts
that damage by half. STG can be fired at any target but they are slug for maneuverability. STGs must use their skill. They are
guided but cannot be aimed.
ATTACKS: 5
AUTOMATIC SKILL: 7

COLONIAL MARINE AEROSPACE FIREPOWER--CANNONS
25mm GARGOYLE GATTLING CANNON: This is the Fredrickson 25mm"Gargoyle" servo-slaved gattling anti-
aircraft cannon. With a cyclic rate of 300 shells a minute, this is an extremely powerful addition to any craft, and allows for
greater air dominance and flexibility in missions. The 25mm"Gargoyle" has a J ullet cooling systemrunning fromthe engines to
cool the gun during use.
THUNDERHAWK 30 mm
RAILCANNON: Railgun launchers fire kinetic
ammunition at velocities over 12 kmper second. Despite
their high rate of fire, these weapons are less accurate than
beamweapons against maneuvering starships or missiles,
and have a practical engagement range less than 100 km.
However, since a single hit froma railgun round is capable
of causing catastrophic damage to a space target, they
remain the most powerful close defense weapons in a
starships inventory. The railguns work by accelerating a
charged plasma to high velocities and using it to propel a
kinetic round at the target. They fire up to 30 rpmeach
and are fed froman autoloader.
800 MEGAVOLT TURBOALTERNATOR-POWERED NEUTRAL PARTICLE BEAM:
The 800 MeV Weapons are the primary beam
weapons of the CMC Frigates. They fire into the
starships forward cone, each capable of disabling a
targets electronics and instrumentation at ranges up to
250 km. Sufficient deuteriumtanking exists for up to
230 seconds of firing. One hit to a ship will cause 10k
of damage but the ship wont be damaged. Instead, if
destroyed, all electrical systems shut down, rendering
the ship dead. No weapons can fire. Emergency
batteries onboard escape pods still allow themto be
ejected. The engineer of the victimship can attempt to
restore the systems every minute with a 25 skill that
drops by 2 every additional minute (5 rounds). The 10k
damage is relative to the DV. The difference between
the damage inflicted and the hull of the ship is added to the Engineers roll (armor still applies). So if the hulls is greater than
10k, the difference is added to the Engineers roll (or reduced fromthe DV whichever). If its a negative number (for a ship with
a hull less than 10k) the Engineer is penalized by that amount. The systems will not come back themselves for another 2D6
hours. If the damage received is less than half the total hull of the craft (like a Conestoga or Bougainville), the ship is untouched,
even though a second shot will sure spell doomsince the effect is cumulative (unless the target is the Razzia). Every additional
shot after the ship shuts down extends the shut down by 1D6 hours and increases the difficulty by 2.
80 MEGAWATT INFRARED LASER: Point defense for the large spacecraft used by the CMC is provided by a
80mW free-electron laser capable of vaporizing small targets such as railgun rounds, or disabling incoming missiles and fighter
at ranges up to 20km
ORBITAL MINEFIELD: An Orbital Minefield is dispensed out the rear and can be released in any number. When
deployed, the organize themselves in a lattice fashion and actually construct their own defense network by connecting themselves
with the other units. These lightweight nets, which can stretch tens of kilometers across, are held rigid by alloy framed and
stabilized by tiny thrusters. If the mine is struck on its own, the damage is dealt normally. If the ship strikes the net, the front
mines explode, but the outer ones can bend themselves in and strike the rear or midsection of the ship.





65
COLONIAL MARINE ARMOR FIREPOWER
REPUBLIC ELECTRIC 20mm GATTLING CANNON: Two linked 20mmGattlings are on the front turret of the
M577 APC. Both weapons are supplied by a 1700 round multi-feed ammunition dispenser, which offers a selection of High
Explosive, High Explosive Armor Piercing and 'Beehive'
type Anti-Personnel flechette (APF) rounds at the flick of a
switch. These caseless rounds carry no propellant and are
fed mechanically into the revolving chambers, which are
then sprayed with hypergolic binary propellants, which
ignite and launch the round. Binary propellant systems are
rare at this caliber, but aboard the M577 this systemoffers
substantial weight, rate-of-fire and reliability advantages
over standard caseless weapon and provides effective anti-
personnel support for the APC. The only drawback of the
weapon is that it is mounted to cover only the vehicle's
forward arc. Traversing between 60 degrees left and right of
axis, and cannot be fired froma hull-down position.
20mw BOYARS PARS 150 PHASED PLASMA
CANNON: The power source for the Boyars is a 6mW
hydrogen fuel cell capable of powering 3000 firing before
refueling. The fuel cell drives a homopolar fast-discharge
generator which stores power until it has sufficient energy to pulse the plasma guns laser. When the laser is fired, it creates an
ionized trail in the atmosphere which is charged by the guns electromagnetic coil to forma solenoid mass is fed mechanically
into the tunnel, where it is vaporized by the laser beaminto a superheated plasma. Which is accelerated by the magnetic coil to
velocities in the region of 5 000m/s. The Plasma travels the tunnel until it impacts the target at a focussed point, using its
considerable kinetic and thermal energy for maximumeffect penetration. Because of the power usage, both guns in a turret fire
in sequence rather than simultaneously.
REPUBLIC DYNAMICS M2025 40 mW FREE-ELECTRON LASER: These are effective against both ground
and air targets. Beampower is supplied by a 10 mW hydrogen fuel cell driving a homopolar fast discharged generator. The
Beamis propagated, without the need for lasants, by the interaction of a particle-accelerated electron beamwith a static electric
field. The advantage of a free-electron laser I Colonial Marine service is its ability to be tuned to wavelengths that would
minimize beamdegradation by the local atmosphere. In addition, a reactive tune facility, cued by laser returns fromthe beam, is
incorporated to allow rapid returning in the event that countermeasures are deployed to block the beam. The lasers can be used in
two modes. In dazzle mode, the beamis used to burnout enemy optical/infrared sensors or blind infantrymen and pilots (20
difficulty or blinded for 2d6 minutes, invoking 6 penalty), has a low output. It is in this mode that the beamis at its most
efficient, playing continuously across a target without the need for pulsing or the associated effects on beampropagation from
thermal blooming , ionization or dielectric breakdown (huh?). In pulse mode, a beamis pulsed at full power at the target.
Damage is caused by the mechanical impulse of the beamas it superheats the target area, and in the case of the M2025 is capable
of penetrating infantry persona armor or the skin of a missile or aerospace craft.
20 MeV TURBOALTERNATOR POWERED CHARGED PARTICLE BEAM CANNON: The deployment of
this weapon has been made possible die to the introduction of a Martin-Continental micro magnethydrodynamic turbine capable
of generating 20mW of electrical power to run the big particle accelerator guns. Sufficient turbine fuel exists to power the guns
for 50 seconds firing and there is some 300kg of deuteriumtankage to provide particle beammass.





















66
VEHICLES
PERFORMANCE
TOTAL COST: Marine cost of the unit. Public cost can vary. M-class vehicles are not available on the open market
LOADED WEIGHT: Total weight with armament and crew.
STRENGTH: For Power armor.
MANUEVERABILITY: Penalties to hitting and dodging.
LOCATIONS: Areas that can be hit.
STRUCTURE: Structure in Hits or Kills
ARMOR: Armor in Hits or Kills
MAX SPEED: Max Acceleration. Basic cruising speed is half. Ever 20kmpast that add a 1 penalty to Maneuverability.
ACCELERATION: How much the vehicle can accelerate per turn.
VEHICLE HARDPOINTS: How many weapon hardpoints are available. These are vehicle space. Refer to weapons for details
BASIC ARMAMENT: The typical or fixed armaments for that vehicle or variant.
Note: All speed is rated in Kilometers Per Hour

M577 ARMORED PERSONNEL CARRIER

The M577 is a lightweight, low-cost, and well-armed armored personnel carrier that was designed to fill the need of a
dropable APC that could quickly deploy marines into a battlefield. Its design makes it a great multi-role vehicle, and has the
capability to fill all needs. The M577 was designed to be as sturdy as possible, while keeping a combat weight of below 15,000
kg. The chassis was designed after the M570 family of vehicles whose main roles were primary transport and mortar platform.
The APC is built around a 4 x 4-wheeled layout, powered by a 286 Kw multi-fuel gas turbine engine that generates a power-to-
weight ratio in the region of 19.7 kW/kN. Although the wheel configuration does not provide as rugged a cross-country
performance as a tracked vehicle, it does offer considerable savings in terms of weight penalties and reliability. The massive 159-
cmdiameter wheels each receive independent power fromthe engine via a fully automatic, electronically controlled transmission
system. The tires are armored plated to prevent penetration by ground debris or small arms fire, and are pressure regulated by
the driver, allowing himto deflate and inflate themdepending on the terrain condition. The M577 is operated by two crew (the
driver and section commander) and allows twelve positions for passengers, all equipped with yoke harness restraints for orbital
combat drop. Entry is made via the main starboard sliding door or port side drivers hatch. The interior is spacious despite the
vehicle being visually small, and allows for plenty of weapons and equipment storage. In the rear of the APC is the audio and
video linkups so the section commander can keep contact with the vehicle's infantry complement via real-time video and battle
management displays.
PERFORMANCE
TOTAL COST: $2,000,000
LOADED WEIGHT: 31,255lbs, (15.7 tons)
MANUEVERABILITY: -3
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 4 K 2 K
WHEELS: 60 SDP 35 SDP
MAX SPEED: 125 kmph ACCELERATION: 35
VEHICLE HARDPOINTS: 1 Turret
BASIC ARMAMENT: Only one pair of synchronized Republic Electric RE700 20mmgattling cannons. The Turret can carry a
variety of armaments (see weapons)
67
MAX MOBILE ASSAULT EXO WARRIOR /
MOBILE OFFESNIVE EXO WARRIOR (TL4)

The Max or MOX confounds explanation. It is not really a piloted suit nor is it a robot. It is a Human intelligence
locked into ten tons of heavily armed and armored exoskeleton. The MAX was developed and primarily run by Weyland Yutani
while the MOX was produced by military intelligence for effective confrontation with the hostile alien life forms. When a
civilian consultant, en route fromthe siminal military skirmish with the hostile organisms on the Terraformer LB 426 Colony,
successfully dispatched an alien Queen with an Exoskeletor Payloader, military designers had responded with MOX. Both
models are virtually identical even though the MOX is more popular, being widely distributed among the CMC at TL5. The
MOX were the first of their kind. The Military wanted a new breed of warrior, and the marines provided them: volunteer basket
cases and psychos eager to taste power in this lifetime.
The Beserkers.
It was up to medical science to keep themleased until they were needed. One specifically trained doctor always
accompanies the Suit. They use IV sedatives to maintain the subject in a dreamless coma state, virtually a flatten. Not even
REM sleep is allowed, since the slightest spark of adrenaline could cause a massacre. Usually, for the man in the suit, this is his
one and only and option. This or psycho ward one. When the bughunt reaches critical mass, The Armor is wheeled in, and the
subject is turned on with a triple dose of chemical adrenalines, and turns himloose. The bugs will go down. When that moose
juice kicks in, anything between himand his target will be annihilated.
Both the MOX and the MAX have weapons so similar, for ease, they will
be classified to be the same. Pulse Rifles, Grenade launchers, and Flamethrowers
are all standard equipment. The only variety is scale. The MAX is substantially
larger than the MOX (by a full meter). The MAX also has the capacity of allowing a
normal pilot. The MOX is literally built AROUND the pilot where the MAX is
more of a powered armor. The back opens up where the almost surgically implanted
pilot can be removed.. Please note the pilot is so dependant on the drugs of the
MAX that he will die in 1D6 hours unless placed on life support if removed. The
new pilot will not be dependant on the drugs unless in side the suit for more than 48
hours. A new pilot can be implanted is six hours. For a normal human, the MAX
can be used in extreme emergencies. A neural implant is drilled in the back of the
head (DC4 damage) and the suit applies to the users command. However, an
additional -3 Maneuvering bonus is applied.
The MOX is smaller, more maneuverable, and less armored, and has no
chance of pilot removal. Maxs cost a bit more, so they are recycled. MOXs
however, need to be rebuilt entirely to accompany a new pilot. They are both
independent units whose only formof tracking is the homing beacon placed usually
in a hive by the Point man (See CMC for the Beserker rules). Upon activation, they
go in he direction of the beacon and destroyed everything in their path. The guns all
have safety kill-switches designed to shut off within three meters of the Point man an
anybody programmed for the Beserker to avoid. PDT of colonists are notable
examples.
The Final disadvantage of the MAX and MOX units is the unpredictable lifespan of the pilot. After the tenth flushing
(washing of the sedatives and jacking up with the chemical drugs), the health of the pilot diminishes. The eleventh flushing has
a 5% chance of killing the pilot when activated. This, of course puts the Beserker teamin a bad situation. Ever additional
68
flushing adds 5% to the difficulty. Most Beserkers are replaced after ten missions but some have been pushed to their twentieth
mission. MOX suits are a tad bit safer and only add 4% every additional flushing. Not much, but MOXs are generally pushed
more than MAXs since an emergency pilot can use the Suit if the current one dies. The NutraGel technology was not converted
to Beserker suit until well into TL6 because the heavy armor was considered enough to ward off the alien acid.
PERFORMANCE
TOTAL COST:
MOX: $1,000,000 MAX: $2,100,000
LOADED WEIGHT:
MOX: 8 tones MAX: 10 tones
STRENGTH:
MOX: 10 MAX: 12
MANUEVERABILITY:
MOX: -1 MAX: -3
LOCATIONS: (MOX / MAX ) STRUCTURE: ARMOR:
MAIN BODY: 2K / 4K 1K / 2K
ARMS (2): 1K (50 SDP) / 2K 0.5 K (25 SDP) / 1K
LEGS (2): 1K (50 SDP) / 2K 0.5 K (25 SDP) / 1K
MAX SPEED:
MOX: 14 MAX: 10
ACCELERATION: 4
VEHICLE HARDPOINTS: See below
BASIC ARMAMENT:
MOX: M56 Smartgun with x3 ammunition, M240 Flame-thrower with x2 capacity, M26 Thumper Grenade Launcher
MAX: One 20 MeV turboalternator powered charged particle beamcannon, M240 Flame-thrower with triple capacity,
M56 Smartgun with triple ammunition, M26 Thumper Grenade Launcher
NOTES: All armweapons are considered turrets for special rules.

M-242 COMBAT BUGGY

The M-242s design bears more than a striking
resemblance to its civilian counterpart, he Daihotei ATV.
Both vehicles have almost identical drivetrains. The
major exceptions is size. The M242 is smaller and
sporting only four wheels. The Buggy only has a crew of
two with no passengers, one pilot and one turret operator.
Both can open their canopies and operate effectively in
the clear. There is a 5 to strike themwhen exposed in
this condition, the pilot and gunner have a +2 to hit their
targets.
The M-242 is one of the most capable combat
vehicles in the CMC. Not only is it fast, running off a
pair of K-1000 Gas Turbines, but it is also maneuverable,
using four wheeled steering on a four wheeled drive
transmission. The control systemcan be modified to
operate as a typical steered vehicle about also as a
independent control for each wheel. Allowing the car to
drive sideways and virtually every direction, keeping its
nose pointed forward.
This helps the aiming of its turret weapon, supporting a pair of high-powered 10-mmVulcan Gattling cannons.
These weapons can strafe targets with ease froma 1000 meters. The only disadvantage with maneuverability is weight. Being
light, the buggy cannot take many hits. Most heavy weapon will permanently disable the vehicle. The wheels, themselves, are
especially vulnerable.
PERFORMANCE
TOTAL COST: $250 000
LOADED WEIGHT: 18 000 kg (1.8 tons)
MANUEVERABILITY: -1
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 1K (50 SDP) 0.5 (25 SDP)
WHEELS: 0.5 (25 SDP) 0.25 K (15 SDP)
MAX SPEED: 166
ACCELERATION: 50
BASIC ARMAMENT: Twin Gattling Cannons.


69
DAIHOTAI 8X8 ATV
With the advent of galactic colonization, mankind has encountered a greater variety of climates and terrenes than
anyone on Terra could have imagined. Unfortunately, some of these conditions have proven insurmountable to all existing
Terran ATV (all-terrain vehicle) designs. Thus the need for an even more rugged, more capable vehicle was born. To date,
Daihotai Corp., a subsidiary of Weyland-Yutani, has been the leader in this market segment. Indeed, Daihotai has become
synonymous with quality and dependability.
Each model in the ATV series is based on a common 8x8 drivetrain with a 7-meter wheelbase and a 6-meter track. This
wide base ensures even weight distribution and stability on most types of ground. Four legs end in pairs of drive wheels. The
vehicle is sprung by two swing-armAnderson suspension assemblies, cantilevered at chassis bearings and sprung with internal
torsion bars. Dampening comes courtesy of telescopic shock absorbers. The whole assembly is reined in by hydro-pneumatic
rams. The active suspension is monitored by a dedicated CPU to provide maximumstability and traction in all conditions. The
systemcan also alter the vehicles ground clearance over a range of 1.5 to .9 meters.
The most common power plant
installed in the Daihotai series ATVs are
the J -160 and J -180 series gas turbines.
Both units are capable of generating 160
to 180 kW of power that is transferred to
the drive wheels. Each wheel has its
own independent transmission system
controlled by a central CPU to ensure
optimal traction. This unit also handles
anti-lock braking duties. On paved
surfaces, the ATV is capable of top
speeds near 110 km/hr. Off-road the
ATV is capable of handling vertical
obstacles up to 1.4 meters in height and
vertical grades near 70%.
A fully provisioned, enclosed
cabin is standard equipment on most
models of ATV. All cabins possess full
life support capability, with full NBC
(nuclear, biological, chemical)
protection. The cabins are arranged
around a central living space equipped
with a full galley and sleeping
accommodations for up to five people. Plenty of storage space is available for stowing equipment and supplies. Each unit is
reinforced by a steel rollcage and may be sealed fromthe rest of the space by sliding bulkhead door.
The drivers cab is located at the very fore of the vehicle. This area can double as an airlock in hazardous environs. A
workstation cockpit is at the rear of the vehicle. This area effectively mirrors the driving controls in the main cab, allowing the
tractor to be piloted effectively in reverse. This area also contains controls for all the attachments and specialized tools the ATV
may carry. Some of the more popular attachments are: diggers, cutters, large drills, soil samplers, stamping presses, welders, and
earth-moving blades. However, the overall strength of the design has led to many field modifications, and ATVs can be found
performing nearly any heavy-duty function on a colony somewhere. Indeed, Weyland-Yutani colonies are equipped almost
exclusively with this type of utility vehicle.
PERFORMANCE
TOTAL COST: $100 000
LOADED WEIGHT: 2 tones
MANUEVERABILITY: -4
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 100 SDP 50SDP
WHEELS: 20 SDP 10 SDP
MAX SPEED: 125
ACCELERATION: 33
VEHICLE HARDPOINTS: None











70
P-5000 POWERLOADER
The Caterpillar P-5000 PowerLoader has
been selected for use by the USCMC as their prime
loading vehicle for logistics and support
operations. Configured as an anthropomorphic
exoskeleton power frame, the P-5000 offers an
unprecedented flexibility when handling ordinance
and cargo during the rough field operations or
when it is conducting heavy maintenance away
fromit's fixed workshops. The loader is capable of
fine manipulating loads up to 4,000 kg, it is rugged
and reliable piece of machinery compared to
forklifts, rigs, and cranes.
The chassis of the loader is made of
reinforced steel framework with two upper load-
bearing points for its arms. A hydrogen fuel cell is
mounted on the back of the frame, which provides
the loader up to 65 kW of power. The legs are
attached to by two semi-universal bearings on
either side of the chassis, which allows up to a 60
degree of 'x' axis (hip swivel) movement, just
below this are a set of knee bearings. The leg
motions at the hip are controlled by a pair of 20
kW linear motors that are actuated by a fast-
feedback loop slaved to the operators movements.
J ust below the hips are hydraulic actuators that
extend fromthe main loading bearing parts to the
aft sections of the legs, providing an 'z' axis
(fore/aft) movement at the knee joints, while the
pitch control is handled by the second series of
actuators at the ankle area. To prevent any
toppling while not in operation or lifting cargo, the
chassis is gyrostabilized. The gyros can be rotated
rapidly out of phase in order to 'decouple' the
chassis stabilization systemalong determined the
axis of motion and provide the necessary instability required for bipedal movement. For very heavy lifting, additional stability
can be provided by bolting up to 250 kg of concrete ballast to the underside of the chassis. The arms are attached to the very top
of the chassis by a pair of complex universal bearings that are stressed to operate under loadings of up to 4,000 kg. The arm
motions in the 'y' and 'z' axes are all controlled by the linear motors while the movement of the 'x' axis and also at the elbows is
powered by a series of hydraulic actuators. Each of the limbs terminate at a set of vice manipulators, which are configured to
handle standard P-60, and O-26 type pallet grips and are capable of full 360-degree rotations. The manipulator functions is
controlled fromthe operators handgrip/joystick combination on the inside of each limbs The attachment points for the
maintenance tools like the welding torch are seated on the manipulators. Problems only arise when the loader is walking or
reaching its full extension, as the systemis likely to encounter movement beyond the fine tuning capabilities of the operator. The
standard operating procedures forbid the users of the loaders to do any of these maneuvers. If the loader is operating on rough
ground, then the loader will provide feedback cues to the operator to help it keep his/her footing. An automatic lockout system
has generally proved safe to use over all but the most treacherous terrain. Through simple principles, a lot of practice is required
to use a loader efficiently and safely, and the equivalent of a Class 2 civilian cargo-handling license is needed to operate one in
the USCMC. The operators must become used to the loaders mass and it's tendency to lead the operators movements. The
operators also must be very careful not to overcompensate for this tendency, otherwise they may induce an unwanted oscillations
into the control systems. To operate a loader requires sureness and the economy of
the movement, since any hesitation and any exaggerated motion tend to place unwanted stress on the load-bearing joints. The
training to use a loader takes about six weeks of simulator training and then hands on experience. Though this is extended to
eight weeks to qualify the USCMC personnel and includes training in rough field operations.
PERFORMANCE
TOTAL COST: $2,000,000
LOADED WEIGHT: 31,255lbs, (15.7 tons)
MANUEVERABILITY: -4
STRENGTH: 13
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 2K 0.25 K (15 SDP)
ARMS (2): 1K 0.25 K (15 SDP)
LEGS (2): 0.5 K 0.25 K (15 SDP)
MAX SPEED: 10
ACCELERATION: 5
VEHICLE HARDPOINTS: None
71

M292A2 SELF PROPELLED GUN
The M292 is the standard artillery piece of CMC. It is a 28 000 kg armored tracked vehicle with a single 41 caliber
158 mmtube. It carries 78 rounds , which are autoloaded into the gun chamber and fired by hypergolic liquid binary propellants.
The most notable characteristic of the M292 is its rapid fire capability the systemcan launch six rounds in under ten seconds,
putting the last round into flight before the first has impacted the target a useful facility when under the threat of counterbattery
fire.
Standard ERFB (Extended Range Full-Bore) ammunition offers the M292 excellent accuracy up to its maximumrange
of 39 000 m,, while the addition of a base-bleed unit extends this to 48 000 m. A ramjet powered athhodyd shell is available,
with a maximumrange of 62 0-00 m, though with a less capable warhead. A variety of warheads are available, including HE,
self-guided sub-munitions and aerial denial mines. The M418 smart shell is designed to home in on vehicles and structure, and
uses a fluidic jet reaction systemto steer onto the target
PERFORMANCE
TOTAL COST: $2,000,000
LOADED WEIGHT: 28,000 kg, (28 tons)
MANUEVERABILITY: -6
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 8K 4K
MAX SPEED: 70
ACCELERATION: 21
VEHICLE HARDPOINTS: One the main gun.
BASIC ARMAMENT: Main Cannon--Special
Main Cannon:
Targets: Ground targets with a 5mblast radius; Damage: 5K; Range: 62 000; WA: +3; ROF: 1; Shots: 78
M34A2 LONGSTREET LIGHT TANK /
M22A3 JACKSON MEDIUM TANK /
M40 RIDGEWAY HEAVY TANK
The M34, M22, and M40 are the tanks of
choice of the CMC. All of these designs are lighter
than army variants because of the need to space and
airlift vehicles in combat situations. The deployment of
Colonial Marines Armor assets is limited by the
available of heavy starlift capability to transport both
the tanks and their considerable logistic and service
support. For this reason, the six tank battalions of the
Colonial Marines rely heavily on mediumand light
armor such as the M22 and the M34. One battalion, the 2nd (attached to the 1
st
Colonial marine Division) has recently been
upgraded with the M40, which has previously only seen service in the US army. The current intention is to furnish at least two
more battalions with the M40 before making a decision about finally phasing out the M22.
Armor in the Colonial Marines has retained the traditional infant support role. Tanks are still the best way to deliver
direct artillery fire quickly and accurately demonstrates the continuing value of heavy armor on the modern battlefield, with is
ability to fire 115 mmshells at a rate 6o rpm, deliver particulate barrier smoke, scatterable mines and support fire fromits
integral 60 mmmortars and defend against aerospace craft and incoming missiles with 20 kw phased plasma point defense gun.
Aside fromthe impressive firepower of modern tanks, their psychological value and their ability to chock even a
prepared opponent, is still readily apparent. Colonial Marine aerospace /ground teams rain in cooperation with the armor units on
a regular basis, though there is still opposition to fully integrating heavy armor into the teams. Partly, this is because of the
current lack of a heavy dropships capable of carrying a tank into battle; this is rectified with the N1 Snakefighter, with its 70 000
kg lift capacity. Also, its is because of new models and concepts being proposed by the Colonial Marine Tactical Studies School
which advocate a reversal of Marine 70 flexible armored doctrine in favor of employing dedicated tank-led ground teams. In he
tanks-led teams, the armor is grouped en masse with mechanized and airborne infantry in support, rather than the current practice
72
of parceling out armor piecemeal on an ad hoc basis. However, proponents of this scheme wish to see a radical increase in
Marine armor capability once the U-24 is in service before proper integration with the aero/ground teams can take place.
PERFORMANCE
TOTAL COST:
M34A2: $2,000,000
M22A3: $3 500 000
M40: $5 500 000
LOADED WEIGHT:
M34A2: 19 000 kg (19 t)
M22A3: 28 000 kg (28 t)
M40: 35 000 kg (35 t--Too heavy for the UD-4 Dropship)
MANUEVERABILITY:
M34A2: -4
M22A3: -6
M40: -7
LOCATIONS: STRUCTURE ARMOR
M34A2: 6K 3K
M22A3: 7K 3K
M40: 9K 4K
MAX SPEED:
M34A2: 100
M22A3: 90
M40: 70
ACCELERATION:
M34A2: 35
M22A3: 30
M40: 21
VEHICLE HARDPOINTS: Every vehicle has one hardpoint for their main gun, which is a ERFB (Extended Range
Full Bore) Standard Gun. One additional hardpoint is available for additional firepower. The M40 has two more.
BASIC ARMAMENT:
WEAPON TARGETS BR DC Range WA ROF SHOTS
M34A2: Ground targets, Ariel at 8, 1 m 3K 20 000 +3 1 30
M22A3 Ground targets 2 m 4K 25 000 +2 1 40
M40 Ground targets 3 m 5K 30 000 +2 1 50

M-442 RACKPOWERED ARMOR (TL 5.5, 6)
The RACK has gone through several
design changes through the year of release a
TL5. By TL6, they had reaches their final form
but not before all the other designs being stolen
by other groups. As a result, several different
variants of the RACK can be seen by
smugglers, beekeepers, and civilian security
groups. Mining consortiums have been known
to operate larger versions.
The CMCs variant has remain
unchanged since the final release model. The
basic design was built around the Weyland
Yutanis MAX Beserker Armor. The biggest
modification was the control system. Before, it
was deemed too difficulty for a normal human
to operate. This resulted in the need to
permanently install the Beserker pilot. With the
addition of the McKinley 2.5 Terabyte control
processor to handle the guidance and the
complex systems of the beast, the RACK is now
capable or a normal pilot with little stress in
combat situations.
Generically, Racks have been
replaced by powerloaders in certain situation
especially in hazardous environments where flat
terrain is not available. Also, not all variants
have sealed cockpits. In fact only two, including he CMC model, are pressurized. Most others are open like the P-5000
Powerloader.
73
M-442 MARINE RACK: Sealed Combat suit with less firepower and armor than the MOX Beserker suit but equally
as maneuverable. Armed with one Boyars Pars 150 Phased Plasma Cannon, one Republic Dynamics M2025 40 mW free-
electron lasers, or one 20 MeV turboalternator powered charged particle beamcannon as well as a M-240 Flame-thrower.
P-7999 POWER RACK: Exposed Cockpit systemwith twice the STR as theM-442 but much more maneuverable
than the Basic PowerLoader. Its arms have been modified with PowerLoader appendages with an extension beamthat allows the
hand assemblies to extend up to six meters fromthe bas elbow when needed. No weapon systems.
UT-05 MINING RACK: A sealed suit but dont let that deceive the user. It offers no protection. The transparent
germaniumcanopy is strong but totally vulnerable to weapons fire. The sealed systemis designed only to keep in the pressure
in adverse environments. The only noteworthy formof armament ifs a large flame device similar to the M340 Flame-thrower.
ST-BETA-5 SECURITY RACK: A modified version of the Power rack, the ST-BETA still exposes the pilot, but an
armored bathtub protects him/her for heavy fire. The Loader arms remain and the Strength dropped, giving lower weight and
higher maneuverability. A pulse Rifle has been added to the arsenal with double capacity ammunition.

PERFORMANCE
TOTAL COST:
M-442: $1 200 000 P-7999: $650 000
UT-05: $850 000 ST-BETA-5: $1 000 000
LOADED WEIGHT:
M-442: 4 P-7999: 6
UT-05: 7 ST-BETA-5: 5
STRENGTH:
M-442: 9 P-7999: 12
UT-05: 11 ST-BETA-5: 10
MANUEVERABILITY:
M-442: -1 P-7999: -4
UT-05: -5 ST-BETA: -4
LOCATIONS: STRUCTURE: ARMOR:
MAIN BODY:
M-442: 3K 2K
P-7999: 1K 0.5 (25 SDP)
UT-05: 1.5 K 0.5 (25 SDP)
ST-BETA-5: 2 K 1 K
ARMS / LEGS (2)
M-442: 2K 1K
P-7999: 1 K 0.5 K (25 SDP)
UT-05: 1 K 0.5 K (25 SDP)
ST-BETA-5: 1 K 0.5 K (25 SDP)
MAX SPEED:
M-442: 18
P-7999: 12
UT-05: 10
ST-BETA-5: 16
ACCELERATION: 6
VEHICLE HARDPOINTS: See below
BASIC ARMAMENT:
M-442: One Boyars Pars 150 Phased Plasma Cannon, One Republic Dynamics M2025 40 mW free-electron lasers,
OR one 20 MeV Turboalternator powered charged particle beamcannon as well as a M-240 Flame-thrower.
P-7999: None
UT-05: The only noteworthy formof armament ifs a large flame device similar to the M340 Flame-thrower.
ST-BETA-5: A Pulse Rifle has been added to the arsenal with double capacity ammunition.
NOTES: All armweapons are considered turrets for special rules.















74
AEROSPACE

SPECIAL NOTES FOR SHIPS STATISTICS
Body: Structure in kills.
WT: Weight in tones.
Arm: Armor in kills.
MV: Maneuvering Value. Taken off the pilot or navigators Reflex when flying the ship in difficult maneuvers.
Move: Maneuvering speed. Flight in a combat situation when the ship is dodging and weaving. In kmper turn. Move is halved
for spacecraft in an atmosphere (if possible). Dedicated Aerospace do not half their move.
Mach: Top atmospheric speed (Straight line).
Orbit: Maximumsublight speed in au / hour
SR: Ground Sensor Range in km. Space sensor range x100. Perimeter Alert is at x1000
Communication range: Range of ground based transmissions. Orbital communication is automatic and unlimited within a star
system Orbital means a craft cannot land and is effectively unlimited. FTL means the ship can communication
with tachyon beamers at a speed of 2 ly/day anywhere.
Crew: Minimumcrew to operate the craft as well as the maximumcapacity of passengers
Maneuverability: This is a special bonus or penalties to the craft in special conditions like ECM or penalties in an atmosphere.
Additions: Special systems. Full Stock means everything that is available on the gear list including power loaders.
Evacuation: The type of escape procedure, whether it be parachutes, spacesuits, or EEVs
Internal Armament: The weapons stowed on board.
Range: Atmospheric: In kilometers. Usually the for ground thrusters. Unlimited means the space drive and the atmospheric
drive are the same.
Orbital: In AU. Unlimited means it runs it has a FTL drive that provides more than enough power for orbital travel.
The standard velocity is 1 au / hour.
FTL: Range of the FTL drive before it must shut down and recharge (see rules)
FTL Speed: Light years per day.
Drop Slots: Placed in the belly of a craft, each dropslot can hold either: 1 Cheyenne or 1 Stingray. These are designed to eject
craft quickly fromthe mother ship in one combat round. The Snakefighter is too large to fit in a dropslot.
Crafts Slots: Top, side, or front-loaded bays that allow craft to move easily back and forth. Loading and unloading of craft take
five combat rounds. A craft slot can carry either: 1 Narcissus, 1 Dutton, 1 TSAPC, 1 Snakefighter or 1 Cargo-
Crawler.
Cargo Slots: How many 50-tone cargo spaces are on board. These could be many small bays or one big one. GMs discretion.
Are not designed to bay craft bay but are often used as vehicle bays (e.g.: The UD-4 Dropship can carry one M-577
APC in its bay). All vehicles (including the TSAPC) can fit in one slot.
Automatic Skill: Basic Automatic Pilot skill.
Hardpoints: How many Hardpoints the vehicle has. Each HP has one spacesee weapons for space occupancy.
Basic Armament: Standard Payload.

DROPSHIPS
DROPSHIP UD-4 CHEYENNE
The UD-4 Cheyenne is a Dropship and tactical transport used
by the CMC for a variety of roles. It has a primary place in the heart of
an invading Marine Infantry Platoon. Entering into service at the end of
the Tientsin conflict, the Cheyenne is a multi role light aerospace shuttle
with a payload capability of 16,000 kg. It is ideal for it's role as a troop
deployment weapon.
Its main feature is its ability to take off and land from
unprepared sites. In addition to its role as a transport, the Cheyenne can
act as a gunship with its weapons pods and fixed point rockets, as well as
using its internal cannon. All things considered, this is the ship of choice
if you're getting into some heat.
The payload bay is a 9.5 l x 4.5 w x 2.4 h meter (102.6 m3)
volume with a 3.92-meter wide deck ramp suspended fromfour dual-
hydraulic assemblies. The deck ramp can comfortable carry a fully crewed M577 APC (with turret stowed) or a HALOS stores
pallet, and is able to raise the cargo completely into the payload space fromground level. Within the bay, latches are
automatically activated, extending to hold cargoes in place when the deck is raised. A 20-cmcavity to either side of the payload
bay separates the cargo volume fromthe outer skin and contains the main structural members, cable runs and the blower pipes
fromthe forward turbines to the aft lift nozzles.
The spacious pressurized cockpit is accessed fromthe payload bay and features two crew positions, seated in tandem.
Both crews sit in Martin-Siekert R2102 zero-zero ejection seats that are cleared for operation at any altitude below 10,000 mand
speeds below Mach 1. In the event of an emergency, explosive cord blows the canopy off and the crew are ejected clear of the
ship. Canopy transparencies are made fromsingle-crystal quartz, flash coated with gold, germanium, molybdenumand iridium
to provide protection against bright light and short-wavelength lasers. The coatings also act as a radar-reflecting surface,
preventing the entire cockpit volume frombecoming a radar-reflecting cavity.
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The main fuselage also features the mounting points for the main weapons pods and the secondary weapons bay. The
main weapons pods are attached to cross-folded pylons just
forward of the ramrocket intakes, which at supersonic
speeds, the 4.4 mpylons can be deployed crosswise to
secure the ordnance within the pods. The total span of the
pods when deployed is 15.3 m. The pods cannot be
deployed at speeds above transonic because of the adverse
effects of drag and the torsion caused by dynamic pressure
on the pylons. The secondary bays also fold flush against the
sides of the lifting body, and can be sprung out to expose all
the weapon hardpoints and allow exhaust space for weapons
launch. Unlike the main weapon pods, the secondary bays
can be deployed at super-sonic speeds up to Mach 2.4
without adverse effects on dropship handling.
It must be noted that even light damage can
prevent a dropship fromlifting into orbit. A breach of the
fuselage skin will seriously compromise the ship's high-
speed thermal protection, and even a tiny hole can cause
oxidation or 'burn through' when atmospheric speeds exceed
Mach 5.0. To prevent such accidents, a sensor net is bonded
to the inside of the skinning to monitor for breaches,
differential hull temperature and ionization. If a breach is
detected, a warning is flashed to the cockpit monitors to
notify the crew.
The UD-4 is a reliable craft in all realms of its
aerospace operating platform, and is a popular craft with its
pilots. It handles well above the specific purpose for which it
was designed, but with in the world of war, nothing can be
expected to handle as it was designed, here the Cheyenne
delivers above and beyond... but not as well as the pilots
who push these craft to their limits would prefer.
At subsonic speeds, the lifting body configuration
generates little lift, and the pilot becomes increasingly reliant on the flight software. The lift fromthe vectored thrust engines
keep the dropship stable in the air. Stall speed is very high, and as the Cheyenne approaches the stall it tends to fly increasingly
nose-high. As transition is made through the stall speed, vertical lift fromthe nose and stern nozzles are bled in to prevent
departure. Though the airframe is nominally stressed to +6 g, maneuvers in conventional flight greater than +3 g are prohibited
due to the excessive stall speed, which can cause the Cheyenne to prematurely depart controlled flight. When fully loaded, turns
greater than +1 g are prohibited. At very low speeds and at altitudes below 500m, VTOL hovering flight is recommended. The
Cheyenne is at it's nimblest in the hover; here, response is crisp in all axes and the dropship is a very steady weapons platform.
The Cheyenne has a crew of two, comprising a Pilot and a Crew Chief / Weapons Officer. Flight control is quadruplex
digital fly-by-light with automatic self-monitoring and reversion to back-up modes, all handled through the Herriman-Weston 5 /
480 flight computer. There is no manual reversion since the dropship is too unstable to be flown with direct control inputs.
Engine thrust and nozzle settings are automatically moved to their optimumpositions depending on speed, altitude, throttle and
stick settings. An intelligent autopilot facility allows the automatics to fly all phases of the mission profile, including ingress and
egress to the target zone as well as landing and docking cycles.
Navigation combines an inertial systemwith ring laser gyros and strapdown accelerometers, backed up by Global
Positioning fromreference satellites where available. Dropship communications are handled through an AN / ASC-155 digital
datalink offering HF, VHF, UHF and SHF broadcast options. The hardware includes two 12-channel receiver / transmitters with
the associated antennae capable of establishing high performance voice, video or computer links in a stressed environment.
Antijamfeatures are classified, though they are known to include adaptive HF spectrumtechniques to achieve a low probability
of intercept and frequency hopping.
The Cheyenne is a very reliable and complex machine, not to mention a deadly weapon if deployed correctly.
Information on this craft can be broken down into 2 categories, with 3 divisions within each category. The first, "Characteristics,"
gives a general description of the UD-4 as a combat unit. The second category breaks the craft down into individual systems,
where the main focus is specific tasks or advantages. The menu to the right gives you the option of viewing any of these files.
The UD-4 'Cheyenne' is a versatile dropship and tactical transport employed in a primary role in the Colonial Marine Corps.
Derived fromand original Department of Defense requirement formulated at the end of the Tientsin conflict for a multi-role light
aerospace shuttle capable of lifting heavy payloads up 10 16,000 kg, the UD-4 has evolved into the definitive dropship design,
influencing the shape of many derivatives and successors.
The Cheyenne's unique flexibility comes fromits ability to lift itself into orbit under its own power fromunprepared
landing sites with the aid of its vertical takeoff (VTOL) capability. In addition to carrying its large payload, the Cheyenne can
operate in the close-support gunship role by deploying weapons pods and hardpoints for rockets and missiles, as well as using its
own internal gun.




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VARIANTS
UD-4B - Original production variant powered by Atco Wyoming F23 lift turbines, producing 243 kN thrust each. Shorter by
1.5 mthan the later variants and with less payload space, this version was also equipped with the main weapons pods
only.
UD-4C - A gunship variant, this was the first to employ the secondary weapon bays and a dedicated Gattling gun system.
UD-4E - This was the UD-4B re-engined with F29-L-13 turbines to give extended atmospheric range.
UD-4H - The definitive production variant of this type, the UD-4H included a major redesign of many systems and
components. The fuselage was stretched by 1.5 mto allow an extra 16 m3 of payload space, making it the first variant
capable of carrying the M577 APC, and the lift engines were upgraded to a broad-spectrumsensing array and
command datalink. Secondary missile bays and the Gattling guns were now fitted as standard.
UD-4J - A USCMC life-extension programupgraded all existing UD-4B airframes to 'H' standard. This was designated the
UD-4J .
UD-4L - An upgrade of the 'H' version assault transport, the UD-4L incorporates an improved sensor and fire control systemas
well as being the first to include a comprehensive defensive suite fit.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
UD-4B 3 30 1 -2 15 2.5 8.5 11
UD-4C 4 35 1 -3 20 2 7 11
UD-4E 3 35 2 -3 25 3 9 11
UD-4H 5 40 2 -2 30 3 11 20
UD-4J 4 30 2 -2 20 2.5 9 15
UD-4L 5 40 3 -1 30 3 10 20

Communication range: 2300 km, 3000 for the 4H and 4L models
Crew: 1 Pilot, 1 Co-Pilot, and 1 optional gunner. Life support for up to 50 personnel.
Maneuverability: 4H and 4L models have a +2 dodge of guided missiles. All have +1 Dodge in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, and Sleeping Bags.
Evacuation: Parachutes--60
Armament package: 1 Smart Gun, 6 Pulse Rifles, 4 Flame-throwers, 10 Pistols. May be replaced by higher TL weapons.
Range: Atmospheric: 10 000 km(15 000 kmfor 4H and 4L)
Orbital: 80 AU
Cargo Slots: 1
Hardpoints: 4, 6 for the 4H and 4L
Basic Armament: UD-4B: 1x25 mm"Gargoyle" Gattling, 8x120 mmrockets, UD-4C: 1x25 mm"Gargoyle" Gattling,
8x120 mmrockets, 32 x 150-mmrockets, UD-4E: 1x25 mm"Gargoyle" Gattling, 8x120 mmrockets, 8xAGM-220
missiles, UD-4H: 1x25 mm"Gargoyle" Gattling, 32 x 150 mmrockets, 3 x TSAM Missiles, 3xAIM-90 missiles, UD-
4J : 1x25 mm"Gargoyle" Gattling, 32 x 150 mmrockets, UD-4L: 1x25 mmGattling, 8x120 mmrockets, 32 x 150 mm
rockets, 3 x TSAM Missiles, 3xAIM-90 missiles.

NTV Mk 1
SNAKEFIGHTER
Nicknamed the Snakefighter by
its design team, the NTV Mk1 is a unique
super dropship in that it provides a
platoon with interstellar mobility and
relative self-sufficiency. Its flanks
dominated by enormous thruster pods, the
Snakefighter is capable of rapid
atmospheric maneuvering, high sublight
velocity in space, and substantial payload
hauling. Standard crew complement is 10,
comprising a pilot, copilot, weapons
officer / navigator, and engineer. In case
of crew attrition, (i.e. casualties), much of the ships functions can be handled by relatively inexperienced personnel, due to a
high level of automation and user-friendly design. The living quarters are spartan, and the lack of bunk space forces the
crewmembers to rotate their eating and sleeping. The medlab is fairly basic, intended for patching up non-lethal combat injuries.
The main loading ramp is divided into two smaller loading ramps, which can be operated independently of each other.
A crane in the ceiling of the cargo bay aids vehicle maintenance and cab be used for storage. The tactical command post is
similar to a standard APC interior, with maps, monitors, and a sliding command chair.






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STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
NTVMk1 10 250 4 -5 10 2 15 100

Communication range: 10 000, FTL
Crew: 1 Pilot, 1 Co-Pilot, 1 Gunner, 1 Engineer. Life support for up to 100 personnel. Bunks for 30 passengers.
Maneuverability: +4 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 2 EEVs, 120 Parachutes
Armament package: 4 Smart Guns, 15 Pulse Rifles 8 Flame-throwers, 20 Pistols. May be replaced with high TL weapons.
Range: Atmospheric: 50 000 km
Orbital: Unlimited
FTL: 4 ly
FTL Speed: 0.5 ly/day
Cargo Slots: 2
Hardpoints: 12
Basic Armament: 2x25 mm"Gargoyle" Gattling, 16x120 mmrockets, 8xAGM-220 missiles, 64 x 150 mmrockets, 2 x TSAM
Missiles, 3xAIM-90 missiles, 2 XIM-28A missiles

FIGHTERS

AD-17 COUGAR STRIKESHIP
The AD-17A Cougar is the youngest and perhaps fiercest
generation of air superiority fighters in existence today. Designed by DigArch
Corporation as an answer to an ever changing battlefield, the Cougar once
again places the advantage into the hands of the USCM.
The sole mission of the AD-17 is maintenance of a No-Air-Threat
zone over the battlefield. Its fast and maneuverable control, combined with
state of the art weapons delivery make it ideal for control of the skies.
Logistically, the AD-17 is indispensable, both keeping enemy air activity
under constant control and protecting allied warplanes fromsudden attack by
orbiting carrier-based gunships.
Pilots of the AD-17 claiman overwhelming percentage of
successful dogfights. This can be attributed to several distinguishing features
in the AD-17 that combine to make the fighter not only highly stealthy, but
also quick and agile. The Cougar can engage and destroy targets before
anyone knows it's there. A highly advanced vector matrixing OBCS can provide for mach +4 NOE flight patterns. This plane can
fly invisible, and leave faster than anyone else in the sky.
The AD-17 Cougar Strikeship is the first of a new class of fighter aircraft, incorporating a distinctive Vector Control
Directional Changing jet nozzle system. This new systemallows for flight previously restricted to slow hover craft or high speed
helicopters. This new improvement, although still classified, will undoubtedly spawn a new era of combat aircraft.
However, several limiters had to be built in to the computer systemto disallow the pilot freedomof movement. UMF
tests of the AD-17 gauged +23G's on standard maneuvers. This would be departmental to a pilot's health, so the Systemwill
performa 12G lock-out. This still allows the pilot adequate roomfor pushing this craft to the limits in a dogfight, and the AD-17
remains the most maneuverable warcraft ever created.
The Cougar incorporates a tail-less airframe, thus reducing radar signature and strengthening the airframe, allowing for
high G maneuvers. The traditional tail fins which keep the plan in a straight line with it's AOL and indented direction have been
replaced by Vector Thrust and computer rendered flight paths. The AD-17 handles as well as a plane with tail fins, and the
development of the new vectoring systemhas given the Cougar freedomof design.
The AD-17 Cougar employs a Fredrickson 20mm"Gargoyle" servo-slaved gattling anti-aircraft cannon. With a cyclic
rate of 300 shells a minute, this is an extremely powerful addition to the Cougar, and allows for greater air dominance and
flexibility in missions. The 20mm"Gargoyle" is contained just to the upper right of the cockpit, and has a J ullet cooling system
running fromthe engines to cool the gun during use.
Carried in the belly of the AD-17 is a TIAS controlled missile rack. Hidden fromview during normal flight, the
offensive weapons of the Cougar can be protected and subtracted fromthe total air resistance of the plane. When entering
combat, the unique systemwill cycle out missiles one at a time, moments before the actual firing of the weapon. This gives the
AD-17 an advantage over normal craft in speed and maneuverability.
The Cougar can carry two types of missiles, with a third type being introduced into the new AD-17i versions of the
plane. Up to twelve AGM-204A's or 16 AIM-90E's can be carried on each missile rack, and with two racks the total number of
Missiles is increased to 32 AIM-90's or 24 AGM-204A's. The AD-17i is fitted with a separate targeting systemthat controls a
new rack, replacing one of the older ones in the plane. This new missile rack can carry and launch two XIM-28A Long Lance
anti-satellite missiles.




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VARIANTS
AD-17A - Original production and still the only version used in battle. Varies only slightly fromthe XT-94T, the final
experimental version, the changes made to the battlefield Cougar are few, but due include downgrading the
computer and structural wireframe, cutting the effectiveness of the AD-17 by only 12%, but cutting the cost of
each unit in half.
AD-17i (TL 4) - Not yet employed on the battlefield, this craft has a ceiling of well above low-orbit. Carrying up to two
Long Lance anti ship missiles, the AD-17i can engress orbital targets and fire before returning to NOE cover
and returning to forward base. The engress time of the AD-17i is approximately one tenth that of a
conventional gunship or shuttle, making it a difficult target to intercept.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
AD-17A 4 14 2 0 20 4 - 20
AD-17I 4 14 2 +1 25 5 12 20

Communication range: 3000 km
Crew: 1 Pilot. Life support for 2 personnel.
Maneuverability: +2 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 1 Parachute, 1 Space Suit.
Armament package: 2 Pistols.
Range: Atmospheric: 7 000 km
Orbital: 5 AU for the 17I only
Hardpoints: 7, 8 for 17I
Basic Armament: AD-17A: 1x25mm"Gargoyle" gattling, 12 AGM-204A's or 16 AIM-90E's can be carried on
each of two missile racks, AD-17I: 1x20mm"Gargoyle" gattling cannon, 12 AGM-204A's or 16 AIM-90E's can be
carried on each of two missile racks, 2 XIM-28A missiles.

HA-117 STINGRAY COMBAT INTERCEPTOR
The Stingray is a new prototype fighter. Under funding
by several corporations, the CMC made a generic open call to all
military contractors to design and pitch a space-superiority fighter
designed for escort of cargo fleets and support of dropships while
they are traversing the vulnerable re-entry zone. After several
years, three designs trickled to the surface: The UD-5
Thunderbolt, the AD-19 Apache, and the HA-117 Stingray. The
designs were solid and competition was close. Sabotage was
suspected when the AD-19 Apache by Alphatech crashed in a
routine maneuver. The UD-5 had superior maneuverability but
the HA-117 won over with a robust design with a very pleasing
simplistic schematic. Very little can be seen going wrong with
future variants. Basically put, the Stingray was cheaper. The UD-5 Prototype promptly vanished fromthe Test Bed a month
later. Rumors indicate that the design was sold to a rival group. Rival or not, a month before the official release of the HA-117,
an identical design was spotted in a UPP patrol group, indicating that the design specs were either sold to the UPP or stolen. The
CMCs findings were inconclusive. Whatever the cause, the HA-117 is now operated by rival territories. As of yet, direct
military conflicts with these fighters have not occurred. It is hoped the upgrade capability with the Stingray will allow the arms
race to continue.
The HA-117 is more related to the Cheyenne than the Cougar. It was developed as a fighter designed purely for space.
Its small wingspan adds maneuverability but pound for pound, the Cougar will defeat it in an atmosphere. J ust froma size
comparison, the Stingray is three times more massive. On the other hand, the Stingray has pure strength. It was not designed to
take out ground armor like the Cougar, instead, it was designed to fly in squads and take down the monstrous battlecruisers
orbiting above planet. The Sting ray is equipped with a nose mounted, Thunderhawk 30 mmRailcannon designed to operate
purely in space. It does not have a high cyclic rate so its effectiveness against fast moving ground targets is limited. It is also
equipped 8 XIM-28A Long Lance anti-satellite missiles and two NIC-79 Captor Missiles on Hardpoints. 24 150 mmrockets are
also internally mounted.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
HA-117 6 35 2 -3 30 4 30 100
Communication range: 5000 km
Crew: 1 Pilot. 1 Co-Pilot Life support for 4 personnel. Bunks for 2
Maneuverability: +1 dodge of guided missiles. +2 in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 3 Parachutes, 2 Space Suits.
Armament package: 2 Pulse Rifles, 2. May be replaced with high TL weapons
Range: Atmospheric: 20 000 km Orbital: 500 AU
Hardpoints: 9
Basic Armament: 30 mmRailcannon, 8 XIM-28A missiles, 2 NIC-79 Missiles, 24 150 mmrockets
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M-1000 TSAPC TRANS-ATMOSPHERIC
PERSONNEL CARRIER (TL4)
The TSAPC project teamattempted to cross breed a dropship with an APC. Bearing more than a passing resemblance
to its ground-based counterpart, the
TSAPC bears several radical
differences. The first, an aero-formed
body, although not a lifting formlike
the UD-4, prevents air drag. The
TSAPC measures larger, at 15.4
meters long and 2.5 meters high.
When grounded, the TSAPC and the
APC are almost identical. Capability-
wise, when grounded, the TSAPC is
less armored with a slight change in
weaponry, replacing its shell cannons
with Particle Beams. The most
notable change is the absence of a
gunnery turret, which was removed to
lower weight and reduce drag.
When preparing for flight, the reactor engines move out of the sides and stabilizer wings fold fromthe top. These are
maneuvering wings with thrusters installed to help stability. They offer little stability in an atmosphere. If the VTOL engines
went off line, the TSAPC would drop like a rock. As it lifts off, its wheels fold in slightly and engines scream.

In space, the TSAPC is slow and clumsy. Not nearly as armored as the UD-4, it serves usually as support craft for
large groups of Dropships to carry additional troops when UD-4 are not available. This is not to mean that the TSAPC is
inferior. Far from. The M-1000 has a very powerful, rapid fire, triple-barreled particle turret on the nose that is more powerful
than any other primary weapon. It still doesnt beat the warhead capacity of the UD-4 or the heavy particle cannon of the
standard APC, but its accuracy is unparalleled.

The M-1000 is also
fast on the ground. Even though
it is larger, it is almost 60%
lighter because of the absence of
a primary turret and shell
weapons and the decrease in
armor. In a one-on-one fight, the
odds are even. Even though the
M-577 has the turret, the M-1000
is much more maneuverable.
That and the fact that the after a
quick 30 second prep, can
achieve flight. Thus comes the
final great advantage.
When you look at it as
a dropship, the M-1000 is slow
and clumsy. As an APC, it is far
superior. NO longer does a strike teamneed to waste precious time waiting for the dropship to pick themup. The TSAPC can
just take off. At TL 6, the TSAPC is still a rarity even though it becomes standard equipment on Bougainville Attack Transports.
At this TL, the armor is equipped with Grant Corp NutraGel to combat xenomorphic acid.
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STATISTICS
Variant Body WT Armor MV G.Move A.Move Mach Orbit SR
M-1000 3 25 2 -3 * 7 0.5 5 10
*Wheels: 175 kmph with a 30 km acceleration.

Communication range: 500 km, FTL.
Crew: 1 Driver. 1 optional Gunner. Life support for 30 personnel. Bunks for 15. 1 cryotube.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 35 Parachutes
Armament package: 4 Smart Guns, 20 Pulse Rifles, 10 Flame-throwers, 30 Pistols, 10 Shotguns. May be replaced with
higher TL weapons.
Range: Atmospheric: 1 000 km
Orbital: 500 AU
Hardpoints: 1
Basic Armament: Triple Barreled Particle Beam

SPACE-BORNE
DREADNOUGHTS

CONESTOGA

The Conestoga class vessels were originally designed as a troop and logistic transports with a limited defensive
capability, however, this role has evolved over years of operational use froma fleet prime mover into that of a light assault ship
with secondary responsibilities for space control and orbital bombardment support. Of the 36 Conestogas built, 27 remain in
service at TL3, 35 at TL4, 25 at TL 5 and less than 10 at TL6, filling a niche in the CMC/Marine inventory that will not be filled
until the commissioning next year of the first of the new Bougainville class attack transports.
Over 385 meters in length and massing some 78,000 metric tons, the Conestogas are designed to an 8-17-0 layout, an
asymmetric configuration that offers the optimumcargo capacity within a compact and well-armored hull. The spaceframe
extends forward and aft of the vessel's primary power system, a Westingland A-59 fusion reactor with a maximumgenerating
output of 3.6 Terawatts. Like most military vessels, the Conestogas use a lithium-hydride or 'dry' fusion plant. The basic fuel for
the plant is the crystalline powder formof lithium-hydride. The specific gravity of the fuel is 0.82 metric tons per cubic meter,
making it extremely space efficient, avoiding the problems of cryogenic storage associated with civilian reactors fueled by heavy
hydrogen isotopes such as deuteriumand tritium. The LiH plant accepts the powder in very fine form, allowing it to be shipped
and pumped as if it were a liquid, and administered into the powerplant as a blown dust. The powder must be stored in double-
lined containers to prevent contact with water, otherwise it will dissociate and react violently.
All propulsion units are located aft of the Conestogas main reactor. All Conestoga class vessels employ a dual drive
method for sublight and Faster Than Light (FTL) movement. To maneuver in realspace at sublight speeds, the Conestoga is
equipped with four Gates-Heidman GF-240 rockets than derive power fromthe main reactor. At maximumpower, each rocket
provides a thrust of more than 35,100 metric tons. However, fuel consumption is astronomical, allowing maximumthrust for
short periods. When FTL travel is necessary, the Conestoga employs a Romberg-Rockwell Cygnus 5 tachyon shunt hyperdrive.
The normal cruising speed sustainable by these units is .74 light years per Terran day. Spaceframe composition consists of
81
bonded alloy and composite beams. These materials provide enough strength for massive acceleration while remaining flexible
enough to withstand atmospheric re-entry. Hull armor consists of one armored skin, heavier than that on civilian transports. The
armor is composed of laminated insulators, micrometeorite shielding, composite material, and aerogel. Protection against
projectile weapons is limited, as with all spacecraft, but the aerogel is capable of dissipating radiation fromlasers and particle
beams. The hull is also covered with radar absorbent material. The engine vents are provided with infrared
suppression/dispersion. The hull coating is laser absorbent to reduce lidar detection. The ship is colored in a dark charcoal
scheme to reduce visibility. The foremost hull section provides the main cargo area for the Conestoga. Five 25x10 meter cargo
doors on each side of the hull provide access. They have even been retrofitted into improvised dropship/shuttle launch bays.
Underneath the cargo area reside the Conestoga's dedicated dropship/shuttle hangar with capacity for up to four UD-4L
Cheyenne dropships.
To reduce crew workload, and increase efficiency and
safety, operation of the is fully automated. The Conestoga is
equipped with a 28 Terabyte, carbon-60 based core mainframe. In
effect, the ship could pilot itself and fight a space battle even if
the crew were all dead or in hypersleep. However, at any time,
combat or navigational decisions made by the ship can be
overridden by the commanding officer. Backup is provided by an
8 terabyte mainframe and local terminals dispersed throughout
the ship. Most damage control is automated by the Conestoga's
mainframe. If the reactor suffers severe damage, the entire
assembly can be jettisoned before an explosion occurs. If the
vehicle is damaged to the point it becomes untenable, emergency
evac is prompted by the CO or automated systems. The Conestoga carries 20 type 337 emergency escape vehicles. If the crew is
in hypersleep, their capsules will be loaded by the automatic systems. The ship may also be scuttled by the CO. Self-destruct
protocols are initiated manually, causing the reactor to go supercritical fifteen minutes after initiation.
The Conestoga carries a light complement of weaponry
that allows it to function as a light cruiser. The main space-to-space
punch is provided by eight XIM-28A Long Lance ASAT missiles
within a dorsal launch bay. The missile is self guiding, and is
capable of homing through the reception of several different formats
of energy emission fromthe target. Its warhead is a forged fragment
ring that creates a lethal burst of fragments. Secondary punch is
provided by several systems. Twin 800 megavolt particle beams run
parallel to the ship's main axis. These weapons are powered from
storage cells between the main reactor and the weapons. For close
combat, the Conestoga mounts twin railguns in dorsal and ventral
turrets. Muzzle velocities exceed 12 kmper second, with a practical
range of 100 km. A single hit froma railgun round is often enough
to cripple a ship. Port and starboard laser turrets handle close-in
defense. The Conestoga mounts 80 megawatt infrared lasers capable
of vaporizing railgun fire or crippling incoming missiles and
fighters. A ventral launch bay carries 60 orbital mines, enough to
deny low orbit to large ships. A dorsal bay amidships also carries 20
decoys designed to present a radar signature mimicking the
Conestoga's. There are also two maneuvering drones designed to confuse enemy spacecraft. A magazine below the cargo bay
and forward of the dropship hangar provides space-to-surface capability. 80 free-fall, self-guiding re-entry vehicles are carried.
The armament carried by the Conestoga enhances her flexibility, allowing her to function as a multi-role platformindependent of
a fleet or taskforce. She can carry a sizable Marine complement while defending her fromattack, or provide orbital
bombardment in support of a Marine landing or planetary action. This has made the Conestoga the prime movers of the Marine
fleet for almost two decades.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Conestoga 20 78,000 8 -8 8 - 10 100
Communication range: Orbital, FTL
Crew: 1 Navigator, 1 Engineer, Capsules for 90 crew, 2 000 more capable in Cargo
Maneuverability: +8 dodge of guided missiles.
Additions: Full stock. Everything on the gear list.
Evacuation: 8 EEVs, 200 space suits 80 Re-Entry Pods.
Armament package: 10 Smart Guns, 100 Pulse Rifles 20 Flame-throwers, 200 Pistols, 30 Shotguns, up to 30 other weapons.
May be replaced with higher TL weapons.
Range: Orbital: Unlimited FTL: 15
FTL Speed: 0.74 ly/day
Drop Slots: 4 Craft Slots: 1 Cargo Slots: 6
Automatic Systems: Base 11 skill.
Hardpoints: n/a Weapons are fixed.
Basic Armament: 8 XIM-28A missiles, 2 Particle Beams, 4 30 mmRailcannon turrets (each turret has two linked guns), 6
infrared lasers on turrets, 60 orbital mines, 20 decoys, 2 maneuvering drones
82

Z-1 RAZZIA
The Razzia is simply put, the largest spacecraft ever
constructed. Oh sure, some space stations and mining platforms
have measured larger. But for pure bulk, the Razzia is the largest
man made creation that can move under its own power. At TL 2,
there is only the prototype. By TL 4, the second model was
released. Two more rolls off the construction by TL 5. Only
one, the original, survives the war by TL 6. The Razzia and its
sisters are all owned by Grant-Corp but are often leased to
whomever needs them. Grant Corp uses themalmost exclusively.
The Prototype is currently on indefinite loan to the CMC at TL3
for an exchange of information. The Razzia is over 3.5
kilometers long. It is an armored strong point and flagship for
whatever flag it flies under. Like the Conestoga, it is mostly
automated, carrying mostly support and mission personnel. The
base crew is fifteen. At least three must operate the flight
controls when near a strong gravity field. The Razzia is
somewhat flawed this way. It must keep clear fromany
maneuvers that could cause it to dangerously approach a planet.
It is not even aloud to slingshot around gravity fields like even
Conestogas can. The Razzia is a fast jump ship but a slug at
sublight. What it looses it speed, it makes up for in strength. It
may be slow, but it offers the comfort and power of purse mass.
The Razzia has the largest jump drive ever
constructed., the McKinley Ion Mark 1. With it, it can traverse
half way across the core worlds without refueling at a top speed
of 1.1 light year a day. Four Grant-Corp Pulse Drives occupy the
rear of the ship for sublight travel. Even with its awesome thrust
capacity, the ship still crawls through a star system. Besides its
base crew capacity, the Razzia is equipped with over 500
cryotubes. That may seemsmall but the cargo bays can be filled
to an unprecedented 15 000. The Razzia, sometimes, is
employed as a colonizer ship, transporting huge populaces through militarized zones. Additionally, the Razzia is great for
massive evacuations fromcombat areas. The crew compartments are extremely cosey Armament-wise, this monstrosity can
level entire planets on its own. Its firepower is effectively triple that of the Conestoga with an additional nuclear payload added
for good measure. The Razzia has been prohibited fromentering large trafficked systems by major groups because of its mass
and its potential of armageddon if a catastrophic failure were to occur on board. The Razzia is an experiment in the feasibility of
creating one ship to do the job of many. In every field, it succeeds, except in one, cost. The Razzia is a juggernaut and requires
many a dollar to maintain. Multiple contracts run at once on board as a result. As a money-maker, the Razzia is not much to
speak of, but as a weapon of war, it is unstoppable
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Razzia 100 950 000 10 -12 5 -- 7 200

Communication range: Orbital, FTL
Crew: 3 Navigator, 10 Engineer, Capsules for 500 crew, 15 000 more capable in Cargo
Additions: Full stock.
Evacuation: 30 EEVs, 500 Space Suits, 100 Re-Entry Pods.
Armament package: Full Stock.
Range: Orbital: Unlimited
FTL: 30
FTL Speed: 1.1 ly/day
Drop Slots: 1 special holding the Razzia Dropship, 10 regular.
Craft Slots: 30 Cargo Slots: 100
Automatic Controls: 12 base skill
Hardpoints: n/a
Basic Armament: 20 XIM-28A missiles, 6 Particle Beams, 12 30 mmRailcannon turrets (each turret has two linked guns), 18
infrared lasers on turrets, 100 orbital mines, 60 decoys, 9 maneuvering drones, 8 Nuclear Captor Missiles, 4 STG
Ballistic Missiles.







83



STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Razzia Dropship 15 1 850 6 -9 10 3 15 100

Communication range: 5000
Crew: 1 Pilot, 1 Co-Pilot, 2 Engineer,
Life Support for 500
Maneuverability: +1 in space.
Additions: Full Stock.
Evacuation: 200 Space Suits, 200 Parachutes.
Armament package: 10 Smart Guns, 100 Pulse Rifles
30 Flame-throwers, 200 Pistols, 50 Shotguns,
May be replaced with higher TL weapons.
Up to 30 other weapons.
Range: Atmosphere: unlimited
Orbital: Unlimited
Cargo Slots: 3
Hardpoints: n/a
Basic Armament: 3x25 mm"Gargoyle" Gattling,
14xAGM-220 missiles, 6 x TSAM Missiles,
6xAIM-90 missiles, 2 XIM-28A missiles




N-1 BOUGAINVILLE CLASS ATTACK TRANSPORT
Measuring more than 500 meters, the
Bougainville is the largest spacecraft currently in operation
by the CMC. At TL 2, only the prototype is currently in
operation. At TL3, 4 are in operation and 6 more are
introduced at TL4. By TL6, they have all but replaced the
Conestoga. At TL6, the few that are around are specifically
used as Xenomorphic extermination. Two Westingland A-
59 fusion reactors with a maximumgenerating output of 3.6
Terawatts power the N-1. Auxiliary power is provided by a
cluster of four Continental Electric AS-4B/AV5
magnetohydrodynamic turbines, each unit capable of
generating 20 to 40 megawatts. Unlike the Conestoga, the
N-1 uses the new Ryansite tachyon pulse hyperdrive making
it faster with a longer range. Hull armor consists of two
layers of ceramic and plastic alloy, thicker but lighter than
that on other frigates. The hull is also covered with radar
absorbent material. The engine vents are provided with
infrared suppression/dispersion. The hull is constructed in
segmented plates, making
it easier to simply replace
hole section rather than
patching holes. Upon
closer inspection, the hull
is comprised of a
honeycomb arrangement
if interchanging
hexagons. This absorbs
the shock of incoming
fire. The Cargo,
however, is surprisingly
smaller that the
Conestoga. It has two
cargo bays instead of four
with a third specially
design to launch a
forward mounted M-1000
84
TSAPC. The two drop-bays can hold either Snakefighers or Cheyennes. Cryogenic hypersleep capsules are provided for sixty
crew, marines, and passengers, but there are provisions for troop transport configurations of up to 4000 capsules in the cargo bay.
Artificial gravity is provided by field generators parallel to the main axis of the ship.
Like the Conestoga, the N-1 is fully automated, being equipped with a 36 Terabyte, carbon-60 based core mainframe.
In effect, the ship could pilot itself and fight a space battle even if the crew were all dead or in hypersleep. However, at any time,
combat or navigational decisions made by the ship can be overridden by the commanding officer. The biggest change is that,
unlike the Conestoga, the Bougainville is capable of landing. It is extremely tricky and not recommended but the ship is
equipped with landing gear. It must land on a flat surface and takes more than twenty minutes to accomplish. Taking off takes
less time (fifteen minutes or less). All weapons still function but all ships in the drop slots are stuck. Also, the cargo slots can
all feed through a main cargo ramp, allowing vehicles to directly load out and in. The Bougainvilles classification was given a
general purpose charter, making the craft available for a variety of purposes. The Conestoga is still a useful troop transport but
are often flanked now by is more heavily armored that is cousin ship. It carries less but sports heavier armor and more weapons.
The assault is provided by twelve XIM-28A Long Lance ASAT missiles hidden in concealed bays. Three 800 megavolt particle
beams are built right into the hull, fixed forward, one points aft. These weapons are powered fromstorage cells between the
main reactor and the weapons. The N-1 mounts railguns and laser turrets as well a 80 megawatt infrared lasers. Eighty orbital
mines, and forty decoys are also equipped.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
N-1 20 75 000 10 -8 10 0.5 15 150
Communication range: Orbital, FTL
Crew: 1 Navigator, 2 Engineer, Capsules for 60 crew, 5 000 more capable in Cargo
Maneuverability: +8 to guided missiles.
Additions: Full Stock
Evacuation: 4 EEVs, 300 Space Suits, 30 Drop Pods.
Armament package: 10 Smart Guns, 100 Pulse Rifles 30 Flame-throwers, 200 Pistols, 50 Shotguns, May be replaced with
higher TL weapons. Up to 30 other weapons.
Range: Orbital: Unlimited
FTL: 15
FTL Speed: 0.9 ly/day
Drop Slots: 2 with a third for the TSAPC.
Craft Slots: 2
Cargo Slots: 8
Automatic Controls: Base 12 skill
Basic Armament: 12 XIM-28A missiles, 3 800 particle beams, 6 30mmRailcannon turrets (each turret has two linked guns), 9
infrared lasers on turrets, 80 orbital mines, and 40 decoys

CIVILIAN SPACECRAFT

M CLASS STARFREIGHTER (e.g.: NOSTROMO)
The a M class is one of a large group
of transports that seemto change daily. New
freighter designs pop up every year. Other, have
been modified so much, are almost
unrecognizable to their original specifications.
What makes the Mega class apart fromthe rest
is it pure size. It is the largest of the standard
unmodified freightersbut what makes it the
most common was that all current models built
(and all the ones refitted It was refitted to be a
commercial towing vehicle in 2116, after that,
the M Class have largely been employed running
automated ore and oil refineries between
systems.
The ships mass, 63,000 metric tons,
the M Classs spaceframe is based on a modified
Lockmart CM-88B Bison transporter. It is
designed to a 6-10-4 layout with three
pressurized decks and four main cargo holds.
The spare volume is taken by the fuel tanking for the fusion reactor and the reaction mass for the thrust engines. An off-axis
hooded frame mounts the docking latches for the towed cargo. The M-Class is sturdy enough of a vehicle to withstand
atmospheric re-entries and for surface landings is supported by three main landing shocks. The micrometeorite and particulate
shielding is sufficient enough to withstand rough re-entries.
The in-flight systems are all controlled by the central "Mother" processor. Mother is a 2.1 Terabyte intelligent
mainframe, which monitors all of the ship's flight and autonomic functions. A 2.0 Terabyte backup mainframe comes on line in
an event of a CPU failure, and a third tier of automatics is also capable of sustaining an autonomic functions should the backup
85
fail as well. The communications fit is standard, it compromises of a 10 and 4 meter hyperstate antenna for any interstellar
communications and short-range UHF/VHF/HF radio/video links. The sensors are mounted on pylons which are clustered around
the forward hull of the ship and have two 2 maperture telescopes which are capable of optical, spectrographic and infrared
resolution; a gas chromatograph; centimetric navigation and landing radar; a synthetic aperture ground mapping radar; and a
mass counter for supralight navigation.
The M-Class power core is a Laretel WF-15 2.8 Terawatt fusion reactor. The fusion process is a deuterium/tritium
reaction that can fuse the fuel elements in a containment chamber using conversion lasers. The He4 byproduct of the reaction is
kept separately and is vented at regular intervals. The power is drawn off of the reactor by a closed-cycle liquid potassium
cooling system. Running off into an induction torus, which can use the intense magnetic field created by the superheated
potassiumto generate electric power. The ship may be destroyed by an authorized crewmember by overriding the reactor cooling
systemand bleed off coolant, which initiates a supercritical reaction in the containment area. After the activation of the self-
destruct device, the crew has ten minutes to get far enough fromthe ship before its reactor explodes.
The supralight drive is a Yutani T7A NLS tachyon shunt, which is capable of unladen high cruise up to 0.42 ly per
sidereal day (153 cee). When it is towing large amounts of cargo such as automated refineries, the maximumsustainable cruise
speed drops radically, about 0.1-0.12 ly per sidereal day (40-45 cee). For maneuvering at sublight speeds when towing large
amounts of cargo, the immensely powerful mass reaction engines are required. On the M-Class, the original Saturn J -3000
engines have been replaced to two Rolls-Royce N66 Cyclone thrust tunnels with bipolar vectoring for midline lifting functions.
Each of the powerplants develop a 65,830 metric ton of thrust, using water for reaction mass. When running wide open, both of
the engines give a high impulse thrust totaling of 131,660 kN.
The lifesystems comprise of three decks, which include the bridge, crews quarters, and dining area. Others include the
science station, the CPU module, medical bays, four main cargo bays, storing areas, and the engineering stations. All of these
compromise 1.1 million cubic meters of pressurized volume, including all of the air ducts and the air scrubbing plant. The M-
Class has a crew of seven-Ship's Master, First Officer, Executive Officer, Navigation Officer, Science Officer, Chief Engineer,
and Engineer's Mate. There are seven hypersleep capsules that have been installed for any long-duration flight. The polarized
gravity generators provide the internal gravity and the internal dampening. Beneath the hull, is an external docking bay for a
shuttlecraft. The shuttlecraft is capable of being a lifeboat in the case of a ship's evacuation is necessary.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
M-Class 15 63 000 2 -10 3 0.5 7 50

Communication Range: 5 000, FTL
Crew: 7--Captain, First Officer, Exec. Officer, Navigator, Science, Engineer, and Engineer's Mate. Life support for up to 30.
Evacuation: 1 EEV, 20 space suits.
Armament Package: 3 Stunner, 2 Flame-throwers
Range: Atmosphere: Unlimited.
Orbital: Unlimited
FTL: 10
FTL Speed: 0.1 to 0.4
Craft Slots: 1Narcissus Shuttle
Cargo Slots: 100
Automatic Systems: 8 Base skill
Hardpoints: None



86

LOCKMART STARCUB LIGHT INTRASYSTEM SHUTLE
The mass of this shuttlecraft is 48
metric tons, the Shuttle is configured around a
single 108 m3 pressure cabin. Which holds
storage space and lockers for supplies and any
necessary equipment. The spaceframe is of a
conventional composite construction, with a
ceramic and composite outer skinning. A tricycle
undercarriage extends for any surface landings.
There are three crew stations for the pilot, co-
pilot and a scientist. Though additional seating
can be installed.
For any long duration in-systemflight
or interstellar travel, one hypersleep capsule is
installed. The Shuttle is powered by a 9 gW
microfusion reactor that drives the two
Newington A-24 rocket motors, which employ
water as a reaction mass. The rocket thrust is
vectored through the four aft or two forward
thrust tunnels. For the interstellar travel, a
Romberg 100c tachyon shunt can drive the
shuttlecraft at a low supralight speed. The
Lockmart can enter an atmosphere but dont expect it to maneuver much.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
SLI Shuttle 4 150 1 -8 2 - 10 50

Communication Range: 1000, FTL
Crew: 1 with up to three passengers. 1 cryotube.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 3 Space Suits.
Armament Package: None
Range: Atmosphere: 10 000
Orbital: Unlimited
FTL: 3
FTL Speed: 0.1
Automatic Systems: 10
Hardpoints: 1
Basic Armament: None

DUTTON COAST GUARD PATROL CRAFT
It was a lot cheaper to abandon a
ship than retro-fit and refuel especially the
old style Nuclear J obs. A lot of the
Industrials just dumped themin decaying
orbit, waiting for gravity and atmospheric
burn-up to solve their problem. That worked
until one of the flamers crashed half-intact
near a coffee plantation on the island Hawaii.
The radiation killed the indigenous
population and made it damn near impossible
to find a good cup of Kona.
So now the Coast Guard tags the
floaters and blasts thembefore they can
decay into the atmosphere. Keeps the world
safe and gives the guard boys something to
do between poker games. They still call them
the coast guard, even though the coast theyre
guarding is three or four hundred miles in
space. The Dutton is their prime craft,
designed for speed and maneuverability, but
not range. It is small enough to be carried in
spacecraft bays but it doesnt often get transported unless it is being moved to its current port. Its lack of a Tachyon drive
decreases its weight. The Two Lase Photon Drives produce twice the thrust of the UD-4 Cheyenne. The large wing surface
87
allows the craft to operate equally in an atmosphere and in space. It is lightly armored, giving it up for maneuverability and
speed. Weapons are minor but formidable, with a single particle beamand a battery of rockets.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Dutton 3 120 1 0 15 3 15 100
Communication Range: 10 000
Crew: 2 Pilots, Life support for up to six.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 1 Drop Pod, two space suits.
Armament Package: Four shotguns, four pistols.
Range: Atmosphere: Unlimited
Orbital: Unlimited
Hardpoints: 3
Basic Armament: 1 Particle Beam, 6 AIM-90 missiles

TF-ALPHA-1 CARGO-CRAWLER
The TF-Alphas one of the most
widely used short-range freighter around. It
was created more than a hundred years ago
and the design is virtually untouched. Some
have nicknamed it the bug, comparing it to
the 20
th
century Volkswagen automobile.
Using a modular design, the TF-Alpha can be
fitted with a variety of cargo modules
although the basic design can only carry one.
These modules have been widely even
before this freighter was introduced. The
connecting brackets were a cheap
modification to the existing modules. These
crates have been found on worlds that dont
even operate Cargo-Crawlers. The TF-Alpha
can detach or re-attach a module in less than
30 seconds.
The Cargo Crawler has been
manufactured in the hundreds and is used by
practically ever corporation and government.
The design is often modified but the standard
model run off a regular assembly line hasnt
been changed since it was released. Its
charter is to be short range craft but the first
modification often given is range booster.
This does not cut down on cargo space or
speed. The current drive capacity is a pair of
McKinley Ion drives set on slow burn. The
TF-ALPHA is slow but uses its fuel wisely.
In an atmosphere, the ship usually only
raises and lower altitude and doesnt
maneuver much.
The ship is not often used in single sorties but is often used in group of three of more, transporting large supplies across
star systems. When used alone, they are usually only utilized in-system. The crew compliment need only be one, but three more
can be carried. The module can carry its won life support systemand can transport up to 500 cryotubes.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
TF-Alpha-1 3 350 1 -5 4 0.5 8 10

Communication Range: 1000, FTL
Crew: 1, up to three passengers. Two cryotubes.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: Three Spacesuits
Armament Package: Pistol, Stunner.
Range: Atmosphere: 10 000
Orbital: Unlimited
FTL: 4
FTL Speed: 0.2
Cargo Slots: 2
Automatic Systems: 8 base skill
88

DOLOMITE CLASS CARGO HAULER
The desire for a long range cargo ship resulted in the
Dolomite. It can both carry cargo internally and tow behind it.
It is meant to a successor to the M-Class Freighter. The new
Dolomite cannot link directly to a cargo module but can tow
behind using cable lines. However the robust design of the M-
class assures it future. The Dolomites fate is cloudy.
It is powered by a massive Pratt Mark II Ion Drive
that makes it fast and extremely maneuverable for a freighter.
The Dolomite has been favored by the CMC as a weapons
transport and relief freighter because it can keep up with the
massive Conestogas Frigates. The Dolomite is not allowed to
have weapons but the CMC and some corporations have
installed mild weapons for defensive purposes. The Dolomite
is used mostly within the core systems more as people
transports than cargo transports. Very little modifications need
to be made to transport up 500 cryotubes.





STASISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Dolomite 20 45 000 3 -7 4 1 10 50

Communication Range: 5 000, FTL
Crew: 3-- support for up to 500. Up to 500 more in cryotubes
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 1 EEV, 100 space suits.
Armament Package: 3 Stunner, 2 Flame-throwers
Range: Atmosphere: Unlimited.
Orbital: Unlimited
FTL: 10
FTL Speed: 0.7
Craft Slots: 1Narcissus Shuttle
Cargo Slots: 60
Automatic Systems: 8 Base skill
Hardpoints: One
Basic Armament: None.

ZAJER / COMM TEHCNIC TRANSPORT VESSEL
Z.C.T. created
their own small freighter
designed to move cargo
quickly fromtheir deep
space outposts. The large
clumsy monstrosities
were to inefficient and
the small TF-Alphas were
to limited in range to be
of any use. To combat
this problem, ACT made
their Cargo ship, simply
called that ZCTV.
The most
notable feature of the
Vessel is its three Wagner
Photon Engines and the
enormous Romberg-
Rockwell Cygnus 5
tachyon shunt hyperdrive.
This makes the ZCTV
one of the fastest craft in
89
operation, just short of the fighter craft employed by the CMC. Too bad, ZCT wont sell its craft to outside sources. The number
of chartered flights is slim. ZCT keeps the design schematics under tight wraps.
The mass occupied by main drive sacrifices space. As it is, the ZCTV carries not much more than the TF-Alpha, eve
though it is almost three times larger than its small cousin. It cant carry any vehicles, so it simply is utilized as a basic cargo
transport. It moves food and supplies back and forth fromlabs and colonies. The crew compartment is surprisingly small, only
requiring a three crew to operate. Transporting passengers is a common occurrence and ZCT have even permanently modified
these craft as passenger liners. ZCTV are also often used by pirates.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
ZCTV 10 1350 2 -6 10 2 10 50

Communication Range: 5000 km
Crew: Pilot, Co-Pilot, Engineer, can carry 50 passengers unmodified. Up to 200 can be carried with little modification.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Maneuverability: +2 in Space
Evacuation: 1 EEV, 20 Space Suits. 20 Parachutes.
Armament Package: Various, usually Two shot guns and two pistols.
Range: Atmosphere: Unlimited
Orbital: Unlimited
FTL: 4
FTL Speed: 0.75
Cargo Slots: 2
Automatic Systems: Base 10 skill
Hardpoints: 1
Basic Armament: None.

WY TRADER
The Weyland Yutani Trader was constructed to be a
cheap transport WY could utilize for its colony demands.
They shunted supplies back and forthOne shipment could
equip a colony for months. These ships were huge but could
not tow any cargo. They have the largest cargo capacity of
any freighter. Like ZCT, WY does not openly sell the
Traders on the open market. The Traders are shipped off to
new colonies and can often set themup with one ship.
More than 70% of the vessel is open cargo space
with the remaining are spent on spartan living conditions.
Some Traders have been retrofitted with hardpoints and crew
compartment and thus were turned into a massive troop
transport. Up to 1000 Marines can be carried on board the
retrofitted ships. However, these ships are still operated by
Weyland Yutani so are only used as a transport. The ship and
its crew are lent by WY. Unlike some freighters, the Trader
is a dedicated space transport. It can travel between stations
with ease but cannot enter at atmosphere unless it wants to
hard land. Either way, it is not taking off again.
The unfortunate news is that the WY Trader has
been seemunder operation of smugglers. The design is very
robust and the immense size makes it a very efficient
transport. It runs of a quad set of Tachyon Shunt Drives that
give it good speed and good range.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Trader 10 58 000 2 -8 4 -- 10 10

Communication Range: Orbital, FTL
Crew: 3, standard Life support allows up to 50can be modified to hold over 1000
Evacuation: 1 EEV, 10 space suits.
Armament Package: 2 Stunner, 1 Flame-throwers, 3 Pistols
Range: Orbital: Unlimited
FTL: 8
FTL Speed: 0.6
Cargo Slots: 150
Automatic Systems: 8 Base skill
Hardpoints: None

90
SV- 90 RELIANT CLASS ASSAULT TRANSPORT VEHICLE

The Reliant is a small orbital (Non Atmospheric) space vehicle usually only used for short system-to-systemjumps.
Often employed and operated by colonies, the SV-90 is so widely used, no on is entirely sure who originated the design. Rival
corps, groups, and governments all use the ship, and modify it heavily. The CMC is no exception. It is usually classed as a
larger version of the TF-Alpha because of its detachable Cargo pod. Unlike the TF-Alpha, the pod is not useful other than being
transported by the SV-90. The pod is too large for most places where a TF can land.
The huge Arrow Ion Pulse Drive is extremely efficient and makes the SV-90 extremely fast. As a result, the one group
that uses the Reliant the most is the CMC. It has turn into one of the Marine Corps most widely used cargo ships. It can be
equipped with weapons and configured to carry over 400 troops, and being half the size of the Conestoga, it has been known to
slip in through sensor nets and orbital minefields to strike enemy starports and drydocks. In an emergency, like the TF-Alpha,
the SV-90 can detach its cargo pod and leave the men behind while it fights. This gives he craft exceptional maneuverability as it
drops almost half its weight. The Cargo pod has also been configured to be a massive gunboat, carried under the freighter.
The CMC owns and operates a substantial fleet of SV-90 and often sends themif the larger Conestoga cant be sent in
because of political or budgetary reasons. The SV-90 is substantially cheaper than the Conestoga. It does have thin armor and
cant carry internal spacecraft. It is primarily used as a troop transport. Large battalions usually consist of two SV-90 for every
one Conestoga. This ratio can double as the fleet gets larger and the Reliants are configured for a variety of uses. The
capabilities and uses of the Reliant is almost endless.

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
SV-90 8 38,000 1-3 -9* 4 - 10 10
*: -6 if pod is dropped

Communication range: Orbital, FTL
Crew: 3 Navigator, 2 Engineer, Capsules for 8 crew. 400 more capable in Cargo Pod is configured.
Maneuverability: +6 dodge of guided missiles if configured
Additions: Survival gear. Full stock if configured.
Evacuation: 10 Space Suits. 400 space suits and 10 Re-Entry Pods if configured.
Armament package: Two Pistols. 4 Smart Guns, 30 Pulse Rifles 20 Flame-throwers, 200 Pistols, 30 Shotguns,
up to 30 other weapons. May be replaced with higher TL weapons.
Range: Orbital: Unlimited
FTL: 10
FTL Speed: 0.7 ly/day
Cargo Slots: 50
Automatic Systems: Base 8 skill.
Hardpoints: 3.
Basic Armament: None






91
MISCELLANEOS CRAFT

RE-ENTRY POD
The Re-Entry pod is a controlled rock. It is built and is operated by
almost ever military ship. It is an unarmored, quick drop to lower up to 10 soldiers
into a combat area. It was first designed as a combat drop pod for spacecraft too
small to carry armed dropships. However, Re-Entry pods have since been
modified and re-designed by major groups as a cheap alternative to the EEV. The
EEV is completely automated and advanced. The REP should only be used above
planets.
It is dropped above. It burns through the atmosphere. Upon clearing the
upper layer, it fires it engines for decelerations and finally uses a HALO-style, low
altitude parachute deployment to quickly slow it speed down, setting down with a
thump. The crew can then deploy quickly. The one problemwith this approach to
the dropship is that that REP cannot take over. It is a one way trip. It is also totally unarmed. Not like anyone can hit it. It drops
to quickly, the only time it is vulnerable is when it slams into the Earth.
Onboard computers handle the entry and deceleration. The craft can make mild maneuvers, avoiding obstacles and
landing at the best possible position. It also changes it course for the type of landing. The ship can land so softly, it wouldnt
crack and egg. Some others needs to be dropped so quickly, the ship is partially destroyed in the landing, having been designed
that way to absorb all damage and prevent the crew compartment frombeing crushed.
The sinister variation of the REP is the direct drop ordinance, which drops explosive warheads through the atmosphere, directly
on ground targets. Weapon loads can vary
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
REP 2 10 1 -10 2 8* -- --
*: Straight Down.

Communication Range: 1000, FTL
Crew: 1, Up to ten passengers.
Maneuverability: +5 against guided missiles.
Additions: Full survival suit: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: Noneit IS an evacuation
Armament Package: None.
Range: Atmosphere: Noneit lands.
Orbital: None
FTL: None
FTL Speed: None
Automatic Systems: 8 Base skill

BD-409 EEV (Emergency Escape Vehicle)
The BD-409 is a small
escape craft, which is capable of
carrying up to 16 passengers. It is
13.2 meters long with an L shaped
configuration. At the edge of the
craft is three large titaniumsupport
struts, which hold ICC Standard
retainer lugs for connection to its
mother ship. The underside is latched
directly to the mother ship's escape
hatches and access is made through
these hatches via a large docking
ring. The L shaped wedge holds the
life support and drive section
equipment which is accessed to the
mother ship with a outboard
umbilical up until the movement of
it's launch. The vehicle's hull is made fromcarbon alloy and ceramic composites and is able to withstand severe re-entry angles.
Certain mission profiles for the EEV can vary according to the mission situation. In an event of disaster aboard the mother ship,
the decision to abandon is given by the commanding officer. But, because of interstellar space travel, the crews are to be in
hypersleep. If there is a crisis when the crew is in hibernation, then there might not be enough time for the crew to revive and the
escape procedure would have to be handled automatically. In these situations then, the crisis management computers would bear
the burden of escape of the mother ship. The ICC sets up the protocols for the crisis management computers to make sure that the
92
evacuation of the ship is indeed initiated, when and only when, failure to do so would result in death. If this point is reached, then
the computers on the mother ship will then send out a distress signal and then begin the escape procedures.
Immediately, all the units aboard the ship will begin to prepare for departure. EEV's are kept on a permanent 30 second
standby, then at this point the escape vehicle's computers will start up with the command menus and have the mission data
downloaded to themfromthe mother ship's mainframe. On the mother ship, the computers will automatically disconnect the
sleep capsules fromthe cryogenic umbilical and then the hypersleep capsules will be dropped into a series of tubes towards the
nearest escape vehicle. As soon as the capsules are on board, the capsules are then installed into the EEV's life support systems
and then the computer on the escape vehicle logs out of the mother ship's mainframe and initiates its own launch program.
At the time of launch, minus five seconds, if the override to stop the evacuation is not given to the mother ships
computer, the retaining lugs that secure the EEV to the mother ship are then pulled and the outboard umbilical is detached. At
launch minus two, the primary hull is latched to the docking ring release so the vehicle is attached by two explosive retaining
bolts. At launch minus zero, the escape vehicles computers then blow the remaining two retaining bolts, which allows the
pressure of the ship's atmosphere on the escape hatch to flush the vehicle fromthe mother ship. The entire evacuation decision to
abandon ship to its initial launch should take 45 seconds.
As soon as the EEV is clear fromthe mother ship, the computers then start to initiate a search and rescuer procedure,
which is to turn on a powerful distress signal and a location beacon while scanning the immediate sector of space for suitable
landing site or a rescue vehicle. The flight pattern and landing site would have been determined by the mother ships computers
before it had launched and downloaded to the EEV. But, the EEV's computers are totally capable of overriding the mother ship's
decision should something better come up. In other words, the EEV will attempt to home in on the closest navigational beacon
like a space station or a colony world and will set a course for that location. The BD-409's hyperdrive unit has a short range and
the guidance systems will make sure that it'll retain a sufficient amount of fuel of the thrusters for an in-systemdocking or a
powered entry to a colonized world. Since the life support capabilities are limited, it will keep the crew aboard in hypersleep for
the journey, which it will monitor their status by the use of internal bio-function monitors and catscanners. Only wakening them
for the terminal phase of the mission when the rescue is imminent.
If the rescue ship appears within the scanning range of the EEV, the onboard computers will try to hail the ship via
their beacon and will try to maneuver it to meet it. If there are no rescue ships around, the EEV will continue to its programmed
destination and will try to attempt planetfall. The BD-409 has enough fuel for a single powered re-entry, but not near enough to
sustain an orbit. So, it will follow the colonies landing beamdirectly down to the landing pad. If there is no beam, then the EEV
will select a site fromorbit and attempt a planetfall there. The BD-409 is nothing but a 'dead-drop' vehicle which is designed to
fall un-powered fromorbit until it reaches a lower atmosphere, where it will use the thrusters to try to break it's descent. At this
stage, the EEV deploys its tricycle undercarriage and 'flies' on its remaining fuel reserves for the landing site. If planetfall is
made on an uncolonized world, the onboard systems may choose to keep the crew in hypersleep to await a rescue. But in most
cases, the EEV will revive the crew once as touchdown is achieved. If the crew has survived the touchdown and find out that they
have a long wait for a rescue, there are storage lockers, which contain all the essential survival gear. A months rations, and first
aid equipment and whatever else is necessary to keep the crew alive. There are enough supplies for each crewmember on board
so to ensure that the crew won't have any kind of shortages. The BD-409 EEV systemhas been noted for it's flexibility and
reliability, but the nature of space disasters can make the egress fromthe mother ship quite a hazardous journey. Despite the
advances in technology, there are still lives lost in an escape attempt fromthe mother ship. The escape procedures are made to be
so elaborate that the malfunction of one thing, which is very likely when escaping fromthe mother ship, can become very
harrowing to the entire evacuation. Even if everything goes correct to the computers, there is still no guarantee of a very
successful rescue fromthe immenseness of space. But, some chances are way better than none, and given the most lethal
situations in space, it is quite hard to argue that the old wisdomused by old space explorers, 'When in doubt, bail out!'

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
BD-409 3 50 1 -- -- 0.5 2 100
Communication Range: Orbital, FTL
Crew: 16 Passengers in Cryo tubes
Maneuverability: 0
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: NoneIt is an evacuation vehicle.
Range: Orbital: Unlimited
FTL: 4
FTL Speed: 0.2 ly/day
Automatic Systems: 10 base skill





93
SYNTHETICS

BACKGROUND
In recent years increasing numbers of synthetics humans have been deployed with Colonial Marine line units. Though
the Geneva Convention prohibits the equipping of androids with weapons or uninhibited combat abilities, the Colonial marine
corps regards themas an invaluable resource, supporting front line units as multi-role team-members and mobile database.
Marine androids are always employed in a non-combat role, usually as drivers, pilots, medics and scientific advisors to combat
units at platoon level and above. Though they are an artificial intelligence in the broad sense, legally androids are classified as a
Corps' property. It can be ordered to performhazardous tasks in place of humans. However, their utility and not-inconsiderable
unit cost is an incentive to any Marine field commander who wishes to treat a synthetic as expendable.
The modern synthetic is a highly complex machine: stronger, faster and better coordinated than an average human. The
basic chassis is a carbon fiber skeleton with latchment point for the artificial musculature. The muscles are vat grown silicon
colloids powered either by pumped micro-hydraulics or electrical stimulation. Power for the android is supplies by a 25kw fuel
cell with a life of approximately 400 days between refueling. At TL5, this was replaced with a more powerful Micro-Nuclear
reactor with a 20 year lifespan. As in a human, the skeletal structure is inherently unstable and is effectively suspended by the
musculature. No limb-locking, join motorization or gyrostabalization is present as in other anthropomorphic frames such as
powerloaders. Instead, the muscles must work actively to keep the chassis standing upright while active feedback systems
control its stability. Though muscles can withstand considerable wear and tear, the lack of a self-repair facility means that they
eventually lose their strength and become increasingly elastic over time. It is recommended that the muscle systembe
overhauled on a regular basis and individual elements replaced every two years. At TL5, when Synths are equipped with nano-
repair facilities, these overhauls were no longer necessary. Muscle layout and operation, as with certain other internal function,
are homologous with those of the human body. Military synthetics are designed to be virtually indistinguishable in appearance
froma human.
Although a synthetics cosmetic appearance would seemto be a superfluous feature, especially in a military model,
practical experience has shown that it is a necessary component to maintaining combat unit efficiency and integrity. Most human
soldiers are psychologically unable to interrelate with an inhuman-looking android; as a result, the physical appearance and
simulated behavior patterns of synthetic units are designed to particular specifications. Most synthetics in Colonial Marine
service appear as mature, average males or females around 20 to 40 years of age. Their personalities, idiosyncrasies aside, can
best be described as passive or non-threatening. Some studies published in recent years have suggested that androids have an
important role to play within small infantry units, both as an impassive neutral party, and as a maternal/paternal influence in
nurturing and sustaining the group dynamic at optimumefficiency.
The synthetics mind is an integrated Carbon 60 processor with a processing speed of 1015 floating point
operations per second. Memory capacity includes 1 terabyte of fast cash buffer RAM and 1.2 Terabyte of non-volatile memory.
The systemis architectured around a very powerful heuristic logic driver, making decisions based upon imported sensory data,
information drawn fromexperience and he androids vast inbuilt databases. Intuitive functions are derived froma suite of nested
contextual and semantic programs linked by self-mapping loops of tangled hierarchies. However, an androids ability to
understand and process abstract concepts and symbologies, though powerful, is limited. A synthetic mind and personality is
essentially a construct, and there is no true self-awareness as such, though this may not be all apparent to an untrained observer
interesting with a unit. Androids display synthesized emotion, superficially register self-awareness and, most importantly of all,
have the ability to reason conceptualize and offer opinion. However, these capabilities do not infer human-like consciousness,
even though for all other intents and purposes synthetics are artificial intelligence. At TL5, with the release of the Advanced
Capability Synth, these lines were blurred even more. Refer to the Alien: Resurrection Plug-In for information on their
evolution past this.
Synthetics have proven themselves invaluable in Colonial Marine service across known space. Their chief advantage to
unit commanders is their ability to impart knowledge and experience outside of the training of most combat specialists. In
combat arenas and environments where an ever-greater degree of specialized (usually scientific) information needs to be made
available to a unit commander, a synthetic is the ideal vehicle for storing and relaying that information. In addition, they have the
capacity to performmany non-combat tasks, freeing manpower that would otherwise be unavailable for actual combat.
94
Despite their advantage in speed and strength over human and their imperviousness pain, synthetics are not especially
tough. Indeed by comparison they are somewhat fragile. Though the graphite composite skeletal structure of an android is study,
the electronics and fluid musculature are extremely vulnerable to hydrostatic shock and explosive effects fromsmall arms fire. A
direct fire to the central processor or fuel cell will result in immediate deactivation of a unit, though in most cases a partially
destroyed android can continue to function, albeit handicapped. In hostile environments, synthetics require a similar breathable
atmosphere, corrosive atmospheres will melt them, extreme pressure will squash themflat and hard vacuumwill explode them.
Even prolonged exposure to low atmospheric pressure can cause baratrauma and embolismin the unit due to the high proportion
of fluid colloids used in the manufacture of its musculature and skin.

SYNTHETICS RULES

Watch carefully as the synthetics continue in their development, their personalities increase in variety. The models
become more orientated to specific duties. They also start to become independent. By TL3, they gain very pronounced
personalities. Their specific dispositions depend on each model. Their statistics are an average for that type. One aspect is that
identical models dont necessarily need to look alike nor do they have the same skills or abilities.

Synthetics all follow the same rules.
1: Unless picking a combat synth fromTL4, Synths cannot by action, harm, or by not acting, allow to be harmed, a human being.
They have mild emotional responses but no major emotional personality quirks.
2: Synths have no Stun and are unaffected by all weapons that cause stun.
3: Synths have no luck.
4: Synths have no humanity and are unaffected by what they see.
5: Synths have no psychic defense and are immune of psychic attacks unless it is telekinesis.
6: Synths Endurance is triple that of humans.
7: Synths pre-TL5 have no recovery. They cannot heal themselves until TL5. They must repair themselves directly.
8: Synths have no WILLpower and succeed at all will checks.
9: If the hits are reduced to zero, the Synth still works but at half abilities. Every five points after that reduces every
characteristic by one. When INT is reduced the zero, the brain has been destroyed. Reducing the BODY to zero
destroys the body but the brain can still be salvaged. Either way, at this point, the unit is out of commission.
10: Any major body part that takes the total damage of the synth is lost (arms and legs only). If reduced to more than twice its
Hits, the units is utterly destroyed
11: Killing Defense is generic for the Synth. Energy Killing Defense is the same number.

Synthetic are broken up into two categories.

GENERAL PURPOSE:
Mass produced synths are constructed in the thousands for use in every field of use. They change with each model
released but have many similarities. Their Characteristics are given in ranges and only skills are listed with additional points the
GM can spend to configure the robot.
Only general purpose Synths can be characters. Synthetics below are labeled as general or special and there are special
rules for each. For General, a basic model is offered with possible paths available. General Synths can be short, tall, fat, thin, but
the common models are listed below. If designed for character use, the following rules must apply as well as the ones above:
1: The Player picks a template that MUST be a General Purpose, no Special Synths. The Player MUST follow the guidelines
given to that synth.
2: Configure his or her characteristics as long as the total is the same given to the other characters. The models here are listed
using 45 points for average (but it increases if the GM has awarded more points to PCs). Synths only have seven
Characteristics. See above.
3: NO complications
4: Talents not already given only cost one point instead of three.
5: No perks or privileges.
6: Hits are the same. Because they have no stun, ignore this number. You cannot add half your stun to your Hits.
7: Lifepath. A Synthetic can be anywhere from1-6 years of age. Past that is a rarity. Their immediate family are synthetics of
the same model type.
8: No ceiling limits to skills.
9: No Constitution.
10: Standard Synths take the average Characteristic below.
11: Standard Synths take the skills listed in ( ). Players take the bonuses then add their given OP to them(usually 30 but it
increases if the GM has awarded more points to PCs)
12: Unless a combat Synth, no military skills can be chosen if it involves causing harm(Firearms, Heavy Weapons, etc.). All
other skills are open.
13: Although Synths cannot harmhuman beings, they are fully able to choose evade skills.
14: Synths can develop as naturally as humans can as long as it stays within the parameters of their model.



95
CORPORATEBASE MODELSYNTHETIC
TECH LEVEL: TL1
COST: $55 000
EXAMPLE MODEL NAMES: Ash, Andy, Lizzy, Doyle, Sylvie
AVERAGE AGE: 30-40
CHARACTERISTIC RANGE:
INT: 7-9 PRE: 1-3 TECH: 7-9 REF: 5-7 DEX: 5-7 STR: 6 8
MOVE: 2-4 BODY: 5-7
HITS (Average): 30 KILLING DEFENSE: 5
RECOVERY (TL5): 15
BASE SKILLS:
Business: +1 (+3) Computer Programming: +1 (+3) Education : +4 (+6)
Hacking: +2 (+4) Science: +3 (+5) Research: +2 (+4)
Paramedic: +4 (+6) First Aid: +3 (+5) Engineer--Synthetic: +1 (+3)
Xenobiology: +3 (+5) Electronics: +1 (+3) ExpertCorporation: +5 (+7)
Bugging: 0 (+2) Concealment: 0 (+2) Perception: 0 (+2)
ABILITIES:
Ambidexterity Common Sense Eidetic Memory Lightening Calculator
Time Sense Speed Reader
BACKGROUND:
These Synths are constructed by almost ever corporation so their exact stats vary like snowflakes. Corporations build
all synths but these designs are used by the groups own staff. These were the first designs ever made in this field. Initial
designs were unstable and twitchy. At TL1, almost all older models have either been recalled or refitted with newer operating
systems. All current models, like all Synthetics, are bound by their behavioral inhibitors. Rumors indicate that some
corporations privately modify their in-store models to break these rules. It is known that this procedure is impossible but that is
just the official statement. The only reports of rogue Synths have all been of corporate models. These designs also seemto
have been hardwired with a loyalty directive fromtheir home corporation to always think of the common good of the Corp before
itself and even others.

MILITARYBASE MODELSYNTHETIC
TECH LEVEL: 1
COST: $65 000
EXAMPLE MODELS: Bishop, Dawn, Crowe, Brook, Costas
AVERAGE AGE: 30-40
CHARACTERISTIC RANGE:
INT: 6-8 PRE: 1-3 TECH: 7-9 REF: 5-7 DEX: 6-8 STR: 5-7
MOVE: 3-5 BODY: 5-7
HITS (Average): 30 KILLING DEFENSE: 8
RECOVERY (TL5): 15
Education : +4 (+6) Computer Programming: +3 (+5) Science: +3 (+5)
Research: +1 (+3) Paramedic: +1 (+3) PilotDropship: +2 (+2)
First Aid: +4 (+6) Engineer--Synthetic: +1 (+3) Electronics: +2 (+4)
Astrogation: +1 (+3) DrivingAPC: +2 (+4) DrivingBuggy: +1 (+3)
Navigation: +1 (+3) EngineerAerospace: 0 (+2) EngineerArmor: +1 (+3)
PilotStarship: 0 (+2) EngineerStarship: +1 (+2) PilotPowerloader: +1 (+2)
ABILITIES:
Ambidexterity Common Sense Eidetic Memory Lightening Calculator
Time Sense Speed Reader Double J ointed
BACKGROUND:
CMC Synthetics are known throughout the ICC as being the most reliable. These are constructed by a variety of
corporations but then are sent on with blank memories to be programmed in. Marine Synths are used primarily by The Colonial
Marines but these designs have been spotted as general staff on stations, support on mining colonies, and as support in corporate
affairs, making these designs the second most common variant. In fact, the only real way to identify a Military Synth is by the
crowd it hangs with. CMC totally prohibits the re-programming of any Synth. Any Synth breaking the coveted unbreakable rule
of not harming a human is to be eliminated on sight by Marine Forces. In fact, Marine Synths arent even used for passive
defensive purposes. They pilot transports but not often military assault vehicles. They are used mainly in support stance as
general purpose synths with training in medical and engineering skills. Both the Marine and corporate models are renown for
being very boring. People skills were not considered a priority.





96
SEX AD-CAP (ADVANCED CAPABILITY)
GENERAL SUPPORT SYNTHETIC
TECH LEVEL: 3
COST: $100 000
EXAMPLE MODELS: J udith , Claire, Shana, Morgan, Virgil
AVERAGE AGE: 19-25
INT: 4-6 PRE: 5-7 TECH: 6-8 REF: 4-6 DEX: 4-6
STR: 3-5 BODY: 4-6 MOVE: 2-4
HITS (Average): 25 KILLING DEFENSE: 5
RECOVERY (TL5): 10
Education : +3 (+4) Computer Programming: +1 (+2) Science: +2 (+3)
Research: +1 (+2) First Aid: +2 (+4) Engineer--Synthetic: +1 (+3)
Electronics: +1 (+3) Navigation: +1 (+3) PilotPowerloader: +1 (+1)
Acrobatics: +1 (+3) Performance: +5 (+7) Conversation: +2 (+4)
Seduction: +4 (+5) Wardrobe & Style: +6 (+7) Persuasion: +5 (+7)
Mimicry: +2 (+4) Perception: +1 (+3) Hand-to-HandEvade: 0 (+2)
High Society: 0 (+1)
ABILITIES:
Ambidexterity Eidetic Memory Beautiful (Level 3)* Double J ointed Night Vision
*Bonuses to Persuasion, Performance, Wardrobe&Style have been added to Skills.
BACKGROUND:
As the personality matrixes of Synths became more advanced, outer-veil colonies, mining outposts, as well as deep
space scout, escort, and towing vehicles requested robots with better socializing skills. However, as the requests rolled in from
the rimcolonies, the demands moved beyond just socializing into heavy interaction, and then, finallysex. This synthetic is
really called the Advanced Capability Synthetic, but often, then not, the designs have only been used froma perspective of Sex.
Like many taboos in human history, no one refers to AdCaps in that way even though even the corporation privately admits it.
The evidence is apparent. Froma visual perspective already, the Synthetics are exceptional more attractive and with skills that
allow themto utilize that. The models are also the youngest available on the market. Most models are between 19 25 years of
age, (bordering on the illegal), but some have been heard to be constructed even younger but these are kept tightly under wraps
for obvious reasons. Very few are made older although some models ACTUALLY designed to be used for hosting or negotiating
purposes have been constructed up to 35 years of age. Sex Synths have one of the most advanced brains on the market, so their
behavioral inhibitors are the most constricting. All Synthetics have sexual programming but synths designed for such purposes
handle the situations better. Sex Synths are often programmed for a variety of purposes even when they are sent for sexual
purposes. AdCaps are never used for hazardous duty since their cost is exceptionally high. They are often used in the sciences,
medical, and support positions. All are extremely sociable and almost impossible to identify as a Synth unless they are wounded.
They have programming to not intentionally hide their identifies.
NOTE: Fans of Philip K. Dick warn that automatons made to resemble humans in almost every way including their
feelings will eventually and ultimately rebel. Corporations have made the utmost effort to keep the behavior of AdCaps in check
but unconfirmed reports do reveal some of these synths have vanished fromtime to time.

GENERAL ANDROID ENTERTAINER (ROCKERS)
TECH LEVEL: 2
COST: $35 000
EXAMPLE MODELS: Rod, Skank, Gutterboy, Hardware
AVERAGE AGE: 20-30
INT: 2-4 PRE: 4-6 TECH: 4-6 REF: 6-8 DEX: 5-7
STR: 4-6 MOVE: 2-5 BODY: 2-4
HITS: 15 KILLING DEFENSE: 1
RECOVERY (TL5): 0
Education : +1 (+1) Computer Programming: +1 (+2) Research: +1 (+2)
First Aid: +1 (+3) Engineer--Synthetic: +1 (+3) Electronics: +1 (+3)
Acrobatics: +1 (+3) Performance: +5 (+7) Conversation: +1 (+3)
Wardrobe&Style: +4 (+7) Persuasion: +3 (+6) Mimicry: +4 (+6)
Perception: +1 (+3) Play Instrument: +5 (+8)
ABILITIES:
Ambidexterity Beautiful (Level 1) Double J ointed Perfect Pitch
BACKGROUND:
Entertainer models are not really precursors to the AdCaps even though their skills seemto indicate that. Rockers are
used primarily for entertaining purposes and not for socializing. Even though they are programmed to be more sociable, they are
often frozen when presented with surprising conditions (Remember Mudds Women on the Original Star Trek?). As their
evolution continued, their designers started considering the synths themselves much as art as the music they played. Synsound
makes most Rockers. They could recreate any human voice ever recorded and with Android technology, could do more. Elvis
lived and so did Caruso, whose android duplicate sang every week at the New Met opera house. People attended but not as many
at Presley Hall, where mutadroid rock groups thrashed until the fans got bored. Instead of retiring at 25, they were re-engineered
to be more outrageous, shocking, and ever new. NOTE: Rockers are not recommended because of their decreased skill and
limited use.
97
MEDICAL / TECHNICIAN SYNTHETIC
TECH LEVEL: 2
COST: $90 000
EXAMPLE MODELS: Payne, Floyd, Orson, Paxton
AVERAGE AGE: 35-45
CHARACTERISTIC RANGE:
INT: 8-10 PRE: 1 TECH: 8-10 REF: 5-7 DEX: 5-7
STR: 4-6 MOVE: 3-5 BODY: 5-7
HITS: 30 KILLING DEFENSE: 3
RECOVERY (TL5): 20
BASE SKILLS:
STANDERD (Both Models)
Education : +4 (+6) Engineer--Synthetic: +4 (+6) Electronics: +2 (+3)
Computer Programming: +1 (+3)
MEDICAL:
Science: +3 (+5) Research: +3 (+5) Survival: +2 (+4)
Paramedic: +5 (+7) First Aid: +5 (+7) Xenobiology: +1 (+6)
Forensic Medicine: 0 (+3) Criminology: 0 (+3) Professional Doctor: 0 (+3)
TECHNICIAN:
EngineerArmor: +4 (+6) Weaponsmith: +3 (+5) EngineerStarship: +3 (+6)
EngineerAerospace: +4 (+6) Mechanics: +3 (+6) PilotPowerloader: +2 (+5)
DrivingAPC: 0 (+3) DrivingBuggy: (+3) PilotDropship: (+2)
ABILITIES:
Ambidexterity Eidetic Memory Lightening Calculator
Time Sense Speed Reader Acute Touch
BACKGROUND:
Fromthe opposite side of the AdCaps are the Medical and Tech Synths. They have almost zero social skills even
though they still have a personality. It just concentrates primarily on its skills, whether medical or engineering. Techs primarily
work with their tools and machines and often never even talk to anything made of flesh and blood. Med-Synths are profound for
having very poor bedside manners but you were in good hands when you had them

CMC COMBAT SYNTHETIC
TECH LEVEL: 4
COST: $75 000
EXAMPLE MODELS: Bueller, Powell, Easley, Blake
AVERAGE AGE: 25-35
CHARACTERISTIC RANGE:
INT: 3-5 PRE: 4-7 TECH: 3-5 REF: 6-8 DEX: 6-8
STR: 4-6 MOVE: 4-6 BODY: 4-6
HITS: 30 KILLING DEFENSE: 5
RECOVERY (TL5): 15
SKILLS:
Autofire Weapons: +4 (+5) Driving--APC: +1 (+3) Heavy Weapons: +2 (+4)
Demotion / Disposal: +2 (+4) Gunnery: +1 (+3) PilotDropship: +2 (+4)
Athletics: +2 (+4) Hand to Hand: +2 (+4) Hand to Hand Evade: +2 (+4)
Firearms: +3 (+5) Ranged Evade: +2 (+4) Mechanics: +2 (+4)
Survival: +1 (+3) Tracking: +1 (+2) Weaponsmith: +1 (+3)
First Aid: +2 (+4)
ABILITIES:
Ambidexterity Common Sense Eidetic Memory Double J ointed
Night Vision Light Sleeper Beautiful / Handsome (Optional at a 3 OP cost)
BACKGROUND:
Combat models are very unique and very controversial. They still are not programmed to directly hurt human beings
even though they are allowed to passively subdue them. They are, however, totally ready to extinguish animal life but
specifically, hostile alien life forms. The problemwith themwas that there were designed to completely intermingle with their
squadrons. This resulted in many problems and a few initial designs becoming ostracized by their squads. There were
interaction problems; humans just didnt like them.
As a result, the Corps loosened their behavioral skills a bit. They were allowed to have a larger palette of emotions.
Some were even implanted with fake pasts, and were enlisted in the Corps so they would be accepted early. They are cost
effective and expendable. The programmers were almost too clever . The androids developed sensitivities; there were questions
about their emotional stabilityand how they would react to the truth. Those who knew, played along with the deception.
Players who play Combat Synths know who they are. A GM may, suddenly tell a PC he is a combat synth, if his / her
skills fall into the categories above. That means all their past friends and family were implanted.


98
SPECIAL PURPOSE:
Special purpose synths cannot be made as characters because the designers only created themfor one purpose. Game
play would be quite boring when those requirements do not apply. These are Synths designed for specific jobs and when those
jobs are done, the unit is useless until needed again. Their abilities are fixed.

XL1 NORBERT PROTOTYPE XENOMORPH SYNTH
TECH LEVEL: 4
COST: nil / Prototype model
CHARACTERISTICS:
INT: 3 PRE: 1 TECH: 3 REF: 8 DEX: 8
STR: 11 MOVE: 10 BODY: 10
HITS: 50 KILLING DEFENSE: 11
RECOVERY: 0
SKILLS:
Autofire Weapons: +3 EngineerSynthetic: +3 Athletics: +3
Contortionists: +2 Infiltrate Hive: +3 Hand-to-Hand: +4
Hand-to-Hand Evade: +3 Ranged Evade: +2 Shadowing: +3
ABILITIES:
Acute Smell Ambidexterity Blind Reaction
+3 Combat Sense Direction Sense Double J ointed
Night Vision * Beserker (Will activate Alien Behavioral Protocols if threatened, Synth Protocols
Nutra Gel (see below) overridden. Will attack what threatened it until commanded to by access code)
*: Although blind, the aliens enhanced senses give this ability.
ARMAMENT: Range WA DC ROF NOTES
Attack Tongue 1 m +2 6 1 Armor Piercing (halves KD)
Teeth 1m +1 4 1 Can also grapple
Claws 1 m +1 4 1 Can also grapple
Tail 2 m -3 n/a 1 Grapple
Cold Plasma Laser 500 m 0 8 30 300 Shots, must be assembled, 3r to ready.
(The XL1 does not have Acid for blood)
BACKGROUND:
The XL1 Norbet prototype was designed by Stan Mayakofsky to study the Alien in its own environment. BioNational
funded the project but was the brain child of Mayakosky, who always was interested in the hive structure of many Earth insects.
Norbet was a flawed prototype, unfortunately. Its primary problemwas its difficult task of infiltrating hives. There was a strong
chance the model would not be accepted into the Hive the XL1 infiltrated.
The other flaw was its Alien Behavioral Protocols. They were placed in their own directory. When threatened or
provoked, the XL1 would shut down its standard Synth protocols and would act like a xenomoprh until it heard the override
command to revert back to its original programming. When these alien protocols are in place, the Synth will kill or harm
anything threatening. Its Synth personality is a Class 1 basic with very little social skills. Its jaw and mouth is not capable of
forming words so a special voice box was wired into its skull. The creatures voice is mechanical and inhuman but the Synth
doesnt even need to open its mouth to talk.
The Prototype is indistinguishable to a xenomoprh except it does not have the acidic blood pumping through its veins.
All of the other weapons are the same including the sharp claws and attack tongue. The unit infiltrates the Hive by adapting its
pheromone signature to the Hive it is adapting. This mechanismis very effective but Mayakosky hadnt realized the Hive has a
dominant psychic signature that a synth is incapable of generating. Sometimes, Hives can be forgiving.
Along with its basic armament, Mayakosky installed strange energy devices over the Synths body. When removed
fromthe body (a section under its arm, a section fromthe back, etc) and combined, it forms a very unique and crude Cold Plasma
Laser only operable by the Alien Synth unit. When asked why the Synth would need a Cold Plasma Laser, Mayakosky simple
answered, Id want one. Norberts skin is actually DNA patterned exactly like a real Alien, being immune to the acidity of
their blood. If wounded, the acid may infiltrate the innards. If wounded, every acid splash has a %30 percent chance of causing
4DC damage directly to the Synth (no armor)















99
XL2 JERI MAYAKOVSKY MARK II XENOMORPH SYNTHETIC
TECH LEVEL: 5
COST: $1 450 000
CHARACTERISTICS:
INT: 5 PRE: 3 TECH: 5 REF: 8 DEX: 8
STR: 11 MOVE: 10 BODY: 10
HITS: 50 KILLING DEFENSE: 11
RECOVERY: 15
SKILLS:
Autofire Weapons: +4 EngineerSynthetic: +4 Athletics: +4 Contortionists: +3
Infiltrate Hive: +5 Hand-to-Hand: +4 Hand-to-Hand Evade: +3 Ranged Evade: +2
Shadowing: +3 Xenobiology: +3 Education : +4 Computer Programming: +3
Science: +3` Research: +1 (+3) Paramedic: +1 PilotDropship: +2
First Aid: +4 Electronics: +2 DrivingAPC: +2 DrivingBuggy: +1
Navigation: +1 EngineerAerospace: +2 EngineerArmor: +2 PilotStarship: +2
EngineerStarship: +2 Firearms: +3
ABILITIES:
Acute Smell Acute Hearing Ambidexterity Blind Reaction +3 Combat Sense
Direction Sense Double J ointed Common Sense Eidetic Memory Lightening Calculator
Night Vision* Time Sense Nutra-Gel (see below)
*: Although blind, the aliens enhanced senses give this ability.
ARMAMENT: Range WA DC ROF NOTES
Attack Tongue 1 m +2 6 1 Armor Piercing (halves KD)
Teeth 1m +1 4 1 Can also grapple
Claws 1 m +1 4 1 Can also grapple
Tail 2 m -3 n/a 1 Grapple
(The XL2 does not have Acid for blood)
BACKGROUND:
J eri is the common name given
to the Production model of the Mayakosky
prototype. Very few exist considering the
extreme production cost of the model. J eri
looks identical to the Norbet model
considering they are both Xenomorphic
Synthetics. However, the similarities end
there. Both can infiltrate Hives, but J eri can
simulate a psychic pulse that confuses Aliens
into believing the Synth is part of their Hive.
J eri, However, was designed to monitor
Hives already controlled by mankind. There
are sanctioned Corporation hives that are
usually monitored and controlled. J eri is
kept inside to monitor behavior and track
irregularities. He is often paired off with a
Dean Assault Synth in case control is lost
and the hive must be eliminated. J eris
radical differences come frominside. The
removal of the Cold Plasma laser gave additional roomfor the personality matrix. The Alien Behavioral protocols have been
merged with its standard Synth protocols with a enhanced systemcapable of discerning situational awareness. The Synth,
therefore, is ALWAYS bound by its Synthetic Behavioral Inhibitors and cannot harma human being. These rules cannot be
overridden and the Synth will break fromits Alien behavior if a human is in danger unlike the Norbet Synth that would remain in
Alien formunless ordered out of it.
J eris personality is very advanced, actually a slightly modified formof the ADCAP brain seen in General Support and
Sex Synths. J eris voice box was modified to be more pleasing than robotic even though it still does not need to open its mouth
to talk. J eri is also trained in standard CMC Support Synth Skills, making J eri an amazing replacement to standard CMC Synths
assigned to marine teams required to enter hostile bug-infested territories. J eri has almost all the abilities froma Bishop, Dawn,
or Crowe Synth. This can sometimes cause problems.
J eri is a amazing fighter but even though he has the programming of a field medic, is not often given the advantage to
use them. His fingers, seemingly clumsy for detailed work, are extremely articulate. The additional thumb improves his abilities
even more. J eri can even handle weaponry. Even though J eri is very personable, very few people can accept working alongside
one. In the case of Norbert, which was locked and offline until needed, J eri has a standard Synth lifespan, given the freedomto
move freely with no shut down override. J eri understands his position and is eager to please. Because of his advanced
personality, J eris have been known to have their feelings hurt if they are secluded fromthe group. Because of their appearance,
it is commonplace. XL2s refer to the XL1 with distinction and think Mayakofsky as their Father. J eri has only been given one
name since they are way too expensive to be used in pairs. J eri was designed and built by Grant Corp and is equipped with their
Nutra-Gel compound, making himimmune to the aliens acid blood, even if wounded.
SPECIAL NOTE: A GM may allow J eri to be modified for Player use. Exercise EXTREME caution.
100

DEAN TITANIUM ASSAULT SYNTHETIC
TECH LEVEL: 5
COST: $1 350 000
CHARACTERISTICS:
INT: 1 PRE: 1 TECH: 2 REF: 7 DEX: 7
STR: 15 BODY: See Below MOVE: 5
RECOVERY: 0
SKILLS:
Autofire Weapons: +6 Athletics: +2 Hand-to-Hand: +4 Hand-to-Hand Evade: +4
Ranged Evade: +2 Heavy Weapons: +5 Gunnery: +4

ABILITIES:
Ambidexterity Blind Reaction +3 Combat Sense Direction Sense Night Vision
Time Sense Nutra-Gel (see below)
LOCATIONS: STRUCTURE: ARMOR:
MAIN BODY: 2K 1K
ARMS (2): 1K (50 SDP) 0.5K (25 SDP)
LEGS (2): 1K (50 SDP) 0.5K (25 SDP)
ARMAMENT: WA RANGE DC ROF SHOTS NOTES
Plasma Rifle 0 1000 8 30 1000
Plasma Cannon -2 2000 2k 40
Grenade Launcher -1 50 9 1 30 3 mBR
Flame-thrower 0 3-50 6/6** 3 120
**6 DC is automatically done next round if it hits the first round.
BACKGROUND:
Dean was a successor to the Beserker models
once the aliens started appearing in larger numbers.
Beserkers were powerful but unreliable. The Assault
Synth was the solution. It is a 3 ton titaniumskeleton
with a Synthetic interior. Deans brain is extremely basic,
being programmed only with standard Behavioral
Inhibitors and command protocols of who to shoot and
who not to. Dean is not allowed to fire on humans but
models have been known to be reprogrammed. They are
designed to combat aliens. Even though it has more than
four inches of armor, it is still coated with Grant Corps
NeutraGel along its outer skin. Dean is large but is light
and small in comparison to the Berserker he replaces. He
is not often used in the front
line, but rather kept at sanctioned hives and as
battlemovers for large multi-vessel combat squads. Dean
is armed with a Plasma Rifle of obscene concussive force
with thermite grenades and flame throwers as backups.
Like the Norbet unit, Dean is often kept shut down until
needed. He has no social skills. Dean is a rarity and not
often seen. They were never produced in large numbers.



















101
LISTON SECURITY MODEL SYNTHETIC
TECH LEVEL: 5
COST: $950 000
AGE: 35
CHARACTERISTIC RANGE:
INT: 3 PRE: 1 TECH: 7 REF: 7 DEX: 8
STR: 12 MOVE: 6 BODY: 15
HITS: 75 (1.5K) KILLING DEFENSE: 20 (0.5k)
RECOVERY: 20
PilotDropship: +2 DrivingAPC: +4 DrivingBuggy: +3 Navigation: +3
Autofire Weapons: +4 Demolition / Disposal: +7 Weaponsmith: +3 Heavy Weapons: +5
Gunnery: +3 Smart Gunner: +3 Tactics: +3 Athletics: +3
Climbing: +2 Firearms: +5 Hand-to-Hand: +5 Hand-to-Hand Evade: +4
Melee Weapons: +4 Melee Evade: +3 Security Systems: +7 Zero-G-Maneuvering: +3
ABILITIES:
Ambidexterity Eidetic Memory Lightening Calculator Time Sense
Speed Reader Double J ointed Blind Reaction Combat Sense (+4)
Direction Sense Night Vision Nutra-Gel (see below)
BACKGROUND:
Liston was created as a possible replacement for the CMC General
Support Synth in hostile environments. It would be able to operate and use
firepower but also still look normal, unlike the very intimidating and huge Dean
Assault Synth. Unlike Dean, which is built on a need-to-have-himbasis, Liston is
rolled of a modified assembly similar to all mass produced Synths, but he is still the
single most expensive one rolled off. As a result, some corporations that operate
himinstall a new protocol that prevents the Liston frombeing used foolishly or as a
sacrifice measure that many Synths are delegated to.
Due to my substantial dollar value, I am not allowed to be used in potentially
hostile operations unless certain specific thresholds have been reached.
Base Compound counteractive (Nutra-Gel) to Xenomorphic Acid are
exuded frommodified sweat glands making Liston a great alien fighter. He is
strong and capable of using all Marine weaponry. He can also pilot all known
military craft and disarmalmost every type of explosive. The most extreme
difference between Liston and other Synths is that his behavioral inhibitors can be
overridden by the commanding officer to harmor kill anyone ordered. This design
modification has been kept under tight wraps and as a result, Liston is only used on
the rimor in extreme hostile situations.
Liston is an obvious synth, being over ten feet tall. This was purposeful
for intimidation purposes since his design protocols made himto be mostly used as
a formof passive defense. Their personalities are very simple and usually only
quote guidelines and directives. When not active, Liston, still operating, usually
just stays close to the commanding officer, always with its arms crossed.

IF YOU GOT IT, USE IT:
Synthetics, Robots, Artificial People, AndroidsThey go by many
names in many genres. One exists in another FUZION game. So, if you wish to
implement the Boomer rules fromBubblegumCrisis, you are more than welcome
to even though you may have to modify the abilities slightly.

















102
THE ALIEN: STATISTICS

--WARNING-- GMs EYES ONLY WARNING--

THE CREATION:
The Xenomorphs were created by an ancient race (The J ockey Race)
tens of thousands of years ago (Refer to their plug-in for their past). They
were fighting among themselves in a brutal civil war. Their technology was
organic in nature and was so powerful, the death toll ran into the millions. For
decades, the war never saw twilight. It seemed to go on foreveruntil one
side got an idea.
It was an experiment to create a biomechanical weapon. It would
adapt to its environment, be completely independent and finallyit would
be viscous. This creature would be a living machine with the most grotesque
combination of science and nature. They created a species bent only of the art
of killing. The experiment was placed on a distant world (Alien-Proteus).
They designed the species with a hive structure to keep the infestation from
running out of control. The ant methodology was promoted. The object: To keep the infestation under control by keeping the
creatures close to their queen.
The experiment was a success. The creatures we know as Xenomorphs were created. The standard infiltrator mission
was as follows: An egg is deposited in a populace, it impregnates, and an alien bursts out of the host and soon find more host
which it can convert into eggs which will also hunt down hosts to impregnate. The creature will kill anything threatening and
convert the rest. Soon, the populace is destroyed and the aliens are left alone on the world or spacecraft where the infestation was
released. It is assumed the J ockeys that created the Xenomorphs had a procedure to eliminate the new infection.
The J ockeys were ready to unleash their creation on their enemy. The Proteus planet was still under control. The
experiment seemed safe. The mother species deposited many life forms to keep their hives intact. These life forms seemed to
reproduce in large numbers. When needed, a transport would simply set down and pick up a queen, a drone, an army, or just a
bunch of eggs as the mission profile specified. The weapon proved useful and the war ended quickly.
But Pandoras box was open.
The Xenomorphs were designed to adapt to current situations but their basic morphology was not to changeit did.
Before the J ockeys could stop their children, they had evolved. One small little change, something seemingly insignificant
connected to the ant structure but not included in the alien designRoyal J ellythe strange substance used to generate a
queen. When the J ockeys discovered infested worlds where there shouldnt be, they got worried.
Given the capability to create their own queens, the infestation could not be bottled. It soon broke out of control. The
J ockeys found their experiment turning against them. They tried to find a weapon to defeat their own creation but they were
already demoralized froma past war. They sent one last ship to pick up evolved egg samples fromthe Proteus planet to
studyit never came back. The J ockey race vanished. After thousands of years, without transportation, the Xenomorphs
quickly overran the planets they were on, then promptly died out. They might be long lived, but after ten thousand years, even
their lifespan ran out. The eggs fossilized, the bodies disintegrated and the last legacy of the alien species vanished. The ship
fromthe proteus world crashed landed on a world far away fromtheir Homeworld.
Everything went quiet.
The universe held its breath.

HUMAN CONTACT
LV-426 was the world were the lone J ockey ship crashed landed, across the galaxy fromtheir Homeworld. The J ockey
onboard was killed when an alien egg he carried broke free and impregnated him. Without a pilot, his ship set down on the
hostile world. The stasis fields in the cargo bay were damaged and all but one bay of eggs were unsealed. They all soon died
fromexposure. One bay remained sealed and waited--the last living legacy of a past experiment that failed.
It was several millennia later when the Nostromo set down on the planet to investigate the signal the J ockey ship had
sent to keep people away. 57 years later, a colony was placed on that world which was overrun by the species. The infestation
103
was wiped out when the colonys atmosphere processor went critical. The J ockey ship survived, covered in a lethal dose of
radiation.
It is unsure how the species got off the world but all bets point towards a human cause. It seemed the race finally died
out when Ellen Ripley dove into a furnace on Fiorina 161. The GM is totally open on how the Alien starts its path. Refer to the
story for details. A salvage ship could pick up another alien wreck with alien specimens on board. Someone might recover the
Sulaco. Someone might even smuggle some life specimens fromthe radioactive cover of Acheron. Either waythey are out.

THE LIFE AND THE MACHINE
The Aliens are
alive. They have a genetic
structure. They are born
and can die. They have a
blood stream; they have a
social structure. They
have teeth and can scream.
The Aliens have a cellular
structure partly carbon and
partly silicon based. They
have a very identifiable
brain with sensory organs.
They have also shown
reasoning. The drones are
surprisingly intelligent.
They gestate in a living
host and come out in pain.
The aliens are alive.
They are also a
machine. They dont
require food, as we know
it. They can eat but
process it completely
different, converting the
materials directly into
increasing its own size, or
storing it for when it needs
to create a hive. The aliens, for a better part of the word, are walking batteries, as they run on the acid blood in their veins. They
also seemto have a programmed path. One cannot go rogue under the direction of its queen. They seemalways under a fixed set
of instructions given to them. They dont have a digestive systemas we know it nor do they even have eyes. They dont grow
as normal creatures do and they also dont have a nervous systemas we know it. In many ways, the Aliens are machines.

THE SPECIAL ABILITIES

GROWTH:
The aliens, upon bursting out, can devour ANYTHING to increase it own body mass. It doesnt need a kill to grow. It
can convert any refined material whether it be organic or not (metals or animals) and convert it into biomass it can use to grow.
With that in mind, the alien can achieve full growth in under 10 hours. Using this scale, at each hour, use a percentage of an
adults abilities for the newborns (5 hours50%) abilities. This rule applies even if the alien is being adopted by the hive to
another purpose. A Queens stats can also be used because an alien turning into a queen will also achieve it full growth in ten
hours. The same also goes for the Royal Guard.

Times:
--A queen, once born, will develop into full maturity in ten hours, with societys help, can start creating its own eggs six hours
after that.
--A queen can give birth to an egg every 5 minutes.
--A minimumof three drones can convert a regular egg into a queen or royal guard egg in six additional hours.
--A rogue drone can convert a living host into a regular egg in 10 hours.
--An alien can achieve maturity after bursting in ten hours.
--The lifespan of an egg is 200 years.
--The Drones lifespan is 25% of the average lifespan of the host.
--The lifespan of a Royal Guard is 30 years.
--The lifespan of a queen is 100 years.
--Eggs, once born, can release a facehugger instantly.

104
BODY:
The skin of the Xenomorph is rigid and extremely resilient. It is immune to all atmospheric effect including zero-G.
The alien does not use air as we know it. It needs air to produce sound of course, but is also uses air in its conversion process. It
also is used to maintain temperature.

SENSES:
The alien uses motion and pressure senses to locate prey. It can also use smell and hearing as well, but it has no form
of visual senses. It cannot be blinded in any way. The alien is also immune to radiation, and all Gases. However, because its
senses are based on pressure and feeling, the creature is sensitive to very loud booms, as sensitive as humans. However, the one
thing the aliens will curdle to is heat. Like most animals, the Alien will retreat fromfire .

ACIDIC BLOOD:
The aliens blood is the life of the creature. It is a highly corrosive
formof molecular acid. Unlike most creature the blood is under a massive
pressure. The creature does have what is known as a heart, however it does work
a bit differently. In comparison, the Alien has the blood pressure and the heart
beat of a hummingbird. FUZION rules have a hit location table on page 48 in
the PDF rules. A hit in the knees or arms produces little splash of the acid. But
a hit to the torso produces quite feedback of acidic blood. The splash range is as
follows:

Head: 1D6 - 1 meters
Arms / Legs: 1D6 - 3 meters
Torso: 1D6 +1 meters

Anybody caught in a 90-degree arc fromthe hit area must make a dodge of roll or avoid the searing effects. The acid
causes DC7 at point blank range and it reduces by one ever 2 meters to the maximumrage of the splatter.
The difficulty to dodge is 18 with 1 for every meter away fromthe alien. Unless the acid is cleared up the following
round, it will continue to do damage. Every subsequent round, the target will take 1 DC damage fromthe initial DC until
neutralized.
Remember that ALL targets must check for spray. This includes vehicles, weapons, and walls. Finally, the acid blood
causes so much damage, 50% of all damage taken removes armor (round down). To Kill structures, the continues effect of the
acid means that ever 50 points of acidic damage removes 1 K. This allows even a drone to eat through the armor of an APC.
Any vehicles or structures in the splatter path are hit automatically 1D6 times. Devices hits may still function (GMs discretion).
In case you are wondering, aliens are immune to their own acid.

WEAPONS:
All alien weapons are listed under their unique profiles.

DETECTION:
Aliens are invisible to infrared and therm-optics. They can remain perfectly still and immune to motion sensors unless
they decide to move. All normal detection systems are normal.

PSIONICS (OPTIONAL)
The Aliens prime formof communication is direct mental contact. The Queen and the Guards control the Brood that
way. At TL6, the Beekeepers use this as a way of subduing the aliens. If these abilities are readily explored, then the PCs should
be able to develop defense and assault for their abilities. Aliens are very vulnerable to psychic attack. It is assumed that they
were designed that way to answer the calls of their J ockey masters (which were heavy Psychics). However, this couldnt stop the
aliens fromwiping themout. These skills use the Mental Powers plug-in:

--All Aliens have a Telepathy skill with themselves of 10
--To non-Aliens, they have an effective skill of Zero but if the Host has a skill of even +1, the skill is transferred to the Alien (see
hybridization below)
--Aliens are extremely susceptible to mental attack. Even though they have a high stun. Mental attacks do x 3 damage. Any
Mental attacks that cause STUN will cause the alien to hesitate for one round. The Xenomorph is simply not armed to
handle it. This only occurs in the first attack of combat.
--Aliens are immune to Mental Illusions and Mind Link.
--Mind Control is possible but hard.
--A Character can use his/her will to cause the Alien to hesitate like above without a mental attack skill. The Character needs to
beat a DV of 18 to do it.



105
OTHER ABILITIES:
Aliens are immune to all other psychological problems as well as all known diseases. Electricity has only a half effect.
Aliens can never be fatigued or stunned. Therefore, the following characteristics are not applicable: Humanity, Endurance,
Luck.
Stun Defense is given a very high number.
All Characteristics not listed are assumed to be One.

CHARACTERISTICS

INT: Intelligence plus any pluses for Int skills. They are all the same to it has been added, basically awareness.
WILL: All aliens have a Willpower of 10. These are used only when utilizing the Alien Psychic abilities.
REF: This is Reflex plus any pluses for Ref skills. They are al the same to it has been added.
TECH: Aliens have no real tech ability.
DEX: This is Dexterity plus any pluses for Dex skills. They are al the same to it has been added.
CON: Aliens have an amazing constitution.
STR: Strength.
BODY: Really only used to determine the amount of damage an Alien can take.
RUN: The maximummove of the alien.
SWIM / LEAP: Self-explanatory.
HITS: How many hits the Alien can take before dying.
KD (or PD): The Aliens armor
ED (or EKD): The aliens resistance to energy attacks.
STUN: How much stun an alien can take. Generically very high.
SD: Stun Defense.
REC: How much the Alien recovers per day.
WEAPONS: Weapons the alien has access to.

THE EGG
No matter what, even if converted to a Queen, the egg is only used to create and hold the facehugger life form. Any
living organismthat approaches within 3 meters will activate it. If it is ignited, the Facehugger will try to escape.
HITS: 20 KD: 2 ED: 5
WEAPONS: Launch Facehuggersee below.

THE FACEHUGGER
A facehugger is completely centered on one purpose: J ust impregnate the closest person. It has a fast move and can
leap amazing distances. Its only direction is its face-grabbing leap. If it misses, it will try again. It can use its tail as a grapple,
which will increase its chances of a full head grapple by +2 next round. If it hits, the victimmust make a STR check and beat the
Facehugger every round to avoid the aliens grasp. If that fails, the victimis considered out of commission. Two consecutive
successes are required to pry the Facehugger completely.


106

SPECIAL RULES FOR FACEHUGGERS:
1: If the alien is cut of instantly, the victimmust take a CON check and
beat a DV of 15 or take DC4 Stun immediately. Full acid
splash damage must also be applied. Every minute afterward,
the stun damage increases by 1DC. Also add 1DC of Killing
Damage. It is always unwise to cut the facehugger off after the
first few minutes.
2: The embryo will be implanted in one hour. The Facehugger can be
safely removed without acid blood spilt if a surgical ward is
present and a doctor is prepped. After a single DV of 22, a
live facehugger is removed fromthe host. This difficulty
drops by one for every TL.
3: After the first hour, the embryo is in. The same DV above is required
to remove the Facehugger plus a simpler DV of 15 is
required to remove the now dead embryo.
4: After six hours, the Facehugger falls off, the host is ready. If it cant
find another host in ten minutes, it will die. Placing it in
stasis will prevent that fromhappening. The Host will awaken
an hour later, fully recovered, no symptoms until the time is
right.

CHARACTERISTICS:
INT: 4 REF: 9 DEX: 9 CON: 10 STR: 10 BODY: 3
RUN: 18 SWIM / LEAP: 6
HITS: 15 KD: 1 ED: 20
STUN: 21 SD: 20
WEAPONS: Range WA DC
Tail 1 m +2 Grapple

THE CHESTBURSTER:
Get away, as soon as possible. Use whatever food is nearby and
grow. The Chestburster is loyal to only two things: Its hive and its specific
host. It bursts out of its host, which is usually hive in the Host roomor
Breeding chamber, and moves on to grow off surrounding food, usually
sometimes part of the hive but usually food given to it fromother adults. If on
its ownit will flee and try to gain is strength as soon as possible. As above
the Chestburster stats are really only applicable for the first hour. Then it
becomes a newborn warrior. At this stage, the alien does not have access to
any of its weaponsexcept its teeth.
SPECIAL RULES:
1: After six hours, the Chestburster newborn has grafted itself inside the host. After that, the alien can still be removed after an
attempt to counter a DV of 26 is made (dropping by 1 for every TL). The chestburster will emerge six hours later.
Every hour another check can be made. Every failure results in a DC4 injury.
2: When the alien emerges, it does DC12 damage to its host with no KD defense.
3: There have been reports of Facehuggers implanting two or more Newborns in the Host body. If this is the case, there is a
chance that one or both of the newborns may be killed. The Body is not designed to carry two. If there are two, the
first has a 20% chance of dying and the second has a 30% chance. If there are three, then the chances of all of them
increase by 10% (3 embryos: 1=30%, 2=40% 3=50%; 5 embryos: 1=50%, 2=60%, 3=70%, 4=80%, 5=90%). Every
extra embryo requires one extra hour of maturation in the host for the entire group and one extra hour as chestbursters
before they can mature as adult warriors.
4: Several situations can delay a chestbursters appearance.
--A queen takes twice as long20 hours total.
--The Chestburster remains still while the subject in cryo. But it takes a lot longer to come out. Whatever time is left
when the host comes out of cryo is multiplied by 10.

CHARACTERISTICS:
INT: 4 REF: 10 DEX: 11 CON: 10 STR: 3 BODY: 5
RUN: 24 SWIM / LEAP: 8
HITS: 25 KD: 5 ED: 20
STUN: 35 SD: 20 REC: 13
WEAPONS: Range WA DC
Teeth 1m +2 3
107

THE ADULT ALIEN (THE DRONE):
Adults have a different agenda depending on the
situation. They must find new hosts for the queen above
all. If a threat has encroached upon the hive, the alien will
defend and kill. If no Hive is present, the Drone must create a brood of fellow drones by
converting animals into eggs. If a brood is large enough , then they try to create a hive.
Aliens only think for themselves when they are alone.
SPECIAL RULES:
1: Hybridization, see below. The stats below are for a standard human.
2: The Aliens can hide themselves in their own hive at +5 skill. A player must be actively
searching for aliens to spot one. Aliens uses DEX, Players use Awareness.
3: Aliens never take things personally. Only if their Queen or Host is threatened does the
alien react in a violent manner. When that happens, all of the aliens
Characteristics increase by 1.
4: At least 3 drones, after forming a small hive, can convert a regular egg into a queen egg
or royal guard egg in six additional hours by producing Royal J elly. The
Facehugger looks normal but creates the appropriate newborn.
5: A rogue drone can convert a living host into a regular egg in 10 hours. This involves
enclosing the subject and slowly converting the host into an egg. Since one extra
host is used up, the Queen route is always preferred. (Note: This process was
shot for the first filmbut cut. I have included it as an extra bite the creatures
have)

CHARACTERISTICS:
INT: 6 WILL: 10 REF: 10 TECH: 3 DEX: 11
CON: 10 STR: 10 BODY: 10 RUN: 24 SWIM / LEAP: 8
HITS: 50 (1 K)* KD: 11 ED: 20
STUN: 70 SD: 20 REC: 20
*A 1 K weapon will kill a drone.

WEAPONS: Range: WA: DC: SPECIAL
Attack Tongue 1 m +2 6 Armor Piercing (halves KD)
Teeth 1m +1 4 Can also grapple
Claws 1 m +1 4 Can also grapple
Acid Spit 12 m -2 5 Continues burn (see above)
Tail 2 m -3 n/a Grapple

ROYAL GUARD
The Queens chosen few. Royal Guards are
created much the same way as Queens except they are raised
in the presence of a queen. This, somehow, prevents their
growth into a new Queen. The Queen will almost always
have 3 guards near her. For ever 20 Drones in the hive, add
1D drones. Their loyalty is to their queen. These and the
queens are the only aliens without host loyalty. Like the
Queen, the host organismis meaningless and hybridization
rules do not apply. Royal Guards always come out the same
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way. They will always attack to kill. Host gathering is for drones. They protect the queen at all cost. If the queen is directly
threatened, they will attack at +1 to all their abilities like drones. If the queen is hurt, they got into a frenzy at an additional +1.
Royal Guards are never found more than 50 feet away fromthe queen and will not pursue opponents past that but can direct
drones to do otherwise. All instruction to the Guard are given directly by the Queen. She can override ALL of the Guard
instructions. If she wants a Royal Guard to go half way across the planet to pick up a flower, it will. Royal Guards are more
intelligent than Drones. They are also stronger, faster, and larger. Guards can think independently even in presence of a hive or
even a queen. They will sometimes control the drones when the queen is not present. If the queen is killed, the guards are
responsible for creating a new one.
SPECIAL ABILITIES:
1: The Royal Guard can hide themselves in their own hive at +7 skill. A player must be actively searching for aliens to spot one.
Aliens use DEX, Players use Awareness.
2: If their Queen is threatened, the Guard will react in a violent manner. When that happens, all of the aliens Characteristics
increase by 1. If the Queen is hurt, add an additional +1

CHARACTERISTICS:
INT: 8 WILL: 10 REF: 13 TECH: 6 DEX: 15
CON: 10 STR: 13 BODY: 15 RUN: 24 SWIM / LEAP: 8
HITS: 75 (1.5 K) KD: 15 (0.2 K) ED: 20 (0.5 K)
STUN: 105 SD: 20 REC: 25
WEAPONS: Range: WA: DC: SPECIAL
Attack Tongue 1 m +2 7 (0.5 K) Armor Piercing (halves KD)
Teeth 1m +1 5 Can also grapple
Claws 1 m +1 5 Can also grapple
Acid Spit 12 m -2 6 Continues burn (see above)
Tail 2 m -3 n/a Grapple
Tail Spear 2 m -3 6 None


THE QUEEN:
Queens do have personalities. They do get angry. Their loyalty
is to their Hive. Any threat to any part of their hive is taken personality.
The Queen is generically evil but its heart is with its children. The more
helpless the child, the more angry it gets her. All her Characteristics can
increase by one if this happens. Generically, the queen never moves and
directs her guards and drones as per her will. Once removed fromher egg
sac, she is a monster in every sense of the word. They have four arms, an
extra long attack tongue, and very long tail. Queens are usually only
stationary, connected to her egg sack, producing an egg every five minutes.
When her hive becomes too large, she may elect to spread her genes with a
new brood to a new hive.
After the newborn is born fromits host, the queen would then send an
army of her drones with the newborn to a new location to start a new hive.
A queen never gives up her guards. They are betroved to only her. A
queen, once detached fromher egg sac, can actually carry up to six eggs on
her back. This is necessary if the hive is threatened and the populace must
relocate.
SPECIAL RULES:
1: Queen have two attacks every round because of their limbs.

CHARACTERISTICS:
INT: 13 WILL: 10 REF: 14 TECH: 8 DEX: 12
CON: 13 STR: 18 BODY: 30 RUN: 24 SWIM / LEAP: 8
HITS: 150 (3 K) KD: 30 (0.5 K) ED: 26 (0.5 K)
STUN: 210 SD: 26 REC: 33

WEAPONS: Range: WA: DC: SPECIAL
Attack Tongue 2 m +2 13 (1 K) Armor Piercing (halves KD)
Teeth 1m +1 9 (0.5 K) Can also grapple
Large Claws 3 m +1 8 (0.4 K) Can also grapple
Small Claws 1 m 0 6 Can also grapple
Acid Spit 12 m -2 9 (0.5 K) Continues burn (see above)
Tail 2 m -3 n/a Grapple
Tail Spear 2 m -3 10 (0.6 K) None
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HYBRIDIZATION (Optional)
Alien Adults have one amazing capability: They seemto adopt the abilities of their host. A Royal J elly event
seems to override these inherited qualities. These inherited qualities are usually basic characteristics but as
observations showed, these qualities continued into a deeper realm. The aliens seemto gather skills fromtheir
host as well. For those rules, a basic alien without host DNA is given. This is not an alien, just the stats of the
alien without any host abilities, this creature is NOT possible.
CHARACTERISTICS:
INT: 2 WILL: 10 REF: 6 TECH: 0 DEX: 7
CON: 6 STR: 4 BODY: 6
SWIM / LEAP: 4 RUN: SWIM x 3
HITS: BODY x 5 ** KD: BODY ** ED: CON x 2
STUN: BODY x 7 SD: CON x 2 REC: STR +CON
*: WILL is always 10.
**: Ever 50 hits is 1 K

WEAPONS: Range: WA: DC: SPECIAL
Attack Tongue 1 m +2 6 Armor Piercing (halves KD)
Teeth 1m +1 4 Can also grapple
Claws 1 m +1 4 Can also grapple
Acid Spit 12 m -2 5 Continues burn (see above)
Tail 2 m -3 n/a Grapple

HUMAN HOST RULES:
If a fully rolled character (PC or NPC) is implanted, the following rules apply, allowing for some very interesting game play.

1PRIMARY CHARACTERISTICS: For every Primary Characteristic, +1 for every point. An average human has
characteristics of 4making a regular alien. The only exception is PREsense, which is used below. (EG: A character
with a STR of 8 adds 8 to the alien template making the drone have a STR of 12, higher than the regular adult.

NOTE: If the Characters PRE is below 4, this hybridization stops. However, if PRE is above, more if the original host
moves to its newborn. The Character will often have to make a HOST PRESENSE roll. When asked, roll a D10. Rolling the
original Characters PRE - 4 number or less is a success (A PRE of 8 has a HOST PRESENSE of 4). For simplicity HOST
PRESENSE is referred to as HP, after hybridization is done, this number proves very useful (see below)
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2SKILLS: Every characters skill is translated over.
The skill in the adult = Original Skill Value - 5 +(PRE 5)
(eg: A Character with a Hacking skill of 7 and a PRE of 7 will give its newborn a Hacking skill of 4 [7 5 +2] )
All skills the alien inherits below 1 are gone.

2COMPLICATIONS: Infrequent, Mild, Or Minor Complications are gone. A HP roll is required for all other complications
with the following modifiers to the rolls:
Frequently: 0 Strong Intensity: 0
Constantly: -1 Severe Intensity: -1
Extreme Intensity: -2
Major Importance: 0
Extreme Importance: -1
If successful, the complication is inherited. (A psychopathic alien.hmmm.) One level is reduced
however. (eg: Constantly is reduced to Frequently, Extreme Intensity is reduced to Severe Intensity, etc.). Of course,
role playing will have to be major and final word must be the GMs. It doesnt make sense for Aliens to be Honest
since they dont talk. Social Complications are meaningless. However, some complications can be real interesting
such as Responsibilities and Personality Traits.

3TALENTS: Make an HP test for ever Talent to see if it is inherited. For every extra 3 OP the Character spent (above the
initial 3) =-1 to the HP roll. Some, obviously, cannot be transferred (Beautiful would be a notable example). GMs
discretion.

4THE SOUL: Whenever this adult Alien with any HP ability comes into contact with anything familiar to the old host, Make
an HP roll with any modifiers the GM decides which is necessary (a loved one can give 3 bonus to the roll for
example). This is called the Trigger Bonus. If successful, the Alien gets confused. At the very least, it hesitates.
When that happens, roll 2D6 and add your HP +The Trigger Bonus given before. (like the +3 loved one). With
exception of the last two entries, the Alien will always respond normally when not in contact with the Trigger.

NOTE: This table is for the trigger being a loved one or a friend. If the Trigger is something displeasing,
like an enemy (that damn corporation guy that sold you to the aliens), then -3 automatically to the roll. If the roll is
above 7, ignore the description. The Alien will just attack the target violently in a rampage of hate. Add +2 to all
abilities and the alien will not think of anything else. The Hive be damned. It will kill that trigger and even a 50%
chance it will kill the alien that bursts fromthe host if that trigger gets impregnated.

ROLL EFFECT
3: The Alien continues as normal. No effect. Hesitation stops.
4-6: The Alien hesitates for 2D6 Combat rounds, giving the other a chance to escape. It will then come around.
7-9: The Alien is confused and hesitates for up to 2D6 minutes and might even be curious of the trigger.but
after that, will come around back to its roots.
10-11: The Alien will run away. It is experiencing emotions it was not designed to handle. It will run away from
any group where the Trigger is present. But will react normally to everyone and everything else.
12-13: The Aliens loyalties are torn. It remembers the trigger but that is all. It will not allow the Trigger to come
to harm. And will kill anything except another alien to keep it that way. All other Alien attributes
apply.
Another Alien can attempt to gain control of this alien by Rolling WILL +D10 (or 3D6 depending on what
the GM decides). The DC depends on the alien type (Drone: DC=18, Royal Guard: DC=15,
Queen: DC=13). This roll must be made ever minute or ever time the trigger appears again.
14-16: The Alien has full recall. The Alien IS the host for all intensive purposes as long as the Trigger is present.
Another Alien can attempt to gain control of this alien by Rolling WILL +D10 (or 3D6
depending on what the GM decides). The DC depends on the alien type (Drone: DC=20, Royal
Guard: DC=18, Queen: DC=15). This roll must be made ever minute or ever time the Trigger
appears again.
The personality of the Alien when it is uncontrolled is very GM dependant. Usually, these aliens react
exactly as the host would when the memory trigger is close by. The Host personality is in
influence. When away fromthe trigger, the Alien must roll its HP+The Trigger Bonus to keep
control or become an alien again. The moment the trigger appears, it immediately goes back to the
Hosts control (no roll necessary).
17+ (Optional) The soul or mind of the Host seems to have moved into the Alien. All memories are recalled.
All skills and complications go to the hosts original value. Characteristics remain the Aliens. The
alien is now a rogue even when in a hive. No aliens can gain control. When this happens, the
Guards or the Queen usually orders its destruction. This alien will even respond to the original
Hosts name. This alien will never be the same again.

FINAL NOTES: Any alien that becomes a threat to its own Hive is often ordered destroyed by order of the
Royal Guards or the Queen. The Gmcan simply create a base character however he/she likes and create any type
of alien he/she wants. Enjoy the attack.
111

ANIMAL HOST RULES:
Animals dont have personalities to speak of (people will argue otherwise). Their PREsense is considered too low to
have skills that can be passed down. The GM can make exceptions of course. The GM determines the final abilities. The great
advantage of Animal hybrids are the unique characteristics for each animal. Of course, I cannot write down every animal here,
these are just generic bonuses. The GM can use his imagination to do whatever he likes in the final design.

THESE FOLLOWING STATS ARE BASIC ANIMALS AND CAN BE USED FOR GENERIC ROLE PLAYING

FELINE
INT: 1 REF: 10 TECH: 0
DEX: 10 CON: 4 STR: 1
BODY: 2 SWIM / LEAP: 10 / 20
MODIFICATIONS:
+8 Climbing
Runs on all fours.
+10 mLeap.
+3 Awareness
Exceptional hostile. Not very useful to the hive
because it prefers killing hosts.

CANINE
INT: 1 REF: 8 TECH: 0
DEX: 9 CON: 5 STR: 2
BODY: 3 SWIM / LEAP: 12 / 16
MODIFICATIONS:
+5 Climbing
Runs on all fours
+4 Leap
+5 Awareness
Exceptional hostile. Not very useful to the have
because it prefers killing hosts.
COW
INT: 1 REF: 4 TECH: 0
DEX: 5 CON: 8 STR: 5
BODY: 5 SWIM / LEAP: 3
MODIFICATIONS:
25% larger.
More docile. Automatic 1 round hesitation.

LARGE REPTILE (Gator, Croc)
INT: 1 REF: 3 TECH: 0
DEX: 3 CON: 6 STR: 8
BODY: 6 SWIM / LEAP: 2
MODIFICATIONS:
+1 DC to all Damage except Acid.
+5 ED and KD
+1mto Tail.




BEAR
INT: 2 REF: 3 TECH: 0
DEX: 4 CON: 8 STR: 10
BODY: 10 SWIM / LEAP: 12 / 6
MODIFICATIONS:
+25% larger
+1 DC to all attacks except acid.
+6 Swim.

SEAL
INT: 3 REF: 5 TECH: 1
DEX: 6 CON: 4 STR: 3
BODY: 4 SWIM / LEAP: 24 / 8
MODIFICATIONS:
+16 Swim
More docile. Automatic 1 round hesitation.
DEER/ELK
INT: 1 REF: 4 TECH: 0
DEX: 5 CON: 4 STR: 4
BODY: 4 SWIM / LEAP: 4 / 8
MODIFICATIONS:
+4 Leap
Small, Black Antlers (WA=0, DC=5)

HORSE
INT: 2 REF: 4 TECH: 0
DEX: 5 CON: 6 STR: 5
BODY: 5 SWIM / LEAP: 5
MODIFICATIONS:
Runs on all fours.
Extra long arms and legs (+1 to all hits with claws)

LARGE BIRD
INT: 1 REF: 6 TECH: 0
DEX: 6 CON: 4 STR: 4
BODY: 4 SWIM / LEAP: 4
MODIFICATIONS:
Small Leathery Wings. Cant really fly but can
glide at Move=30 for every twenty feet.
Extended Wing-assisted leap. Extended Leap =24



112
LARGE AMPHIBIAN
INT: 1 REF: 4 TECH: 0
DEX: 6 CON: 4 STR: 3
BODY: 3 SWIM / LEAP: 24 / 4
MODIFICATIONS:
+20 Swim(webbed hands and feet)
+5 mrange with Acid Spit.








KANGAROO
INT: 1 REF: 6 TECH: 0
DEX: 9 CON: 6 STR: 4
BODY: 4 SWIM / LEAP: 5 / 24
MODIFICATIONS:
+19 Leap.
Extra long legs.








OTHER ABILITIES THE ALIENS CAN INHERIT:
--The Parachute-like flying membrane as seen in the flying Monkey (similar to the wings in the Bird Hybrid)
--Sharp quills like the ones seen on Porcupines (WA=-3, DC=4, Armor Piercing)
--Larger claws (extend damage as needed)
--Extra long attack tongue (up to three extra meters)
--Poison. A wounded character must make CON (DV=13-25) check to resist 1-14 DC damage (GM decides).
--Camouflage. The Alien can change its colors to match its surrounding. The Alien has a +5 to hide (uses DEX). A character
must make an awareness and beat the Aliens number to spot it. Ina Hive, this bonus increased to +10, making it
virtually impossible.
--Double REC. The Alien can even regenerate whole limbs back.
--Up to +8 Awareness because of enhanced senses.
--Like the Frilled Lizard, the Alien can have a ruff of skin it can deploy to purely scare people.

HIVE STRUCTURE
We all know how the Aliens operate when they are rogue, but the Hive works differently. In addition to the rules for
Hives already mentioned, there are some unique features of the Hive itself.

1HIVE CONSTRUCTION:
When not gathering hosts, moving eggs, or taking care of newborns,
Drones spend their time increasing the size of the Hive. For each one Drone, the
Hive can expand one meter into a new location in one day. Usually, only about 20
Drones are dedicated to this duty. Others venture out of the hive, in search for new
hosts. Hives are created using the aliens own acidic acid, their saliva, and any
compounds that they use. This includes empty eggs, dead drones, dead bodies,
refined metals, organic materials but NEVER host bodies

2POPULATION:
As stated, for ever 20 drones, there are 1D6 Royal Guards. There are a
minimumof two in a 20 member hive. The Hive can reach almost any size but
three square kilometers is the recorded top. There are larger ones on the Proteus
world. The average Drone population ceiling is around 150 200 with small ones
as little as 6. Once this ceiling is reached, the Queen usually sends around 6-10
Drones with a Queen newborn to find a new hive.

3BREEDING CHAMBER:
The first roomcreated in a Hive is the Breeding Chamber. This is where
the Queen is located, hoisted above with her egg sac. The eggs are all stored here
until being moved on to their hosts. The Royal guard never deviate more than 50
feet fromthis location. This roomis generally the largest of all the rooms. No hosts are stored here and no one except The Royal
Guards are allowed to remain after the roomis created. Drones come and go but cant stay. If the Hive is threatened, they all
come running, as the Queen sends out a psychic screamthat calls them.







113
4HOLY / HOST CHAMBER:
Outside, surrounding the Breeding chamber , is a network of smaller rooms which are where all the hosts are stored. It
is often for smaller hives to keep the Host chamber and the Breeding chamber in the same room. Larger hives immediately move
their hosts to the new locations. The strange aspect of Aliens is that the Hosts are never destroyed. Even when the Hive expands,
the Hosts are simply moved to the new locations. Drones that leave the Hive permanently dont carry their hosts with them(a
final goodbye). Hosts of dead aliens are buried under new bodies but all the hosts to living Aliens are on the surface. The Hosts
are never used for building purposes, nor are they ever used as food. What gives?

SPECIAL RULE (Optional)GENETIC LOYALTY:
Aliens are never seen devouring their own host. Even if there is no other food available, the Aliens never turn to their
Hosts. This is because the Aliens are very genetic dependant. They seemto have a very strong psychic power (see below),
which can recognize genetic familiarity. Thats why they are loyal to their hive because they all share the common Xenomorphic
alien code. But, above that, Aliens seemto have a genetic loyalty to their hoststheir specific hosts. To use a religious
comparison, each Alien has its personal crucifix in a church. The Host Roomcan often be described as a grotesque Alien
cathedral, which each host representing the crucified life formthat gave its life to create a new one.

Occasionally, a soldier would rest from its labors long enough to gaze upon its own host, now
graying and putrid in its station in the wall. The soldier face could betray no emotional what fond
memories did it hold for the soft one who had been its womb? Once fair and warm and freely
giving of is fluids, now tattered and cold and desiccated, melting into the bony resins of the cocoon.
For a moment, there was no directive in its action as it lifted its bony talon to the dried face, its ouch
oddly loving. Blackened, glistening claws tenderly traced the features of this once vital and nurturing husk.
The opposed thumbs traced the sightless brow, searching the empty sockets for answers. Then the call of
the hive reasserted itself, and the soldier returned to her needs.

If the host is threatened, the Alien will go into a frenzy and do anything except endanger the Hive to kill who
threatened its host. All of its abilities are at +1 when attacking. It is unclear what would happen of the Host survived the birth
and encountered the live Alien.
4HIDING:
Aliens are totally camouflaged in their Hive. They can hide perfectly still an not set off any sensors. If the Hive is
entered, then the Aliens will all hide and wait until the intruders get in close, then they are attacks. The aliens can formwalls and
columns in their concealment. They can attack almost instantly. They will have a +5 initiative and whether they win or loose
will have a +3 to hit on their first target.

5NAVIGATION:
Large hives literally become a maze of mismatched corridors, pits, and crawlspaces. Not surprisingly enough, Aliens
can easily find their way around. Unless someone has a direction sense or a map or if someone in the group knows how to
navigate, getting lost in a hive can be easy.

6RIVAL HIVES:
Drones fromother Hives are not welcome and might be destroyed if they trespass. Generically, they leave each other
alone. If they end up competing for hosts, fighting may ensue, but invasion of rival hives dont often take place. There is only
one real exception (see below).

MUTATIONS
Aliens have already mutated once and turned against their masters. Could it happen again? There are reports
of such mutations:

VIRUS
At CL3, a Spacecraft with a possible alien infection was brought into Anchorpoint Station. The infestation was wiped
out before any specimens could be extracted. Apparently, a radical idea was allowed to flourish. The scientific teamthere had
114
gathered the Alien DNA coding and tried to extract the most unique chain in the set: The Hybridization gene. This is the set of
instruction that cause a genetic splicing of human and Alien DNA and making a new life form. However, something went
wrong.
The Chain turned into an airborne virus. This virus, once in the blood stream, started adapting each cell to a
biomechanical pattern. After a set time had passed, and every cell had been adapted the chain would reforminto an alien life
form. A normal Human would be eviscerated and a full grown alien would emerge fromthe shellevery cell being used to
create a new life form. This dangerous mutation spread. No eggs would be used. No Chestbursters. Instead the host would just
be infected. This infection eventually became airborne, released by the queen and carried along. Drones would simply carry
hosts within the infected areas. The Drones themselves carried the disease and a single bite or scratch would infect a new body.
They apparently could cough up an airborne cloud like they could spit up the acid. This mutation could still hybridize but
couldnt create a hive. This dangerous virus stopped at Anchorpoint but a large chunk of the populace was wiped out. After the
lifespan of the virus died out and the station was cleared, it was repopulated. The Rodina station n UPP was reported completely
lost fromthe same virus brought by the same ship, which passed through their space before going to Anchorpoint. No other
reports of this virus were reported.
SPECIAL RULES: (The DV of all CON checks is 18)
1: Anyone wounded by one of these Aliens must make a CON roll or be infected.
2: Anyone who breathes in the virus (which is visible as greenish smoke in its intensity) must make a CON roll or be infected.
3: Normal gas masks will screen out the organism.
4: The virus is airborne as well as being transmitted through blood and touch. All should avoid direct contact with an alien or be
forced to roll CON.
5: A blood sample taken any time after the first hour of infection will reveal the virus.
6: Killing the host anytime will destroy the alien virus inside.
7: Everybody unprotected within 1mof a bursting alien must avoid the expulsion of gases. During the viruss bombardment of
the host, the host is totally normal. No symptoms.
8: The Hosts do not release the virus until the Alien is emerged.
9: A heavy assault of anti-virus medicine applied in the first hour could ward off the infection.
10: The Host will die in 6-12 hours and a full grown alien will emerge, ready for the fight. The vision is of the alien bursting
fromthe human skin, which is the only area not effected. It is assumed because of camouflage.
11: Aliens are the same except none of themhave an acid spit. It is replaced by a virus cough with the same range. The effect,
however, is viral infection.
12: The Aliens do not Hive so do not get the +5 Hiding bonus. They also do not have Host loyalty. Royal J elly events operate
differently. An infected human can be processed to be turned into a Queen. Queens can create Guards the same way.
Queens do not come fully grown and must grow froman adult alien to an adult queen.
13: Aliens are more uncontrollable since they have no hive or host duties. They are much more aggressive this way. Spread the
infection, which is their job.
14: No one ever found a cure for the infection.
15: There were reports of infected humans giving birth to multiple newborns and even Facehuggers. Queens were reported
giving birth to eggs that only released the virus. All of these reports seemto be side effects frompast genetic
knowledge and seemnot to be part of this new genus but rather a mutation of this breed that pops up once and a while
like double jointed humans.
HUH?!: This mutation was the basis of Williams Gibsons Alien 3 script.

RED ARMY
Another species of Xenomorph was discovered on a distant world. For
all intensive purposes, they look the same, except instead of being black, they are
red.. It is unclear how they were created. Some figure this is a natural rival
species meant to keep the aliens in check on their Homeworld. Others think this is
a genetic fluke that resulted after thousands of years of evolution. A popular
theory is that the rival J ockeys created this species and it was this species that
wiped out the side that created the black ones. Even still, the Blacks outnumber
the Red 10 1 across the cosmos when they are introduced at CL4. Their
infestation is substantially less because the gestation period for Red are twice as
long as Blacks. Red Aliens are also much more uncontrolled and much more
aggressive. They seemto indulge in killing more than the expansion of the Hive.
This flaw seems to point to the genetic fluke theory

SPECIAL RULES:
1: Red Aliens have a +1 to all their characteristics because they are always so
aggressive. But their Intelligence suffers. INT is 2 (not effected by the
+1). If you get themreally angry, their abilities increase another +1
2: Impregnation takes longer for reasons unclear. It is assumed this is the reason
of the Red Aliens aggressive nature but the connection is unclear.
Impregnation take a full day after the Facehugger. Falls off.
3: Red Aliens and Blacks are volatile to each other and will attack each other in
favor of any other threat. Whole armies fight it out on the Proteus
planet.

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BRACKENS TERROR

At CL4, the Brackens World infestation is one of the strangest. It is unclear which species hosted this breed of alien,
but they must have been dangerous. The Queen for this infestation is assumed to be living under the kelp beds. Royal Guards
have never been encountered. The Drones are the size of small queens and have no legs. They are see-going creatures that are
low in numbers, but are lethal the same. They are blue colored and lack the attack tongue. Their tails are identical to lobsters.
Their carapace is similar to a Queens but these warrior lack all their other features. The Bracken Aliens are hideous
monstrosities that attack and drag down victims and use themto host. It is assumed the underwater Hive there has Oxygen.

CHARACTERISTICS:
INT: 6 WILL: 10 REF: 10 TECH: 3 DEX: 13
CON: 10 STR: 18 BODY: 20 RUN: 10 SWIM / LEAP: 24 / 10
HITS: 100 (2 K) KD: 20 (0.8 K) ED: 20 (0.3 K)
STUN: 140 SD: 26 REC: 28

WEAPONS: Range: WA: DC: NOTES
Teeth 1m +1 9 (0.5 K) Can also grapple
Large Claws 3 m +1 8 (0.4 K) Can also grapple
Acid Spit 12 m -2 9 (0.5 K) Continues burn (see above)

NOTE: The GM can create any new breeds he wants. These rules are really just guides.

1



STAGE TWO: THE SETTING

THE KNOWN UNIVERSE


Humanity has reached hundreds of worlds, and has established dozens of Colonies and Outposts. These
worlds are scattered across dozens of light-years and cover a wide range of environments, and the human and non-
Human inhabitants are just as diverse. Some of the most notable worlds are discussed below. The GM should feel
free to add to, amend, or alter the following as desired, and to create new worlds that suit his or her game. The Star
Map shows the locations of the major systems inhabited by Humanity, and indicates the J ump Distances among
them. There are hundreds of worlds in and beyond the ICC not listed. Those worlds are not named, usually listed
with two or three letters followed by three or four numbers. Most worlds have this listing still, but no longer go by
their system classification. GMs only need to make up new systems.

EARTH

Home to nearly 10 billion people, Earth is a world in chaos. The Nations have waned in power, but most of
their citizens do not really understand the change. The Corporations are the new rulers, but they are concerned with
themselves and their Colonies; the administration of Earth's billions means little to them. In the gap between the
power of the Nations and the will of the Corporations, society is falling apart. Large areas of Earth have become
lawless, as some Nations have lost the ability to control their own citizens. Ethnic, religious, and social minorities
have seceded from many of the weaker Nations, and have established their own small states.
2
Wealth and social status on Earth range from the most desperate poverty and oppression in history to
unprecedented levels of riches and power. Those who rule the Corporations have every possible trapping of wealth,
including mansions, resorts, travel, obedient servants, private armies and more. They even have vast numbers of
people to feel superior to; the masses of Earth. Beyond the Corporate preserves and the houses of the rich, there are
many millions of people who live uneasy middle-class lives in a world with few certainties. And next to their simple
communities, surrounding the places where they work, are the dispossessed; billions of people who work at
menial jobs or survive on government subsidies, or who prey on others. The range of social environments on Earth
makes it an ideal place for role-playing adventures. Players can move quickly from contacts with rich corporate
personnel into the harsh streets, where poverty, squalor, roving gangs, and sudden violence are common.
The possible duties for Colonial Marines (or jobs for Mercenaries and other Character groups) are endless.
There are areas in civil chaos, where it might be vital to restore order or to evacuate special personnel or equipment,
while other areas operate under complete fascism and the Characters would face entirely different challenges. Many
ethnic groups and fringe religions have established their own small nations, sometimes with Corporate backing, and
the safety of people and facilities in those areas could easily be imperiled. There are even areas where there is no
law; where local wars have erased all government and the Nation or nations who own the land have given up on the
attempt to administrate.
Up to CL4, it is relatively unchanged. At CL4 the xenomorphic influence is noticed in the religion and
drug cultures (See in the appropriate chapter). At CL5, Earth is turned into a warzone, as sporadic Hives start
popping up around the globe in jungles, deserts, and urban centers. Religious zealots try to keep the hives
blossoming by offering subjects for the new birth. At CL 5.5, Earth is wasteland. Oronas bombs will soon take out
a large chunk of North America in an effort to destroy the species. Most of the upper class has evacuated to orbit.
Most of the planet is no mans land with the rest under marshal law. At CL6, all but a dozen or so hives have been
eliminated. Most of North America is a rad zone. Only a few million people survive sane. The rest have either
been mutilated through war or radiation or have gone crazy from the environment or lack of Royal J elly.

MAJOR WORLDS

The Major Worlds hold the future of Humanity. These are planets that are very much like Earth, with
breathable atmospheres, decent climate, and great potential for life. There are five Major Worlds at present
(Alexandria, Hilo, Micor, New Eden, and Tartarus, Barabazon), and the Corporations that own them are rapidly
developing all. Populations range from 2 million to 50 million, but all five worlds have high-tech manufacturing,
heavy industry, and are nearly self-sufficient.

COLONIES

Colonies are established on worlds which are fairly livable, or which have been adapted to human use. A
Colony has two important attributes; a Spacecraft Service Base and manufacturing capability. The exact level of
technology available varies with each Colony, but all have at least some ability to manufacture their own goods.
The population ranges from 30,000 on Starview to 25 million on Aerodyne, and the worlds are self-sufficient in the
most vital commodities; food, water, and atmosphere. The most advanced Colonies, like Aerodyne, even have full
high-tech manufacturing and heavy industry.
Colonies are the simplest of Humanity's settlements, and they are placed on worlds that are not desirable
for human habitation. While some have Service Bases, none have more than rudimentary manufacturing ability.
Terraforming Stations are placed on worlds that have potential but involves decades of expensive work before the
world is truly habitable. Mining Worlds are much easier to create, but lack the long-term value of a world that can
be made habitable. "Mining" in this sense includes the collection or harvesting of unusual life forms as well as the
gathering of minerals and other inorganic substances. 80% of the larger colonies had been eliminated by CL6.

GARRISON SYSTEMS

These are systems which do not include inhabited planets, but which have been fortified for defensive
purposes. The fortifications consist of deep space sensor arrays, to detect the arrival of ships in the system, and a
number of System Defense Frigates and other spacecraft. In some Garrison Systems, there are also top-secret
military and scientific facilities. Weapons tests, unusual research, and high-security prisons are placed here.



3
JUMP SYSTEMS

Between the systems listed on the Star Map are numerous J ump Systems. These are the stepping stones,
which link the worlds of Humanity, so that even a Spacecraft with a J ump Drive value of 1 can reach any
destination.




4
SECTORS

Each of the worlds of the ICC is described in general terms in the Sections that follow. They are organized
into several different Sectors, which are the areas developed by the major exploration Corporations. Each Sector
includes notes about how it was developed, and the worlds are listed in order from Earth outward. The GM should
flesh out the descriptions of the worlds as necessary, depending on what areas the players are curious about. As
always, information can be used or discarded by the GM as desired. Refer to ALIEN: FUZION -- STAGE ONE for
rules on space travel and times. Ships must travel through these routes and should not risk traveling through
space that has not been surveyed. The GM may add as many systems as necessary.

PLANETS AND SECTORS

CSC SECTOR:
On the Star Map, this Sector extends up and to the left from Earth. The primary explorers here were the
employees of a corporate coalition called Central Space Consortium, or CSC. The jewel of this Sector is Alexandria,
an earthlike world that lies at the end of the Sector. Alexandria was one of several worlds that seceded from the ICC
several years ago, and this Sector has been in turmoil ever since. Alexandrian forces still hold several systems, but
they are slowly being worn down by economic warfare. At the same time, CSC has been severely strained by the
necessity to develop new worlds to replace those, which have been (temporarily) lost to the rebels.

Saint John
The first Terraforming project of CSC was established here. The site is largely empty, and most of the
valuable components have been moved to Starview. The toxic atmosphere and sulfur bogs have defied
Terraforming, and after decades of work the project was abandoned in favor of the more pleasant Starview.
There is still one Atmosphere Processor in operation here, which is being shut down for salvage, and there
are also numerous research stations scattered around the world, occupied by scientists and technicians. The
purposes of these sites are varied, but most have to do with the origins of life and how it adapts. Biosynthesis and
bioengineering specialists from many different Corporations have come to this world to experiment, and have leased
the stations. The exact natures of the sites are classified, but it is rumored that a large portion of the funding for
CSC's work on Summit, Stoner 1, and Paragon came from leasing the stations on Saint J ohn.

Volcus:
One of a group of Colonies developed by CSC after the secession of Alexandria. The Colony resides in a
domed community on the major moon in orbit around the planet of Volcus itself, and neither the moon nor the
planet is terraformed. Volcus is a world ruled by volcanic forces, with vast magma flows covering much of its
surface. It is the tremendous geothermal energy available on the planet, which encouraged the development of the
system . CSC has developed (and is still improving) a system which uses the almost unlimited thermal energy of
Volcus for power.
Automated power stations float on the magma and draw energy from the heat surrounding them. This
energy is then broadcast to a space station in orbit around the planet, and from there to the Colony on the moon.
There are currently 200,000 people on the moon, but the Colony can expand rapidly because of the availability of
power. A self-contained ecosystem has been created, with air, water and heat being recycled. CSC hopes to turn this
moon into a thriving Colony, as an example of how a hostile system can be overcome.

Riesling
This is the site of exploratory mining and drilling operations. The world's composition indicates that it has
potential as a source of several rare elements, and science crews are still evaluating it. At present, only remote
exploration sites are set up, with teams from CSC and a number of freelance groups licensed to conduct the research.

Starview
This is the latest find of CSC, and it already has a sizable population . This world is better in many ways
than Alexandria, and once Terraforming is complete it will become the primary world for CSC. This Terraforming
effort will take another half century to complete, however, despite the best efforts of CSC's scientists, because the
Corporation is overextended. Various factions within CSC have taken hold on each of the other three most important
colonies (Stoner 1, Paragon, and Volcus), and CSC does not have the funds to fully develop Starview.
Starview is a large world, with gravity very close to Earth's. Its surface is desolate and cold, as the
atmosphere is nearly opaque due to a vast cloud of small particles. This cloud is suspended in the upper atmosphere,
5
and leaves the world in eternal twilight. Once the cloud has been removed, the world will warm up and should be
very comfortable for normal habitation. Today, a Colony of 30,000 exists on the world. The atmosphere is
breathable with the use of a filter mask, and work is proceeding to create Atmosphere Processors. At CL5, it
becomes a major warzone.

Celeste
This off-world resort funded and
manufactured by a variety of corporations
became operational at CL3. Weyland
Yutani terraformed the planet, Grant Corp
manufactured the resort, and Hyperdyne
supplied the personnel, 100% synthetics.
Hyperdyne supplied Celestes current
models and re-circulated the populace
with Ad-Cap Sex synths when mass-
produced. The projects maintenance was
handled by Ivy Derringers corporation,
Skank, which soon, purchased controlling
stock of Celeste soon after.

Its the former terraformed
asteroid Nyn678. Its the nearest one to
Earth untouched by mining platforms and
slagged. Celeste restores the diminished,
stimulates the jaded, and gratifies the
insatiable. Its the ultimate environment or persons of financial merit who want to experience unprecedented bliss.
Food was unworthy of the name until Celeste cuisine came along.
Unfortunately, upon CL5, a single xenomorph from Barabazon infected with a class 10 virus broke out
among the populace. The visiting population not killed by the alien soon found themselves under quarantine.
Without any salvation in sight, and considering the visiting populace numbered less than 300 at the time, Grant
Corps, Weyland-Yutani, and Hyperdyne mutually considered the risks to great and Celeste and was wipes out by
orbital bombardment. Considering one of the casualties was Ms. Derringer herself, Skank went under quickly after.

Dust Ball
This is a small moon that possesses a few mining communities. These operations are centered on the crater
left by the impact of an ancient meteor. Unique and valuable minerals were created by the combination of the
meteor's and the moon's materials, subjected to the tremendous heat and pressures generated by the impact. Dome
operations are scattered around Dust Ball. Some are involved in traditional mining, while others simply sift
through tons of sand and pulverized quartz on the surface, in search of the trace minerals. These minerals are used
in the creation and quality control of micro-circuitry.

Keystone
Keystone was a major basecamp for exploration in the early days of CSC. In spite of this the planet was not
terraformed, as there are many unstable asteroids in the system and it is just a matter of time before one of them hits
Keystone; there are signs of many devastating strikes in past ages. As exploration proceeded, the population and
importance of Keystone dwindled. It is now mostly abandoned, with a current population of 20,000, down from a
peak of 500,000. There were a few mining operations at one point, but there was nothing so valuable here that it was
worth shipping to other systems. Antioch, a mid-size Corporation with ambition, is studying the possibility of
buying the rights to the system and making Keystone safe for habitation. This would involve a major operation to
clear the most dangerous debris from the system, and to track the movements of the many asteroids. If successful,
however, Antioch would be able to quickly rebuild the existing facilities and could transform Keystone into a
wealthy Colony. At CL6, Keystone is one of the few colonies untouched.

Stoner 1
This planet has recently been terraformed by CSC as a means of recovering from the secession of
Alexandria. While most of the planet's atmosphere is still toxic, there is a vast natural cavern within Stoner
Mountain that now has its own atmosphere and biosphere. This cavern is over 10,000 square miles in size, and is
protected by the immense rock dome of the mountain and a network of airlocks. Excavation is now going on within
6
the Mountain, to expand the available living space while Terraforming continues above ground. At present, much of
CSC's light manufacturing and engineering is done at Stoner 1. There are ample resources on this world, and once it
is fully terraformed the above ground mines and other operations will make it a major industrial base.

Crysalis
This Colony, based on a large moon, is the site of a standard mining operation. It is a domed complex,
without a major Service Base, and the mines recover heavy metals and a rare mineral used in power conversion
units. Security forces from CSC protect the operation. When Xenomorphs overrun the station at CL5, few
reinforcements arrivesthe CSC more worried about Starview. When the CMC arrived finally, there was nothing
left.

Paragon
This is a fairly recent Colony, and was established by CSC in an attempt to rebuild after Alexandria's
rebellion. Paragon has recently completed its program of Terraforming, and the atmosphere is fully breathable. The
climate remains harsh, cold, with high winds, and unpredictable weather. The communities of this world have been
built underground for protection from these conditions. Another major consideration in the construction of Paragon's
cities was security. CSC is not willing to accept another rebellion, and every effort has been made to ensure that
management remains firmly in control. The communities are being expanded only slowly, and are kept as self-
sufficient as possible. The middle and lower classes here live in a tightly controlled environment, with the most
sophisticated police state in the ICC watching their every move. CSC is satisfied with the way the system is working
on Paragon, and they are transporting much of their high-tech and high security operations here. This will become
the new Corporate Headquarters for CSC, and will also be the site of manufacturing for all critical components.
At CL 5.5, Paragon has a strict hold on a few Alien hives they cannot see to eliminate. It wasnt until CL6
that the CMC arrived to remove them.

Goliath
This world is the site of a sizable Terraforming operation, and is also being mined for Iridium and Helium
3. Before the secession of Alexandria, it was being developed normally by CSC; since the secession, CSC has used
Goliath as a staging point for its attempts to recapture and blockade the rogue colony. It becomes a major military
strongpoint at CL5
Goliath now has a major ICC Military Service Base, as well as a ground base which supports a large
contingent of Colonial Marines. From these bases, the Colonial Marines and CSC forces patrol three J umps in each
direction, watching for Alexandrian craft and for smugglers and other blockade runners. These patrols fight with
Alexandrian forces, which try to drive ICC vessels away when every major smuggling run is being made. These
actions are usually short, with the inferior side making a brief show of resistance before withdrawing .
The atmosphere on Goliath is still too thin to breathe without assistance, but there is enough oxygen for
simple re-breathers to operate. The population has grown to nearly 1 million people in the years since the
Alexandria's rebellion. About 10,000 of these are Colonial Marines, and there are also a large number of CSC
troops. The majority of the population is made up of people working at industries to support the military units. As a
result, by the time of CL5, Goliath was too fortified to be destroyed. Losses were high, however, as frequent
transports carried more infestations. By CL 5.5, the entire colony sealed itself off.
7

The Crestus Garrison Systems
These systems are named Crestus Alpha, Beta, Gamma, and Delta, in order of their distance from Ventix
and Alexandria. The only settlements here are military Service Bases orbiting the major planet of each system.
There are no ground colonies or installations, other than tracking and communication facilities.

Crestus Prime
Crestus Prime is a Garrison World with a Service Base and a fleet of large cargo transports, used for
transporting disabled Frigates from the four Crestus Garrison Worlds nearby. The location of Crestus Prime is
known only to top level military personnel of Alexandria, and is only placed in the Navigation Computers of ships
assigned specifically to the system. The world itself holds only the Service Base and its supporting community with
a total population of 30,000, all of them members of the military.
Crestus Prime has become the hub of the Alexandria space defense system. From here, the space fleet can
reach any of the four Garrison Worlds that protect the approach to Ventix. This constantly threatens any ICC forces
trying to clear the Crestus Garrison Worlds, and provides support for Ventix if the ICC ever gets that far. It is
unlikely that it will ever come to that, since the ICC has decided to use a blockade to defeat Alexandria. The
presence of Crestus Prime was a major factor in that decision.

Adullam
Home of the Adullam Research Facility, This planet was the source of many rumors about strange
experiments involving biological experimentation by Grant Corp. At CL4, this experimentation seemed to have
moved into the xenomorph field. Adullam was a groundbreaking laboratory, which many scientific boycott groups
openly called having the proper approach to scientifically studying the Aliens. Some outposts studied them for
military purposes; some studied them in the hopes of eliminating them. However, Adullam concentrated on the
morphology of the creature. Adullam broke the discovery that the Aliens were engineered living batteries, and not
the result of natural evolution.
The objective of the lab was simple: They approached the aliens as being an alien races version of a
synthetic, albeit the ultimate violent form of it. If they could learn the technology, it would open the doors to future
generations of synthetics (See the Alien Resurrection Plug-In). It was theorized that Synths can be engineered
with an actual DNA pattern and thus allow themselves to regenerate wounds. This succeeded in TL5 in a
rudimentary form. However, Adullam still had one last breakthrough left. They attempted to combine the Alien
and Human technologies further and attempted to grow a synthetic from scratch (Refer to the Medical section for
details). However, a hostile Corp (unidentified) destroyed the station and most of the technology was lost. The
station wouldnt be repopulated until later.

Ventix
Ventix is a Colony near Alexandria and is controlled by the people of that world. It is a dense and
prosperous community, built underground in vast, airtight chambers. Terraforming of Ventix was put on hold by the
eruption of the rebellion on Alexandria, and the years of conflict have transformed the city into a military hardsite.
Considerable heavy equipment was here to support Terraforming, most of it having been moved from
Alexandria when the major work on that world was completed. This equipment was used to expand the basecamp
into a full Colony designed specifically for use by the Alexandria military forces. It now protects the only route to
Alexandria, and is the final line of Alexandria's defenses.
There are five major Military Bases on Ventix. Each of them has full space repair facilities, and receives
parts and other support from Alexandria. A network of tunnels connects them, with high-speed monorails carrying
people and cargo. Each Base has a population of about 50,000 people, and they are all self-sufficient
The atmosphere of Ventix is too thin to breathe without a Life Support system, but there is enough oxygen
to keep a Life Support system operating indefinitely; Life Support systems have pumps which can be used to
compress the atmosphere in an enclosed space, and make it breathable. The climate is cold and dry, with no
vegetation. Only personnel with military clearance have access to Ventix.

Alexandria
This is the only holdout from the Colonial rebellions. It is isolated from the rest of ICC space by the
military colony it controls on Ventix, and by the five Crestus Garrison Worlds. To date, the ICC has not committed
enough forces to conquer Alexandria and its Garrison Worlds. Colonial Marine forces on and around the Goliath
system quarantine the area, and a policy of sanctions and blockade is being used to bring Alexandria back under ICC
control.
8
Smuggling to and from Alexandria is a thriving industry on the Garrison Worlds of Crestus Prime and
Goliath. Stopping the flows of goods, people, and military equipment occupies a sizable contingent of Colonial
Marine and Corporate forces.
Alexandria itself is a highly developed world that is nearly self-sufficient. Originally owned by CSC, it
now has a population of 30 million people, which is rapidly growing, and its industries are on a par with the
industrialized nations of the 20th century. There are also a number of high-tech facilities producing items for the
fledgling space industry on the planet. The space industry is owned by the planet's central government, a democratic
republic, and is nearing self-sufficiency. Only certain critical components for Displacement and J ump Drives must
be smuggled in from the ICC.
Environmentally, Alexandria is nearly an ideal world. It has been terraformed, and the atmosphere is
breathable and even pleasant. The climate is generally hot and dry, and there are few large bodies of water, so the
major settlements are closer to the poles than to the equator. Water for drinking and agriculture is transported from
the polar regions; it is comparatively expensive, but there are no shortages and the population is well supplied.
The communities on Alexandria are scattered across the northern temperate region. Industries are built at
the edges of or outside of the residential areas, and are hardened against possible warfare. Civil defense has been a
major concern in the cities as well, and bomb shelters and long-term food stores are common. There is a mandatory
four-year military/public service term for all citizens from the ages of 18 to 22. Most fulfill this requirement by
working in technical and trade institutions, on community support pro-grams, and in the large Terraforming and
community expansion projects. A select few serve in the military itself, and there is great pride in being chosen to
protect Alexandria's independence. Most of the people in the military have made it their career, and there is a high
level of respect for them. Because of their isolation, the Xenomorphic presence was extremely light and any
suspicion of infestation was put down with brutal force. At CL6, when the ICC was in ruins, Alexandria would
become a cultural and political center-point and regain most of the control of the C.S.C worlds. It would become the
new Earth for generations.

BORODINO SECTOR
Unlike the other Sectors, this chain of worlds has not been developed by any single Corporate entity. A
Corporation called Borodino, which went bankrupt generations ago, began it. Since that time, dozens of
Corporations have tried their luck in this area, and many fortunes have been made exploring the Borodino Sector.
Many more have been lost, however, because while it is the only unclaimed frontier in the ICC where mid-sized
Corporations can try to expand, it is also a treacherous and difficult place.
The two strangest worlds in the ICC lie in the Borodino Sector; Pandora, with its illegal technologies and
bizarre life forms, and LV-426, also called Acheron, where Humanity first encountered the Aliens. By CL 6, most
of these worlds were wipes out from Alien infestation.

Nimbus
This is a very large world, a gas giant, which has a research space station in orbit around it. Hyperdyne is
using it for studies of high pressure and high-energy conditions. Probes enter Nimbus' atmosphere and are subjected
to incredible heat and pressure as they decelerate. They then emerge from the atmosphere and are recovered by craft
from the research station. The exact nature of the work being done here, and the results found to date, are highly
confidential and are well guarded by Hyperdyne. It wasnt enough and by CL6, Nimbus was a dead system.

Aerodyne
This world was originally called Chalmer 3, but was renamed when Aerodyne Corporation established its
headquarters here. It has been terraformed, and is now a cold planet with a thin, breathable atmosphere and vast
open steppes, swept by constant winds. There is little open water, but the population of 25 million is self-sufficient
and the people lead a fairly comfortable life. The communities are built behind large windbreaks. A wide range of
light and heavy industries are present, and Aerodyne produces its own spacecraft in cooperation with Weyland-
Yutani. Aerodyne was destroyed and most of the populace evacuated. At CL6, it was re-terraformed.
Recently, Aerodyne and Weyland-Yutani opened the Arcturus Loop, a direct trade link that does not run
through Earth. This has enraged Earth-bound Corporations and Nations, which have lost significant influence over
trade and commerce as a result of the "11 new trade route. Although the ICC has set up Customs stations, Aerodyne,
Weyland-Yutani, and Hyperdyne hold direct control of the Loop, and have not allowed Colonial Marine forces to
patrol the area. Customs procedures are being subverted along this new route, and it is believed that corruption at
high levels in the ICC and in the three major Corporations has encouraged smuggling activities. Drugs and
controlled technologies from Pandora are introduced into the ICC through this route as well.

9
Anchorpoint
One of the largest spaceports built by man, The city sized, totally self-sufficient spherical starport is large
enough to contain whole starships in sealed, pressurized environments. The base is staffed by more than 80 000
people with another 100 000 populate the station at any one time. These numbers havent changed even though the
UPP Sector is close by but the presence of military personnel has increased since then. The mall inside is a cross
between a Hyatt atrium and an airport-shopping concourse: shops, vegetation, fast food outlets, a bar. Civilians
and Military work together to keep the military base / civilian colony / scientific lab together. At CL4, Aliens
infested the Colony. Most of the populace escaped but the entire base was overrun. Hundreds of Aliens were
discovered onboard when a Nemesis team arrived later. It was brutal but by CL6, Anchorpoint has inhabited again.

Emerson:
Emerson has no known colonies and its mining prospects are extremely minor. The ICC has determined
that it will just be classed as a jump system even though the main world in the system does have a breathable
atmosphere. No ships have reported even stopping by the barren world. There were plans in the far future to
eventually colonize the planet and perhaps turn it into a greenhouse for food purposes unfortunately after the UPP
separation, those plans were placed on perpetual hold. Unknown to all, a small colony from a crashed missionary
vessel lives on the surface, separated from human contact for over 100 years. At CL6, they initiated contact. The
very low industrialized city (barely mid 19th century) was a haven for people trying to escape the madness.

Charon:
A massive, water covered planet with a single large island on the Equator. Some have compared it to a
massive cosmic eyeball that stares into ones soul. Either way, forest and simple animal life cover the major and
only continent. A probe at CL5 discovered the entire continent infested. At CL6, it was nuked.

Gimeno:
The Gimeno Industrial Settlement is a tiny Earth-like world that is so volcanically active, that it was
deemed too unsafe to general colonization. Therefore, it was transformed into a mining outpost. The main factory
is built on a volcano planetside. They milk valuable materials right out of the Magma. Hard work, but lucrative.
Even though the colony is on the edge of known space, months out, many mining personnel look forward to working
there because of its warm weather, ocean breeze, and even pretty birds. At CL5, it was infested and destroyed.

Chitin
The surface of this planet is covered with heavy flows of basalt, so it appears to have an armored shell.
Beneath this shell, which earned the planet its name, there are a number of soft areas that were excavated to form
human communities. There are three of these subterranean vaults, with a total population of 600,000, and they are
largely self-sufficient.
Chitin has the only significant light manufacturing Capability on the long run from Aerodyne to Pandora,
and the economy here is expanding rapidly. The Service Base in orbit around the planet is large, efficient, and well
stocked with spare parts, and support industries beneath the world's surface are beginning to produce Spacecraft
components as well. This world is dominated by Aerodyne, which is moving much of its older light industry here
as it upgrades its home world. Personnel who are unhappy with conditions on Aerodyne are commonly transferred
here, where they find a more relaxed atmosphere, greater freedom, and a relative absence of bureaucracy. But at CL
5.5, they wish they hadnt. By the time the CMC arrives, Aliens had infected 45% of the populace. The rest were
either in hiding or fighting for their lives. Chitin was evacuated, but attempts to eliminate the infestation from
orbital bombardments proved unsuccessful. By CL6, the CMC, parked permanently in orbit, still try to eliminate the
aliens.

Pioneer:
A small colony delegated with the duty of handling most of the ICCs nuclear waste. The Alphatech
Sungun orbits the small world. It rockets barrels of nuclear waste into the massive yellow star. Most of the
personnel on the station have families planetside. Alphatech makes a tidy profit by handling most other
corporations waste. It is destroyed by Alien infestation at CL4. The Sungun was never repaired.

Frontier:
The orbiting colony outpost is a major dry-dock for spacecraft maintenance. The world it orbits is a
massive terrestrial world covered in a black atmosphere. The atmosphere is so thick and dark than it stretches from
the Stratosphere all the way to the surface. Even with high-powered lights, most cannot see more than 100 meters in
10
front of them. The average range of visibility is barely 50 feet. If someone crashed on the planet, they are not
expected to be rescued. Grant Corps manufactures its Razzia vessel from this location. The 20 000 personnel on the
station operate the massive dry-docks that can accommodate every type of vessel, even some from rival corporate
groups when a grant is given to build them.

Acheron
A harsh, bitter world in the midst of Terraforming. There are many deposits of heavy metals here, which
offer the hope of future prosperity, and when Terraforming is complete it could be a fairly pleasant world. The most
interesting aspect of this world is obviously the strange ship that contains the Alien Eggs. At CL 2, with the
atmosphere processor destroyed, Acheron became hostile again.

Thedus
This is a small, struggling Colony that survives off the traffic from the core of the ICC out to the frontier
world of Pandora. It is a domed Colony, as the atmosphere of Thedus is thin and has little oxygen. The world is not
self-sufficient; it has a full space Service Base, but all other items are in short supply.
There are three communities on Thedus, each of which is built around a reactor that also provides power
for an Atmosphere Processor. The expansion of the Colony is limited by the shortage of power, and the population
subsists on ship service and maintenance, and providing for the crews of vessels that are being worked on. The
crime rate on Thedus is very high, and many unwary travelers never leave the planet. By CL5, with the decrease
in traffic, Thedus struggles. A CL 5.5, without support, it cannot defend itself from the infestation.

Grandhi
This is a Service Base, with a small station set up to service ships making the long haul to and from
Pandora. It is a full service port, with the repair abilities of a Colony for anything relating to Spacecraft. Other than
that, there is only a small community of 15,000 that tends to the needs of crews passing through the system.
Grandhi is a moon in orbit around a dry and completely barren planet called Sahara, which is more than
four times the size of Earth. Grandhi itself has no atmosphere, but supplies of water and oxygen are available
through mining and mineral processing. Water, food, and air are all extremely precious on Grandhi, and little is
wasted in this domed community.

Pandora
This Colony is at the edge of ICC space, and as such operates with little regard for law or accepted
behavior. The world has an unpleasant but breathable atmosphere, and gravity near Earth's. Most of the surface is
covered with water, and the small land areas are overcrowded with a population of 4 million. Work is in progress to
artificially increase the land area by building out into the oceans.
The biosphere of Pandora is a diverse one, and there are still countless life forms that have never been
studied. If this planet were closer to the rest of civilization, it would be covered with research teams from all of the
major Corporations. As it is, only unusual people come this far out; the ones who are obsessed with their work,
others who are avoiding legal and personal problems, and people who are very adventurous, curious, or unstable.
The location and the people combine to create a dangerous and exotic world. Several Corporations are
conducting exploration into the stars beyond Pandora, but where they are going and what they have found remain
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mysterious. Experiments that would be halted on a more civilized world are conducted in shadowy laboratories here,
including forbidden studies of genetics, biomechanics, and cybernetics. There are rumors of startling breakthroughs
in all of these fields.
Strange drugs are also synthesized from the native lifeforms by researchers, some of whom are true
geniuses and others who are simply renegades or madmen. The most popular and useful drugs are exported or
smuggled back to the rest of the ICC, but the local inhabitants have access to countless other substances. All manner
of claims are made about these drugs; some are powerful stimulants or depressants, others have reputed medical
value, still others might be painkillers or hallucinogens. Many of the drugs are addictive; most are dangerous; all are
unregulated, and therefore unpredictable. The alleys of Pandora are filled with people who have had their health or
their minds broken by these experimental drugs. When the aliens arrived via a major cargo transport at CL5, the
colony was unprepared. No amount of military could control the infestation. By CL6, a fleet of CMC cruisers
entered orbit and vaporized the atmosphere.

Arcturus Loop
This is a new interstellar link between Aerodyne and Weyland-Yutani, and is being used to bypass Earth
and ICC Customs. There is a great deal of illegal traffic in this area, but the efforts of honest ICC Customs officials
to clean it up have been unsuccessful. Part of the trouble lies in the relative weakness of the Colonial Marine Corps
in the Loop, but much of the blame lies with corruption at high levels of the ICC and the major Corporations
involved.

Arcturus
This is the only well-developed system on the Loop. It is habitable, although cold and harsh, and has a
functioning biosphere of its own. The native lifeforms include a generally humanoid creature which lives in large,
complex warrens underground. These creatures usually live in communities of a few dozen, although large warrens
of hundreds and even thousands are sometimes found. They are not intelligent, although they use very primitive
tools, such as sticks, and work together to gather food and to defend their warrens.
The population on Arcturus is approximately 25,000, but it is expanding quickly as traffic increases on the
Loop and the world is adapted for human use. The leadership on the world is turning a blind eye to smuggling and
other questionable activities, and has restricted Colonial Marine presence to battles with native warrens which are
considered dangerous to the Colony, or which are obstacles to further expansion. However, when the alien
infestation arrived at CL 5, Arcturus became one of the most heated battlezones of the war as the aliens infected
the colony and native population.
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Eyesore
An old mining site which has been abandoned. The world is habitable by about 400 people, but is ugly,
infertile, and generally unpleasant. Only a small community remains on Eyesore, which handles rudimentary repairs
and limited services for crews which pass through. There is every chance that Eyesore will grow rapidly in the
coming years, due to the traffic on the Loop.

U.P.P. SECTOR
The Union of Progressive People secured a variety of worlds on the edge of known space and this has been
a galactic hotspot since. The Russian / Vietnamese Consortium originally colonized the rim world, Barabazon, but
after securing Rodina, an armored strongpoint between them rest of the ICC, the UPP succeeded. The UPP, since
then, appropriated several more colonies and fortified their position all the way up to Anchorpoint, which was then
turned into a border station. Like Alexandria, the UPP has been cut off and no diplomatic relations exists. In fact,
the relations between the UPP and ICC are extremely volatile. Any non-UPP craft that enters their space is
considered a major violation without passing through the Rodina border station and are searched. Any military craft
traversing through without authorization can be considered an act of war.
Unlike Alexandria, which secured itself as a more peaceful independent colony, the UPP became obsessed
with securing more space and its aggressive tendencies has warranted many corporations to refuse trade. Consumer
trade, however, keeps Barabazon and the UPP alive. Also, unlike Alexandria, the UPP is not a democratic society
but rather a fascist dictatorship bent on technological advancement. This commitment result is a major military
force and large budgets put aside for military projects including biological warfare. Their attempts to harness the
Alien organism proved fatal and resulted in the destruction of the Rodina station at CL 4 and the elimination of the
rest of the UPP soon after. By CL 5.5, the CMC regained control. By CL 6, the UPP was no more.

Rodina
The major UPP Military strongpoint between their space and the ICC (primarily Anchorpoint) grew in size
over the years. The massive, doughnut-shaped station is only slightly smaller than Anchorpoint but with most of its
space and budget but toward Research and Defense. Rodina houses over 200 000 troops and another 40 000
technicians and scientists. It contains one of the largest Biolabs (only slightly smaller than Anchorpoints civilians
spacelab. However, by CL 4, 80% of the stations resources was transferred to Xenomorphic research. It wasnt
long before they lost control. Infestation soon followed. Rodina was nuked and never rebuilt. Its absence was felt
in CL 6 when CMC forces rode right through to Barabazon.

Oryza
A small farming colony recently equipped with automatic defensive weaponry because of the colonys
strategic positioning in the UPP Sector. It didnt offer resistance when the UPP fell. They were attacked by aliens,
rumored to be staged by the UPP Rodina station but the infestation was eliminated.

Casper / Sinat
The Planet and Station run by Dr. Casper Nordling of Grant Corp was originally a mining station by the
UPP with the boring title Sinat 778. When they were overrun by aliens, instead of the alien by killed, the aliens
were eliminated but the queen and structure survived and a laboratory was installed in and around the hive. The
hive was sealed off and donor clones were installed so the aliens could propagate. This lab was allowed to operate
with an all-synthetic crew for extended period because of its objective to create a virus lethal to aliens but not to
humans. However, at CL5.5, the station was destroyed by its native alien populace. An investigation later proved
that Norlding was illegally selling eggs to rival corporations.

Barabazon
A center-point for all UPP activity, a major key world, and the one place that most people avoid.
Barabazon has often gone by the tagline, Commit any seven sins free!. West Barabazon is the political and
military hub, where the Union of Progressive People plan out its daily activities. Only the upper crust live in the
West. If you live in the East, you are just the crust. East Bar is a virtually lawless gorge of drinking and
debauchery. It is also a large trading location, binding competition with the nearby Anchorpoint station for the
consumers business. The UPP is more than proud of their massive capital and their popular venues of
entertainment. East Bar has a massive Television industry (mostly Trash). Rich tourists explore the wonders of
West Bar, never knowing how 95% of the population (over 45 million) lives.
Even after the war, Barabazon flourished, although most of the populace went mad after the government
fell. Riots and crime flooded the streets. Hundreds of Thousands were killed. Both East and West Bar burned.
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West was complexly destroyed. Sporadic Alien hives appeared. It wasnt until CL6, did matters calm again. It
would still be sometime before it returned to close to its former glory.

Proteus
The Alien Homeworld, undiscovered until CL 4. The J ockey Race terraformed this world to be a complete
storehouse of the species. The Atmosphere is covered by a highly corrosive shell filled with radioactive particles
spewed from modified volcanoes in strategic areas. The surface is somewhat breathable, with a larger amount of
Nitrogen than Earth. But the Ozone layer is filled with these particles, which seem to neutralize nuclear weapons,
disrupt condensed energy, and cause havoc to virtually all flight systems. As a result, no spacecraft can enter the
atmosphere without suffering inoperable damage. No weapons have been found to inflict enough damage to the
surface to reduce the billions of aliens on planet.
It is assumed the J ockey ships were capable of traversing this barrier. The Snakefighters and Nemesis class
ships as well as the Razzia dropship are also protected from these harmful effects but there are too rare to be of any
use. It would take the entire CMC fleet, days to wipe out the globe. At the end of CL6, they did exactly that.

HYPERDYNE SECTOR
This Sector was originally developed by two major Corporations working together; Hyperdyne and
Weyland-Yutani. At about the time the ICC was formed, Hyperdyne sabotaged certain critical operations at
Weyland-Yutani, and attempted to take full control of the Sector for itself. This was a lucrative path for many
years; Hyperdyne even discovered the Earthlike world of Hilo, and now commands tremendous wealth. Weyland-
Yutani recovered from Hyperdyne's treachery, however, and now holds a critical position in the Sector. There has
been no open warfare between the two Corporations in many years, but there is a certain tension in their dealings
with each other. This Sector extends down and to the right from Earth on the Star Map.

Weyland-Yutani
Weyland-Yutani was one of the preeminent Corporations of the early days of space exploration, and still
produces some of the finest high-technology equipment in the ICC. It was once a partner of Hyperdyne, but
Hyperdyne betrayed Weyland-Yutani's interests and sabotaged several of its exploration craft. Weyland-Yutani
was badly disrupted by this, and lost its opportunity to lead the discovery of new worlds.
After losing for several decades, Weyland-Yutani gathered its resources to take control of the world of
Relitor, which it renamed after itself. This put Weyland-Yutani directly on Hyperdyne's route to Earth and the rest of
the ICC, and allowed it to take some measure of revenge in the form of legal harassment and increased tariffs and
taxes. To combat these obstacles, Hyperdyne was forced to develop new routes for its commerce. The routes include
the Hilo - New Eden link, and the long, desolate trip from New Chicago to Honeycomb. Today, Weyland-Yutani
and Hyperdyne are still somewhat hostile to each other, but there has been no traceable violence for many years.
They even cooperate on control of the Arcturus Loop. At present, the world of Weyland-Yutani has a full range of
industry and space manufacturing facilities, and the cooperative ventures between Aerodyne and Weyland-Yutani
are the largest manufacturers of commercial spacecraft in the ICC. They also produce the ships for the Colonial
Marine Corps, and use this as leverage in their control of the Arcturus Loop.
Weyland-Yutanis long standing position on the Alien infestation (research, capture, and control) was
always a controversial one. They resulted in direct fighting between them and the CMC at CL 5.5. When the
Corporate uprisings occurred at the end of CL 6, Weyland Yutani vanished, along with most of the other
corporations.

Noble Ore
A titanium mining site with five domed communities. There is only a small Service Base here, and no
industry at all. It was never touched during the war.

New Chicago
This old mining and survey planet was abandoned after research showed it would not be profitable for
long-term mining or Terraforming. It has become a major Service Base for Hyperdyne forces, and many spacecraft
in that Corporation's fleet call New Chicago their homeport. These forces protect the New Chicago - Honeycomb
route, and attempt to control traffic from Weyland-Yutani to Hilo.
The civilian population here is 30,000, and the economy is heavily dependent on the Hyperdyne fleet. Laws
governing the sale and possession of weapons are largely ignored, and just about any kind of military hardware is
available here, for the right price.

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Atlas
Atlas is a large asteroid with no atmosphere. Temperatures are very low, and the radiation level is
dangerously high for unprotected people. The Colony is a small one, composed of three domed and shielded
communities with a total population of 12,000. The communities are all on a single plateau, and are connected by a
monorail system.
Dozens of small survey and mining craft operate out of Atlas, working in the system's asteroid fields. These
ships are specially shielded against radiation, and the crews work among the asteroids for 90 days before returning
to Atlas for detoxification. The reason for all this dangerous and difficult work is the presence of complex radiation-
stable hydrocarbons, which are used for medical research and genetic engineering. Atlas was infested at CL5 but it
was cleared via a Beserker team. It was then repopulated.

Cryosphere
A research station has been established on this planet, which is in a very distant orbit around the system's
sun. It is a small station, with only eight people, and most craft simply pass through the system without going
anywhere near Cryosphere. While valuable work is being done regarding the formation of solar systems and planets,
the eight scientists at the station are extremely eager to talk with anyone who comes to the planet. They kept very
close watch on most ships approaching them. They avoided infestation.

Stratus
Stratus was used as a Garrison System by Hyperdyne before the ICC was created, and there are the remains
of a large ground military base and a deep space tracking station to here. Today there is only a way station and a
small, poor salvage operation recovering equipment left over from earlier conflicts.

Hilo
This was the second ideal world found, and it is under the control of Hyperdyne. Hilo had an ideal climate
and ample water when found, but lacked indigenous life. This made it very easy to tailor the world, introducing the
proper mix of lifeforms from Earth and other Worlds to create the perfect environment. Hilo is a thriving World,
with a full space industry, complete self-sufficiency, and a population of 6 million. There is a great deal of wealth
here, and it is protected by the most powerful single Corporate military force in the ICC. There was a rebellion here
at the beginning of the Colonial Wars, but it was quickly crushed by Hyperdyne's military. The population was
quietly purged in the years after the rebellion, and new personnel were brought in. Radical elements which were not
found guilty of capital crimes were sent to Shinon, where they are monitored by Hyperdyne forces in what is
essentially a penal colony. On Hilo, there is no trace of dissent. The people are brought up to believe that the ends
justify the means, and the rewards for those who succeed at Hyperdyne are immense; wealth, power, and even
access to illegal technologies.
Hyperdyne is the leading producer of Synthetics, and the design studios and most of the factories for this
industry are on Hilo . Much of Hyperdyne's wealth comes from its development of biotechnology and Synthetics;
other industries have been established primarily to guarantee Hyperdyne's independence. The economic and
political power of Hyperdyne is immense, and its influence in the Colonial Marine Corps is growing rapidly.
The greatest causality during the war at CL 5.5 was the fall of Hilo. It was never destroyed but the same
events that transpired on Earth quickly repeated themselves on Hilo soon after. Religious groups rose up, Hives
popped up. Unlike Earth, which was abandoned then surgically nuked, Hilo had no such emergency measures. The
ground war there was brutal and long. By the end of CL5.5, many hives were still out of control.

Marduk
Little is known of this system, except that there is a large space station in orbit around the primary planet
and that there are no ground installations. Rumor indicates that Hyperdyne does experimental work on Synthetics
here, and that illegal programming packages are sometimes sent from Marduk into the ICC. There is an extremely
high level of security here, and even the location of the system is known to few. The station was reported destroyed
at CL5.5

Byal
This is another of Hyperdyne's special labs. It is a space station, where work is done on biotechnology
integration and modification. Its location is known at the top levels of the ICC, but it is not common knowledge
and there is no commercial traffic to Byal. As a result, no one was aware of its Alien experimentation, and
resultant infection. A Beserker team attempted to clear it out, but Byal was eventually nuked.

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Transept
This barren world is the base camp for Hyperdyne's space exploration fleet. Hyperdyne is trying to open a
direct route to Pandora, as that is the location of the only other major go research being done in the field of
biotechnology. If Hyperdyne is successful and can keep its route a secret, it will be able to subtly control the work
done on Pandora and capitalize on any breakthroughs which are made, without ICC opposition.

Rumford
Rumfords desert environment intimidates most colonists interested in a new home but most that live there
swear by the surprisingly cool weather. Rumfords large expanse of flat terran is more similar to tundras than sandy
dunes. The light cool wind washes over the hundreds of miles of totally flat expanse, offering plenty of room of
colonization. Rumford became one of the largest livestock storehouses ever constructed. The three million
inhabitants, all of which live on the equator are all herders. Rumford has virtually no mineral deposits and few
species of plants have taken hold.
The jewel on Rumford is high up in the North Pole. Merely 500 kilometers from the ice flows lie a group
of featureless pyramids. Each one towers more than twice the size of the great pyramid of Giza. The six pyramids
are all without line of sight with each other. Because of the small value of Rumford and its position, on the edge of
the rim, make the desire for archeological surveys slim. Several small teams have investigated the area but none
have returned. The native colonists dont venture north, the pyramids being part of a very old omen of death.
Rumford is one of many planets with Egg Silos deposited by the J ockey Race. Eventually, an archeological team
was killed but one impregnated, managed to escape to the colony. The resultant mayhem eventually led to the
colonys destruction by CL5. At CL6, the barren world was considered for repopulation. The Egg Silos remain.

Cyclone
A research and manufacturing lab set up by Hyperdyne in an underground installation. It develops weapon
technology and security systems, and contains only a few hundred personnel. The location of this think tank is
not common knowledge, and the best military and scientific minds of Hyperdyne do their work here. It was
destroyed by Alien infestation at CL 5.5. A Beserker team cleared out the station and repopulated it by CL6.

Shinon
This Colony is the dumping site for people removed from Hilo during the Colonial rebellions. These are
people who were considered to be security risks, but who could not be convicted of serious crimes. All sorts have
been sent here; petty criminals, relatives of rebels, freethinkers and rabble-rousers, intellectuals, and those who were
simply not patriotic enough. The population is 480,000.
Shinon is almost self-sufficient, with critical supplies being provided by Hyperdyne in exchange for good
production from the light industry of the Colony. The citizens are theoretically free, although there is no way for
them to leave the system and they are under tight supervision by Hyperdyne law enforcement personnel. Regardless
of Hyperdyne's claims, Shinon is essentially a modern penal colony. It was untouched during the war.

Bunda Survey
A swamp world operated by Weyland Yutani. The world is covered by vegetable and animal life.
Primarily a corporate controlled military outpost. The large colony on its surface basically is comprised of towers
spiraling above the canopy of trees. It was destroyed by both Xenomorphs and the rumored alien predators.

NEW EDEN SECTOR
This Sector was the first to yield an Earthlike world, the planet of New Eden itself. Exploration was
handled by a coalition which renamed itself New Eden/J V after the world which made it rich. This Sector is
comparatively stable, compared to the strife of the CSC Sector and the danger and uncertainty of the Borodino
Sector. The New Eden Sector lies straight down from Earth on the Star Map.

Grendel
Grendel is large Colony of over 200,000 people, who live in hundreds of small domed 12222cities. There is
substantial light industry, and the world was a major stopping point for travel among Micor, New Eden, Weyland-
Yutani, and Hilo. Much of the traffic was lost to the New Chicago - Lobo route, but Grendel still survives. It
survived the war, barely.
This world was the first to allow Corporations to circumvent Earth's control of shipping routes, and in
retaliation the powers of Earth held back support, minimized Colonial Marine presence, and even helped destabilize
the government and economy of the world. Over the years, the destabilization and the absence of Colonial Marine
patrols led to the development of a powerful organized crime network. This network wields full power on Grendel,
16
and operates outside the ICC's controls and without the consent of the population of Grendel. The center of the
trade in illegal drugs and other contraband is found on this world, and bribery, extortion, and payoffs are major parts
of getting business done here. The Criminal network is currently building up a large drug trade from Pandora to
Micor. Micor and the other major Corporations created the New Chicago - Lobo bypass to free themselves from the
bribery and corruption of Grendel, and are currently trying to decide how to destroy the organized crime elements.
It will probably fall to the Colonial Marines to clean up the place.

Ajax
This is a marginally habitable World that could yield great wealth after successful Terraforming. Several
years ago, there was an accident at an Atmosphere Processor here; an immense explosion caused a major radiation
release, and the mid-sized Colony was almost entirely destroyed. There was tremendous loss of life and wealth, and
literally thousands of lawsuits were filed in the weeks after the disaster. Since the end of the relief efforts which
evacuated the survivors, the world has been largely uninhabited as efforts are made to resolve this unprecedented
legal morass. There is a small permanent station some distance from the site of the old Colony, and the staff's
primary duty is to take inspectors, analysts, experts, and lawyers on tours of the devastation, and to track and report
data about the world's current condition.

Polar Star
This outpost consists of a Research Station on a moon which orbits a gas giant at the edge of the system.
There are only 30 permanent residents at the facility. A Service Base with a crew of 1,000 also orbits the planet, and
attends to the traffic through the system, but there is little contact between the Service Base and the Research
Station. This system has no manufacturing ability.
The permanent residents are scientists at work on a research project, studying high-pressure molecular
synthesis. They are under contract to Micor, but so far they have not attained their goals. Until they succeed, none
have anything to look forward to but continued isolation on Polar Star or a one-way trip back to poverty on Earth.
Most of the staff have been here for more than ten years; the stress level is high, and the mental health level is low.
When a cargo craft deposited several aliens, they eliminated the threat themselves. After that, there were fewer
complaints.

Honeycomb
The atmosphere of this world is toxic and bitterly cold, so this Colony of 250,000 was built underground.
Vast caverns lie just under the surface, and several large communities have been set up in them. They are fairly
close together, and are linked by an efficient monorail system.
Honeycomb is rapidly growing, as a result of the traffic link between New Chicago and Lobo. It has
become a major Service Base and shipping warehouse, and now features both light and heavy industry . Secure
areas of the caverns are leased out to Corporations interested in long-term storage and production, making the planet
something like a high-tech space bank. The Colonial Marine Corps does not have the rights to investigate these
individual Corporate areas, and since they are all sealed off, it is difficult to gather information about what is going
on inside. This much is clear; the rulers of Honeycomb care little for what goes on in each area, and this has led to
the growth of some illicit industries. More than one illegal shipment has been traced to Honeycomb, but the trail
ends in what has become known as the Labyrinth. The caverns of Honeycomb riddle the entire world, and are much
larger than the Colony and all the storage areas. Little of the Labyrinth has been explored. It became the bloodiest
location of the war. Thousands died in the caverns, freeing the world

Helix
Helix has a Service Base and is the focus of a fleet of small exploration craft, which are investigating the
vast asteroid belts of the Helix system. These craft are owned by several different Corporations and independents,
have crews of 3 to 8 people, and go on extended missions of up to 2 years deep into the belts. Thousands of
asteroids have been explored and plotted, and many bear rich mining deposits.
At present, the mining claims on these asteroids are being bid on at Helix, and there will soon be full-scale
mining operations throughout the system. Dozens of Corporations are interested in the mining rights in the system,
and the Colonial Marines will certainly be called in to monitor disputes. Most of the contracts call for minimum
production levels and schedules, or the forfeiture of all rights; ICC officials expect that some smaller firms will be
sabotaged, and will be swallowed up by larger competitors.

Exeter
This small outpost has two enclosed communities of about 20,000 people each. It is primarily a service port
for shipping to and from New Eden. Most of its business has been taken from it by the facilities on Honeycomb, and
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Exeter is rapidly declining in wealth and importance. Within a few years, only a few small mining operations, which
were the original purpose of the Colony, will remain. One community was destroyed at CL5.5 but the other
remains.

Orbolab
The large ZCT funded laboratory has been the location of many controversies until its closure at CL6. The
original base coordinator, Dr. Ernst Kleist, ran the base like his own personal dictatorship. His security force
controlled the populace and its sanctioned hive with a stern hand. Unlike Casper Nordling station, Kleist often
invoked stiff (and severe) penalties to anyone who destroyed a specimen. Kleist valued his experiments more than
human lives and the CMC marines sent to the station to act as xenomorphic custodians often returned in body bags.
In essence, Kleists obsessive personality shot him in the foot since eventually, the CMC would come in force to
investigate the losses of their men. Kleist committed himself to trying to control the alien. He succeeded in many
fields, including both suppressor models on the market.
At CL5, Kleist vanished and his stations populace was arrested. The CMC arrived in force, flanked by
Grant Corp security, who broke the story. Orbolab was repopulated later and achieved much success later, even
though its sanctioned hive was destroyed when Kleist left.

Atol
Atol is a water world with a heavy atmosphere and continuous rain. The water is acidic and contains no
life, and the planet has no stable land mass above sea level. There is a large moon, however, which combines with
the system's sun to create huge tides that sweep the planet. It is impossible to build communities on the land areas
that are exposed, because they are above water for only a few hours at a time. The seas are so violent that no attempt
has been made to build floating structures. The atmosphere is breathable with a filter mask, however, and research
continues into how to tame this world. A space station orbits Atol, carrying a few dozen permanent staff, and two or
three survey teams go down into the atmosphere every month.

New Eden
This was the first ideal world discovered by Humanity, and it made the coalition of Corporations, which
found it, extremely rich. This coalition solidified into a mega-Corporation in the years, which followed, and now
calls itself New Eden/J V. New Eden/ J V has a strange Corporate structure that is like a smaller version of the ICC,
with the New Eden/J V entity itself functioning as a sort of umbrella and the various components retaining their own
identities and goals. Control of New Eden/J V is determined along democratic lines, with each member Corporation
receiving votes based on its wealth and rate of growth.
When New Eden was discovered, it had an almost ideal climate and environment. Only rudimentary
lifeforms existed on the world, but it proved to be an easy Terraforming job. The world is now completely
terraformed, and has a population of 200 million.
The world was colonized very rapidly, and was a spur to the growth of all the involved Corporations and
the rest of Humanity as well. The most talented people in the member Corporations were transferred to New Eden,
where they were able to work in an unusual environment that rival Corporations consider a drawback; personnel on
New Eden can easily change their employment from one member of New Eden/J V to another. This guarantees that
everyone is well treated and that real talent is rewarded. Elsewhere in the ICC, it is very difficult to change
Corporations, and this has resulted in stagnation as internal politics became more important than good work.
The good treatment afforded the employees of New Eden/J V has prevented the member Corporations from
truly maximizing their short-term profits, but because of their unique business environment and since the wealth
produced by New Eden has been so great, they have been somewhat magnanimous. Other Corporations generally
elect to increase their profits by giving the employees as little as possible, and point to New Eden/ J V as an example
of inefficiency and bad management. Regardless, New Eden is a prosperous and self-sufficient world, its population
has a great deal of freedom, and the member Corporations are all growing quickly and smoothly.
Like, Earth, New Eden was torn apart during the war. Most of the Southern Hemisphere was a warzone
with several operating hives. A couple thousand marines, and one cluster nuke later, the threat was gone. By the
end of CL6, New Eden was scarred but livable.

Cyrus
Cyrus will eventually be a comfortable world for humans, and it will have a large and productive Colony.
At present, the atmosphere is toxic and contains insufficient oxygen, and the world's greatest value is that it is one
step on the recently completed New Eden - Hilo route. Cyrus is being terraformed by New Eden/J V, and colonial
development will probably begin within the next twenty years.

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Medusa
Medusa is cold world with an un-breathable atmosphere, but good potential for future development. It lies
on the route that links New Eden with Hilo, and is early in a Terraforming program being managed by New
Eden/J V.

Panamar
This is another Terraforming project for New Eden/J V. A small research and mining station is studying and
harvesting a type of thermogenic plankton; this simple lifeform uses thermal energy instead of sunlight to create
hydrocarbons. It is already used in Life Support systems, and will probably have many other functions as well.
Panamar is totally destroyed at CL 5.

Morning Glory
This is the base camp for New Eden/J V's attempt to link up with Micor through Morning Star. It is a
Service Base that is currently the port for deep exploration craft. It became a hotspot of Alien activity and a popular
hit for Alien Predators.

Cerebus
The twenty odd dead terrestrial planets orbiting the cold red sun reap little benefits, but clustered together,
do provide some financial benefit. The major location there is the enormous Terminal Station. The Stations 400
member staff operate in almost complete luxury. The station controls the mining ships on the planets and controls
most traffic through the system. It became a staged Alien Lab when a Weyland Yutani Trader dropped a complete
hive off at their doorstop. At CL5.5, a Beserker team nuked the base.

MICOR SECTOR
This route runs from Earth to the rich world of Micor, and is below and to the left of Earth on the Star Map.
This sector has had a relatively peaceful past. its Colonies were not self sufficient enough to rebel during the
Colonial Wars and the Corporations owning the rich world of Micor have been complacent and peaceful. The
Corporate conflicts which characterize the Hyperdyne and CSC Sectors seem out of place and the Sector is very
prosperous. All this is changing, however, for Micor is supported by a society pushed to the edge of revolt and
greedy Corporations from other Sectors have consolidated their positions enough to begin to look for new avenues
of expansion. The Micor Sector will certainly appeal to many.

Astyanax
This is a small Research Station with only rudimentary spacecraft repair abilities. It is located on a moon in
three domed communities, where a decades-long biological experiment is being run. A team of 20 operates and
maintains the station.
The research involves the study of an indigenous life form called Brachous Slugs, and is nearing its
completion. Until recently, there was little interest in this outpost, but last year there was a slight security leak. The
stock of the owning Corporation, Falcon Industries, suddenly soared in value before being pulled off the market.
Falcon Industries then bought up all available stock, and began hiring a military force for the protection of
Astyanax.
Whatever the nature of the breakthrough, something has happened on Astyanax and many Corporations are
hoping to muscle in on Falcon's operation, using intimidation, financial trickery or leverage, or brute force. Falcon
is obviously unwilling to share this new development; only time will tell who will profit from the situation, and how
valuable this breakthrough really is.

Argos
Argos is a dry, sand-swept world much like Mars. It has little water and a thin atmosphere, and these
commodities are carefully maintained and conserved. Even with these restrictions, Argos is a thriving Colony with a
population of 100,000. It is the base for a number of small manufacturing Corporations, and this industry is
supplemented by large cargo facilities that handle commodities from Tartarus. The location of Argos is its greatest
asset; it receives all the traffic to and from the Tartarus Sector, as well as vessels from Earth, Micor, and Grendel. In
all, it is a prosperous, well-run commercial Colony. Beneath the surface, there is also another healthy economy; that
of a well-established network of smugglers dealing in all types of contraband.



19
West Star
This is a small Mining operation on the moons of the gas giant which rules this system. The operation uses
remote mining robots for the work, and there is a crew of only 60 people here who oversee and maintain the robots.
The substance being mined is Helium 3, which is the standard element used in creating the fusion reactions which
generate most of the power in the ICC. When Aliens attacked at CL5, the robots abandoned the colony and its
inhabitants to die.

Feldspar
Feldspar is a Mining World that has been played out. Recent years have seen it transformed into a cargo
storage and inspection point on the Honeycomb - Micor and Micor - Argos routes. Micor is concerned with illegal
traffic into its territory (most of it through Grendel), and is using Feldspar as its control point for all commercial
traffic. A Customs and security compound has been added onto the old Mining station, and space defenses are also
being set up. Hyperdyne is running these, although some people question whether Hyperdyne really wants to halt the
illegal activities.

Lobo
A large Colony which has expanded recently due to the increasing trade to and from Honeycomb.
Terraforming was completed here only 8 years ago, and the population has grown rapidly to its current level of
70,000. Many of the new residents are involved with the advanced planning and transfer of the owning
Corporations' assets from other worlds to this budding trade center. The Corporations that own Lobo are organized
into a loose consortium called Tradex, which is based on Micor and is superficially similar to New Eden/ J V.
Unfortunately, Tradex exerts little real control here. Tradex vanished after the war when the CMC arrived at Lobo
and found half the populace fighting several large hives in the middle of the colony. The CMC invoked Marshal
Law, evacuated the populace, and cleared the hives. At CL6, Weyland Yutani repopulated the world
The local police and military forces of Tradex are currently under the control of Colonel fi Castel, and he
possesses much more power than is usually given to a Colonial military ill commander. He is an ambitious man who
has built up the power of his forces, and has transferred their loyalty away from Tradex and to himself. This force,
which is beginning to resemble a personal army, has been implicated in high levels of bribery, corruption, and
extortion. Castel has certainly encouraged these crimes, and is believed to be associated with criminal elements and
corporate forces that threaten the interests of Tradex.
Tradex is investigating the situation, and charges of embezzlement and treason will probably be filed in the
near future. Due to Casters influence, however, and his links with powerful Corporations, the ICC has declined to
assist the Tradex investigation, and may not support any legal action they take. In the meantime, the Corporations
licensed to operate on Lobo can do almost anything, as long as Castel gets a cut, and crime and smuggling have
become the Colony's two major industries.

Alamar
The star in this system is a Red Giant, and Alamar is a Research Space station in orbit around it. There are
80 scientists and technicians here, conducting general research on stellar exploration probes and supporting
equipment.

Summit
Summit is a Colony in the last stages of Terraforming and is prepared for major expansion. The air is now
breathable and the climate mild, so many Corporations are planning to move to this nearly ideal environment. This
is the boom world for the next generation, and along with this economic and population boom will come the
problems associated with rapid growth.
The world was developed by the hard work of the original colonists. This was a group of 2,000 people who
were members of wealthy families, and who decided to expand their fortunes in the finest traditions of industry;
through intelligent planning, sensible risk-taking, and honest labor. They formed their own Corporation and set
about developing the world of Summit, which had great potential but had been ignored by its former owners. After
decades of Terraforming and preparation, the colonists and their now-grown children are poised to reap the benefits
of their labor.
The only obstacle to the happy fulfillment of this dream is the potential for deceit, treachery, and financial
20
manipulation by the Corporations who are flocking to Summit. How the colonists will face this final crisis, and
whether their great accomplishment will be passed on to another generation, is yet to be decided.

Innominata
This dead system is the home of one of the most enigmatic
spacelabs in the ICC. The 50 scientists, technicians, and soldiers stationed
here are sworn to secrecy as to its objective even though it did apply and
was granted to keep several Xenomorphs as specimens.
Operated by Colonel Doctor Paul Church, Innominata studies the
alien but unlike Orbolab or Casper, which studied their hive structure,
Church was committed to their elimination by attacking individual aliens
rather that the collective force. However, investigations revealed that the
funding and estimated loss of manpower and supplies seems much greater
than the original schedule. It is theorized that corporation grants run into
other field relating to the xenomorphs more mysterious qualities. These
experiments move into new vaccines, youth serums, and cloning techniques.
The station was never closed down.

Byron's Hope
This is the scene of a Canceled Terraforming project by Pindel
Corporation. A disaster destroyed the initial Terraforming site, killed the
head of Pindel and some of his top advisers, and ended the Corporation's
efforts here. Lacking effective leadership, Pindel decided to cut its losses and the new Corporate heads have settled
for spending their wealth on Micor. Their quick abandonment of development and business in exchange for a life of
ease is seen by many as a sign of decay within the upper classes of the ICC.
The world holds promise, if it is properly developed. The atmosphere is too thin to breathe and there is no
surface water, but these are fairly simple Terraforming problems. There are rumors that an egg silo is hiding
somewhere under its surface.

Micor
This is the richest planet in the ICC, in terms of the standard of living of the inhabitants. It is a nearly ideal
world that has been fully terraformed, and is possessed of an earthlike ecosystem. Micor has become a home for the
rich of the ICC; wealthy stockholders from dozens of Corporations have settled here with their families, and have
lives of great ease. Many people who were once powerful in the Nations of Earth are also here, having accepted
Corporate bribes in exchange for their country's economic cooperation. It is noteworthy that the people who live on
Micor are not those who currently have power. They are people who have traded their power for simple wealth, and
who are now reaping the benefits of that decision.
There is little industry on Micor itself. The industry necessary for the world, as well as the 800,000 people
necessary to operate that industry, have been consigned to a large domed colony on Micor's moon. The workers all
dream of the ultimate promotion, which is transfer to Micor itself, and work very hard in pursuit of that dream.
Micor also has a vast corps of scientists and researchers on this moon and scattered in labs across the ICC. These
people are graduates of one of Micor's greatest assets, its chain of universities on Earth.
These schools represent the highest education possible for Earth's billions, and allow Micor to select and
train the most talented people available. On graduation, these students are offered positions with Micor, with the
inducement that if they are successful, they will be given wealth and homes on Micor itself, the closest thing to
paradise in the ICC. Driven by youthful optimism and courage, many of the best choose to go with Micor. They are
then leased out to small Corporations in need of assistance, where they work in the most advanced scientific projects
in the ICC. Micor receives a share of the proceeds from these projects, and passes on some of its profits to the
scientists responsible. For those who make breakthroughs, the rewards are everything they have been promised.
Only a few are successful, however, and the others continue to work desperately, driven by the desire to reach Micor
and the knowledge that their only real option is a trip back to the poverty and chaos of Earth.
Some of the larger Corporations, ones that do not contract with Micor for scientists, are resentful of the
wealth Micor is accumulating, and they are tired of competing with the graduates of their think tanks. These
Corporations are working to undermine Micor from within, and they are supporting the development of the drug
trade to Micor and its moon. They hope that they can disrupt Micor's society, and bring an end to its monopoly on
scientific genius. The leaders of Micor are aware of these efforts, and are trying to defend their social structure.
Micor survived the war, barely. It still stands tall. Their finances struggled but did regain its composure.

21
Pestron
A world in the early stages of colonization. Basic exploration and Terraforming plans have been made, and
the first Atmosphere Processors are in place. Construction of the west of the Terraforming equipment and of the
future Colony are in full swing.

Morning Star
Advanced space exploration base for the establishment of a route from Micor to New Eden. Good progress
was being made, but in the last few years funding has been cut and new exploration is on hold. The rulers of Micor
have apparently decided that a direct route o New Eden is not in their best interests, and they are dragging their feet.
The exploration and maintenance crews of Morning Star have been waiting here for some time, and there is general
dissatisfaction.

Brackens World
An extremely modified planetoid, Brackens world is a strange sight. A concrete lattice covers the entire
planet. On this lattice is a massive kelp bed, which supplies the ICC with a major source of nutrition (mostly seen in
emergency rations and air dropped care packages). Island Atols scattered across the globe maintain the farming
community. No Military is present except for an isolated pad and outpost in the middle of nowhere.

TARTARUS SECTOR
This small Sector branches off from the Micor Sector at Argos. That planet is the scene of the greatest
emergency in the ICC in recent years, as the indigenous Harvesters have surfaced and are destroying the Colony.
Most of Tartarus was untouched by the Xenomorphs.

Scorcher
A small manufacturing facility on a hot, barren world with no atmosphere. This world is very close to its
sun, and the intense heat makes it uniquely uninhabitable. The Colony survives by being buried under the surface,
and is protected by domes with multiple barriers that are highly reflective. This keeps the heat to a bearable level.
The very harshness of the environment is what lends the world its value; the hard vacuum, the high temperature, and
the extremely pure base minerals found readily available here make it easy to produce critical parts for the drive and
power systems used in Spacecraft. This fragile Colony of 5 ,000 is just a moment away from a disaster, because of
the brutal conditions. Even if all systems are properly maintained and the residents are very careful, an unusually
large solar flare could still be devastating; this possibility hangs over the Colony like the threat of an earthquake, or
some other natural disaster.
Spacecraft coming into the system stay outside Scorcher's orbit, and special shuttles that can handle the
extreme heat handle transportation to and from the planet. Because of the special expense of this fleet, few non-
essential items are found at this facility. Prices for all items are four times normal, while luxury items and non-
essentials cost 20 times the regular price.

Twilight
This Colony harnesses the planet's volcanic energy and magma for ore processing and other mining.
Volcanic eruptions have polluted the atmosphere beyond the ability of any Atmosphere Processor to cleanse it, and
the dim light which reaches the surface gave the Colony its name. The atmosphere is toxic, and the Colony of
15,000 is domed. Robotic rigs float on the seas of magma and handle the mining chores, and manned vehicles are
used to collect the ores.

Devil's Peak
Most of this world is covered by ocean, with only a single landmass rising above its surface. This area is at
a very high elevation (15,000 feet above sea level), and contains the Colony. Since the atmosphere is moderately
toxic, the Colony exists in four domes, and Atmosphere Processors are slowly adjusting the air.
Until recently, Devil's Peak was a small but prosperous place, with a population of about 10,000 people.
Events on the planet Tartarus have changed all this, as refugees from that dangerous world have fled to Devils Peak
by the thousands. At the moment, the population has reached 40,000, and Biozone Alpha (BZA), which owns
Tartarus, has nearly exhausted its resources. There is not enough transportation to take the refugees on to other
systems, and to continue evacuating people from Tartarus; to date, BZA has continued evacuating Tartarus, but the
situation on Devil's Peak is now unstable. The refugees have overcrowded the small Colony, and have stretched its
food, water, air, and living space to the limit. Refugees are being housed in every available area, and production in
the Colony has almost stopped. BZA is trying to pay for the services for the refugees, but it is simply not possible to
provide for their needs. Malnutrition and disease are becoming problems, and crime and violence are at very high
22
levels. As the situation deteriorates, BZA is appealing to the ICC for assistance, and relief supplies and
transportation might be sent in the near future. Even if there is no aid, Colonial Marines will certainly be sent in to
handle the civil unrest, which is building.
Devils Peak was the site of a major conflict during the war. A massive cargo freighter crashed landed
through one of the domes containing many Xenomorph specimens. A hive soon developed and only the ingenuity
of the inhabitants and marine reinforcements kept the fighting to a minimum. They fought without many
reinforcements for years. When the CMC arrived with a second battalion at the end of CL5.5, most of the colony
was destroyed, but humans rose victorious.

Temple
This is a science outpost on a planet with a toxic atmosphere and low gravity (1/12 Earth) where two dozen
researchers are working on metallurgy. They are being assisted by nearly 50 Synthetics of the latest design, and new
techniques are being developed for the use of Synthetics in research. The manufacturer of the Synthetics,
Hyperdyne, is a major supporter of the work on Temple, and hopes to demonstrate the effectiveness of advanced
Synthetics in the sciences and in the operation of facilities on dangerous worlds. One technology being tested allows
a direct transfer of memory from a Synthetic to a Human, and of instructions and guidance from the Human back to
the Synthetic. This would allow Human reasoning and instinct to be more closely coupled with the sheer power of a
Synthetic's brain. This station survived mostly intact throughout the war and became a scientific cornerstone for
decades to come.

Ryushi
Ryushi Texas-style dusty atmosphere spurned a very old-style ranch colony. For decades, the colonys
inhabitants exported livestock in the thousands via cargo transport every six months. The ICC considered Ryushi
a grand success in self-sufficiency. The colony lived peacefully for generations with little crime and a very country-
style way of life. Even the inhabitants walked around the unpaved roads in cowboy hats and riding steeds.
Even during most of the war, the secluded position of Ryushi prevented most infestations from taking hold.
However, Ryushi was not immune to the Alien Predators, who planted alien eggs in the livestock and released the
Xenomorphs among the populace for the hunt. Most of Ryushi was destroyed. Some survivors were rescued later
but Ryushi wasnt re-populated for another few years. But the magic captured earlier was never tapped again.

Sargon
A small survey outpost of barely 20 families, Sargon IV was discovered destroyed and an Egg Silo was
found under the surface. It was rumored that Weyland Yutani was aware of the Silo was used it as a way to test a
new vaccine that would make subject invisible to aliens. The fact that the station was destroyed indicates that the
vaccine didnt work. The Sargon survey teams did successful core several interesting samples from under Sargon.
A mining colony should be in operation soon.

Traon:
A massive mining complex run by Grant Corp and center of the Deep 4 observation outpost, Traon has
been known to be site of a strange symbiosis between civilian personnel and military forces, whom are often forced
to share duties and living quarters. Most of Deep 4 on the surface is simply landing pads and observation
equipment. The rest is subterranean, as for as 2 kilometers down where the primary mining is conducted. At CL5.5
A Beserker team successfully cleared out in alien hive and operations continued as normal.

Fiorina
The location of the Weyland Yutani operated Maximum Security Double Y Chromosome Work
Correctional facility / Toxic Waste Containment center. Was shut down by CL1 and operated by a minor work
force. Was later shut down for no reason in CL2.
23

Tartarus
This is an extremely fertile world, with thousands of species of plant and animal hybrids that use the sun's
energy and the rich carbon dioxide/oxygen atmosphere for growth . Although it holds great promise, it is now the
site of a major crisis for the ICC.
Tartarus was discovered only a generation ago, but it was already habitable and was quickly developed. An
unusual feature of Tartarus is its rotation, which is perpendicular to its orbit. It takes 40 years to complete its orbit
around the sun, so it has a 20-year day and a 20-year night. The constant sunlight of this extended day produces a
vibrant and diverse ecosystem. On the night side there is little life, and the world waits for day to return . There are
three major continents on Tartarus, only one of which is currently in daylight and which is colonized. The
environment has been ideal; there is an abundance of life with no particularly dangerous creatures, and excellent
atmosphere and climate.
Knowing about Tartarus' peculiar orbit, the settlements were designed with a slow migration in mind. Each
continent would be colonized in turn, and as night settled over a part of the colony, it would be shut down and
the inhabitants would move ahead to a new site, one, which was entering the daylight.
This process was just beginning a few years ago, as sites which were within a year of twilight prepared for
shutdown and the colonists got ready to transfer to new locations on a continent that was nearing its dawn. Darkness
would settle over the rest of the first continent over the course of eight years. The transfer was eagerly anticipated by
all the Corporations present, as a test of their abilities and an opportunity to develop new areas. It was at this point
that the most dangerous native lifeform made its appearance. Scientists had been looking forward to finding out how
the environment handled the transition from day to night, but these ravenous monsters are not what they had in
mind.
The creatures are called Harvesters, and that is exactly what they do. As a continent enters its night, these
immense, armored creatures burrow up from tunnels far below the surface to devour all organic materials. This
material is shredded and carried back underground, to cysts where the Harvesters live. The Harvesters live off the
organics for years, and slowly generate the carbon dioxide in the atmosphere, which in turn regenerates the surface
life when daylight returns. It is a strange ecological cycle, but one which remains in balance. Unfortunately, the
Harvesters do not differentiate between their natural food and the Colonists who now live on Tartarus.
The Harvesters look something like huge armadillo. They are capable of digging and boring through rock
and concrete, and their jaws can shred almost anything. They move in packs of several dozen, and these packs often
fight each other for control of fertile areas . A pack will coordinate its activities, and organizes for war in the same
way that ants do.
Colonial Marines and other forces have been sent to Tartarus to protect the many settlements scattered
across the daylight continent. Missions include evacuating colonists, delaying Harvester attacks, retrieving
abandoned equipment from devastated communities, and Harvester hunting and research. The Harvesters are
sweeping across the continent, and will be done with their work within three years if Humans do not stop them.
Parts of the continent will still be in full daylight at that time, however, and Corporations which own communities in
these areas do not want to abandon them until night falls. In these places, plans have been made to defend the
communities against Harvester attacks; how well this will work is unknown.
To assist in these defenses, missions are being sent down into the Harvester tunnels to see if the creatures
have a weak point. To date, no one has reached any of the cysts where the Harvesters live and store their food.
When they do, another surprise is waiting for them. The Harvesters have a smaller form, which never leaves the
cyst, called a Drone, which is used to defend the cyst from underground pests, ranging in size from small insects
up to nearly Human size. The Drone is little more than a large pair of powerful jaws, and it is not even a self-
supporting life form. Instead, the Drones grow on Harvester variants called Carriers. When they leave their
Carrier to fight, they have only a few hours of life left. They attack the invading creatures by biting with their
immense jaws, which lock in place. Like a bee, they give their lives defending their lair.

Deadfall
Deadfall is a research station studying the mechanics and processes involved in Terraforming. The world is
an Earth-sized planet with a good temperature, but little atmosphere or surface water, and minimal volcanic activity.
This static situation has made it an ideal laboratory for studies of atmospheric development and volcanic activity.
To promote volcanic activity, asteroids are being thrown into Deadfall; the impacts of these asteroids trigger shatter
parts of the planet's crust, and the resulting movements and volcanoes are studied by a facility with 30 scientists and
about 100 people responsible for moving the asteroids. The asteroid movers were formerly asteroid miners, but their
contracts were bought up for this unusual activity. Specially designed Tug Spacecraft are being used, as well as
nuclear detonations; the work is naturally under tight security, and a detachment of Colonial Marines and 20 special
ICC Agents protect these technologies.
24
CORPORATIONS

Some corporations have whole worlds that they control themselves; some even renamed them after their
ownership. Most, however, station headquarters on major worlds and share duties with other corporations. Even the
huge participate. It is the way the ICC works. It all depends on where a corporation places its eggs. Bio-National,
for example, has no world under their total control until a few of their sanctioned hives appeared but still supplied
almost 90% of the ICCs medical supplies. How many worlds you control does not lead to how much power you
have. Knowing that, GrantCorp, Weyland Yutani, and Hyperdyne are still the largest corporations in the ICC.
There are many corporations not mentioned. The CSC has 13 divisions but I only bring up the ones I am aware of.
Make up the others as you see fit

THE BIG FIVE
BIO-NATIONAL INTERNATIONAL BIO-NAT
Bio-National is the largest medical conglomerate around. They stationed their primary headquarters on Earth
like many corporations with several other locations on Micor, Starview, Arcturus, New Eden and Hilo. They are
also known to be the most ruthless. Bio-National has always been under a watchful eye by its competitors because
of their committed posture to being the only medical supplier to the colonies. They have achieved most of that
already.
Their military force for BioNat is the largest proportional to their size. The corporate population is the
smallest of the big five even though its military is just slightly smaller. They are bent on sabotage, murder, and out
right terrorism to make sure they are the leaders in medical technology. They also spearhead the movement in
biological experimentation. When the Alien appeared, they were all over it. By CL4, they shifted more than 40% of
their operating budget into experimenting and studying the new life form. They were the first corporation with a
sanctioned hive even though they secretly had one on Earth well before any legalization existed.
This position was not looked on highly by the other large corporations, all of which had a vested interest in
the new species. But the bigger they are, the harder they fall. At first, there were some limited strikes between
BioNational and the CSC, then several direct incursions between them and the UPP, but when they butted heads
with Grant Corp, all hell broke lose. Neo-Pharm, which created xeno-zip, cornered the industry with its superdrug.
Many attempts to leak out the formula failed and many alternative designs fell on the market. GrantCorp was only
two miles from the Bio-National headquarters, but in space they kept well away from each other.
Bio-National is the source of many of the most lucrative and violence contracts for mercenaries. Only the
most ruthless men and women are wanted. Bio-National answers to no one even though it still tries to follow the
basic rules the ICC put down. Their controlling force consists of a board of eight members and a President. At
CL5, Bio-Nationals main headquarters was destroyed and the corporation started to fray. By CL6, the CMC made
sure it was no more.

GRANTCORP
Daniel Grants Corporation started his childhood dream in his basement when Weyland Yutani was
controlling the spacelanes. As he acquired mining rights and medical grants, he and his staff developed advanced
technologies that were more than just effective, they were cheap. GrantCorp offered low-grade alternatives to the
huge marked-up products of larger corporations that cornered the market in their field.
GrantCorp was not considered a threat until it patented the smallest plasma generator on the market. This
Phased Plasma Drive was quickly used in more than ten different fields of expertise. This included propulsion,
defense, and assault. GrantCorps real strength lied in its security. Every attempt to steal their designs proved
fruitless. GrantCorps security measures prevented their designs from being lifted. Soon the Phased
Plasma Infantry Gun was purchased in the thousands by the CMC. The Plasma Energy Drive became the standard
backup drive to most ships in the ICC. Later, the Plasma Cannon and Plasma Rifles hit the market. GrantCorps
fingers stretched into new fields including spacecraft manufacturing, colony management, and medical technology.
When the Aliens appeared, GrantCorps approach was that of defense. Unlike most groups, GrantCorp was
committed to destroy all sources of the alien infestation except for areas where control was assured. GrantCorp
butted heads with most other corporations as a result but not as bad as Bio-National that physically tangled with
GrantCorp on more than one occasion. Daniel Grant, who controls the Corp without an inner circle, believes the
creatures to be too hostile to remain in existence. Even GrantCorps sanctioned hives are committed to their
extermination.



25
To that end, the CMC received more than 50% of their operating budget from donations from GrantCorp.
GC also offered indefinite leasing of their military technology. This first started with the basic Plasma Rifle and
Cannon but when the Alien threat increased, GC responded with Nutra-Gel, the first substance that would easily and
cheaply counter-act the alien acid. This was used in many fields including research and in defense in the form of
the state of the art Acid Neutralizing Combat Wardrobe.
GrantCorp enlists the help of the CMC and mercenaries often but not usually for infiltration or sabotage
missions unless it serves to eliminate the alien presence. GrantCorp often sent CMC missions to alien infested
worlds at CL4 to recover alien Royal J elly.
GrantCorp survived through most of the war. Their main headquarters on Earth was evacuated and spread
out, with Grant himself, stationed on the USS Razzia. After the war, GrantCorp resettled, as of the few corporations
left, back on Earth. However, GC has hypocrisy. That is one of its subdivisions
NOTABLE SUBDIVISION: NEO-PHARM:
Neo-Pharm is the only major medical group threatening Bio-Nationals hold on the R&D of medicine and
surgery. Their ideals on the alien organism are mirror opposite. Bio-National contains a bio-weapons division but
Neo-Pharm only uses the alien for Xeno-Zip (See next chapter), which uses the alien Royal J elly as a prime
ingredient. The Xeno-Zip formula was kept under tight wraps even though the Nutra-Gel technology was stolen by
ZCT. Luckily, after ZCTs demise, that formula became GC exclusive again. Neo-Pharm utilized more than 70%
of GCs budget but the demand for Xeno-Zip made the investment worthwhile. When the aliens were eliminated at
CL6, Neo-Pharm had spread out its interests and remained afloat.

WEYLAND - YUTANI (The Company) Building Better Worlds"
Weyland - Yutani is a joint stock corporation that works closely with world governments in the areas of space
exploration, commerce, colonization, and military trading. The many branches of Weyland-Yutani work together
under the close scrutiny of the shareholders to ensure that all projects meet Company standards. In order to maintain
control of large amounts of colonies settled on distant planets, the government commissioned the Weyland-Yutani
Colonial Administration. The Colonial Administration deems which planets are rich in enough in raw material to
begin the terraforming process. The Atmosphere Processors are set up by Company employees and must be
maintained over several decades in order to make the planet's air breathable. Because of the long-term contracts
involved, Company employees have the option of bringing family members with them to the terraforming colonies.
Because of the Governments inability to handle the over-burned correctional system, the practice was
commercialized and Weyland-Yutani became one of the top enterprises in the field. The company's success in space
exploration and settling terraforming colonies made creating a network of outer-rim prison planets an easy task. The
facilities act not only as prisons, but also as mines where inmates serve sentences of hard labor, and produce
valuable commodities at the same time. Weyland-Yutani works closely with the Government in the development of
new weapons technology in order to ensure the safety of its terraforming colonies transport ships, and the lives of
Company employees who serve on them. Mankind has explored space for centuries, and the discovery of every new
world presents new dangers. These factors are taken very seriously by the Company, and the Bio-Weapons Division
is constantly developing new forms of protection against such threats.
In this universe of fear, treachery, and intrigue, it is very difficult to know your true friends. However, are
out there. By far, your most powerful one is Weyland Yutani. Weyland Yutani Bioweapons division strived to
control the Alien organism. They were the first to encounter them on their world of Acheron and attempted to keep
their discovery secret but the CMCs investigation opened the door. Hyperdyne was the first to try to jump on the
discovery. Their attempts to secure the creature exclusively for themselves failed and the aliens spread across the
universe. WY has even been known to start infestations in colonized areas to observe the effects. There was a
major controversy at CL4 when it was discovered WY was using their Red Giant Spaceliner ships for years as cover
for secret -- probably highly illegal -- experiments on this alien species. Because their headquarters are stationed off
world, Weyland Yutani survived the war but suffered badly because of public backlash of their activities before
and during. Their operating size was sliced more than half after the war because of destroyed or rebelling colonies.

HYPERDYNE SYSTEMS
Hyperdyne was once the largest corporations around until Weyland Yutani sprouted. At first Hyperdyne
and WY conducted a prosperous relationship for many years. When Weyland Yutani started encroaching on
Hyperdyne territory, Hyperdyne closed off their doors and attempted to curtail the progress of their partner. At
about the time the ICC was formed, Hyperdyne sabotaged certain critical operations at Weyland-Yutani, and
attempted to take full control of the Sector for itself. Weyland-Yutani recovered from Hyperdyne's treachery,
however, and now holds a critical position in the Sector. There has been no open warfare between the two
Corporations in many years, but there is a certain tension in their dealings with each other.
26
Hyperdyne builds many spacecraft designs and controls more worlds than any other corporation. They
spearheaded the development and is still the controlling force in the manufacturing of Synthetics. Even though
Synths are constructed by almost ever corporation, none produce them in the volume of Hyperdyne. The are
responsible for every new technology in the field including the AdCap synth, the Xenomorphic production model,
and the Liston and J erry type combat synthetics. Hyperdyne still maintains an iron fist control over the colonies
under their funding. Essentially, Hyperdyne is a twin of Weyland Yutani, with fingers in almost every field of
modern life. The twelve board members command the corporation in secrecy. They operate within their own
sector and often follow their own rules, including setting up the Arcturus loop to avoid ICC regulations. They also
have the largest military to enforce its control.
When the xenomorphs arrived, Hyperdyne struck hard to acquire research. They were committed to the
study of the alien purely as the ultimate evolution of a natural killing machine but their research did not delve into
the desire to control, exterminate or simply extirpate the species. Hyperdyne truly believed that the alien species
would be a limited threat like the Harvesters on Tarturus and would only be a danger to the members of poorly
defended rim colonies. Since Hyperdyne had a substantial military force with good relations to the CMC, no bad
could came out of it.
By CL5, many of their colonies had been infested and when their home planet was struck (Hilo, not Earth),
they realized that they had underestimated the threat and the greed of mankind. Hyperdyne considered itself a close
knit family of people and colonies, and if the entire universe fell apart, they would care less. Even when the aliens
were walking across White House lawn, Hyperdyne hardly lifted a finger. Hyperdyne was the last force to be
actively involved in the war. Hyperdynes military never left the sector during the war. Even when huge
colonies fell to the infestation, Hyperdyne kept their forces on their colonies for personal defense. When the
inevitable attack occurred, Hyperdyne was overrun because of the lack of reinforcements from other sectors.
After the war, little of Hyperdyne survived. They size shrunk so much, they bore little resemblance of the empire
before. Hyperdyne seldom hired any external forces even though they sometimes employed CMC personnel for
missions that involved expeditions outside their sector. Hyperdyne seldom sends their military outside their own
space. Mercenaries and Retainers are slim.

CENTRAL SPACE CONSORTIUM C.S.C.
A baker's dozen of corporations felt the tight arm of their huge brethren clenching tightly. Large
conglomerates covered many fields but these small corporates specified their areas. A number of them gathered
together to combine their interests and protect their backs. Within a few decades, their combined income managed
to secure a large number of worlds in the ICC, which they all co-funded and maintained. A couple had exclusive
rights to some planets but all the corporation personnel had free-reign over the CSC colony worlds. They commonly
shared technology to serve their purposes. There have been reports of infighting between some groups but these
conflicts had all been resolved internally.
CSC had one major problem and that is a major lack of military in key positions. Almost 80% of their
operating military is contained around their rogue planet of Alexandria. This made them vulnerable on their border
from rival groups. When the Alien infestation arrived, the CSC tried to pool its resources but in the end, when more
than half of the founding Corps vanished, the CSC disbanded, splintered in to a handful of fighting members, which
was easily absorbed by other groups and even Alexandria.

NOTABLE CORPORATION: ANTIOCH
Antioch is the largest of the CSC sub groups. It handles the largest job of any corporation, that of
terraforming worlds for the CSC. Most of their projects start off under Antioch before handing over to other
corporations to finish the job. Antioch lands first, sets up atmosphere processors and leaves with a breathable
atmosphere for colonization. Antioch barely survived the war. Weyland-Yutani often tried to destroy the
reputation of Antioch because it was one of the few corporations with the funds and technology to build these
processors.

NOTABLE CORPORATION: SYNSOUND INTERNATIONAL
Synsound constructs the only exclusive synth not designed or built by Hyperdyne, the Musical models.
Synsound resurrected the music industry, and promptly destroyed it by flooding the field with wall to wall noise.
Synsounds music is heard all across the ICC and its name is household to even rim worlds, making it the most well
known but smallest of the CSC corporates. Synsound was totally wiped out by the end of the war even though many
alternative versions of the same group popped up after. There was a report of Synsound actually using aliens in
their music but the music probably never caught on.


27
NOTABLE CORPORATION: SKANK INC.
Skank is the prime consumer corporate of the CSC and also produced the main brunt of consumer
products to the CSC colonies and a large chunk of the ICC as well. Skank is run by the infamous Ivy Derringer,
who controls the corporation like her own personal cruise line. Skank fell apart and splintered when Celeste fell
and Derringer was reportedly killed.

NOTABLE CORPORATION: ARMAT INC.
Armats size increased substantially when it was given one of the most exclusive contracts around.
Armat builds and maintains the CMC weapons. They created the popular M41A Pulse Rifle as well as the M56
Smart Gun. Whatever reduced stocks occurred in other corporations, the CSC will always be satisfied with the
funds from Armat. Armat couldnt keep up with the demand of firearms during the war and continued to make the
weapons in the thousands, even when their brother corporations fell.

NOTABLE CORPORATION: ACCURACY INTERNATIONAL
AccInt is the other military contractor in the CSC building and maintaining weapons for the Colonial
Marines. AccInt is more than half the size of Armat with half the service contracts with the CMC. There was some
controversy when some weapons were transported with faulty firing mechanisms. AccInt was absorbed into Armat
after the war.

THE SMALLER BOYS

ZAJER COMMUNICATION TECHNOLOGIES or ZAJER COMM TECHNIC.
ZCT is a R&D group that develops high technology for outer colonies. They take existing designs and
builds upon them, perfecting other companies models. They tried to jump on the Alien bandwagon by developing
technology to control the species. GrantCorp stocks bottomed out when the Nutra-Gel technology was stolen by
ZCT. They soon developed many anti-alien technologies and made a fortune selling to beekeepers and smugglers.
GrantCorp funded the CMCs investigation in ZCTs activities when their sanctioned hive was destroyed. By the
time the war started, ZCT requested bankruptcy protection and was later bought out by GrantCorp, which continued
to make their products under ZCTs name.

AERODYNE INC.
One of the larger corporations that sometimes is considered on the short list for being on equal stature with
Weyland Yutani, Hyperdyne, and the others, Aerodyne runs colonies and builds spacecraft, making them very self-
sufficient. They are committed to expanding their space and when Borodina fell through, Aerodyne quickly moved
in to take control. They have working relationships with all the big corporations, in hopes in sometime joining
them. Aerodyne is not known for stepping on others toes. They even have such lucrative agreements to actually
supply Hyperdyne and Weyland-Yutani corporations colonies with supplies and spacecraft. The three even worked
together to set up the Arcturus loop. It seems certain that Aerodyne would soon become a major contender.
Unfortunately, when the war started, Aerodyne was unprepared. There were rumors that Weyland Yutani tired to
use the war to take control of the Arcturus loop. To this end, the aliens totally overran the colonies of Aerodyne.
When the Homeworld fell, Aerodyne crumbled. Too bad. Up until, CL5, they were considered the most
popular of all corporations. The founding member of Aerodyne, J onas Weir, works for Hyperdyne now.

FREDRICK CONGLOMERATE FREDCO
Another conglomerate like the CSC but substantially smaller. Their stock was reduced to pennies because
of controversies over their business dealings. They dabbled in most fields not acknowledged by society. This
included nuclear waste containment, decontamination, and hazardous material transporting. Fredco was a
necessarily evil, doing all those duties most hate to have in society but if business was to continue, must exist.
Fredco's headquarters survived the alien assault. After the war, they were restructured. However, the six board
members and the president were reported killed. FredCo has one major subdivision.

NOTABLE SUBDIVISION: SCHILLER BIOLOGICAL
Schiller Biological was a Genetic Experimentation division of Fredco with absolutely no morals. They
experimented on all forms of life in many conditions. When these tests went bad, Schiller simply disposed of the
result, a job they were more than experienced with. Schiller experimented on alien life forms, experiments that
would later blow up in their face. Bug Men (See Plug In) overran the corporation in CL5. Even though FredCo still
exists, Schiller fell apart.

28
NEW EDEN / JV
The corporation which was formed around the colony of the same name, New Eden/ J V has a strange
Corporate structure that is like a smaller version of the ICC, with the New Eden/J V entity itself functioning as a sort
of umbrella and the various components retaining their own identities and goals. Control of New Eden/J V is
determined along democratic lines, with each Member Corporation receiving votes based on its wealth and rate of
growth. New Eden prospered but took a pounding during the war. New Eden became isolated after and New Eden
accepted little help or intrusions from anyone. They still considered themselves part of the ICC, but their personal
security increased to the extent that virtually no one was allowed to even enter their space after CL5.5. That
isolationism remained until the end of CL6. New Eden/J V committed itself to keeping the alien threat awayeven
if it meant turning away ships that needed emergency aid.

NOTABLE CORPORATION: MEDICAL TECHNOLOGIES MEDTECH
MedTech was the only corporations under New Eden / J V that had a corporate headquarters outside the
New Eden Sector. Medtechs Earth location proved disastrous. Medtech already had a few sanctioned hives on
perimeter New Eden worlds. When the war started and New Eden itself was infested, New Eden / J V cleared out
their infestation and promptly wasted all of MedTechs investments, driving them into bankruptcy. They then had to
deal with the alien infestation. They found themselves trapped and broke. They didnt stand a chance. Before the
war, they were considered one of the leaders in the research of aliens. They even kept a few drones as specimens in
the Earth Headquarters. They perfected a very effective way to transport adult aliens without danger obviously
it wasnt without risk.

ALPHATECH HARDWARE INC.
Alphatech was, and still is, a major military contractor but usually for other corporations, not the CMC.
Alphatech supplied many weapon systems to corporate forces, but kept the most advanced weaponry for their own.
Most of Alphatechs military outposts were untouched by infestation. It was very hard for them to stick. When the
war broke for real, Alphatech started releasing their heavier designs to the CMC. BY CL5, Alphatech was a heavy
supplier of CMC weapons. Soon, Alphatech would be one of the prime suppliers of heavy weaponry for the
Marine services. Alphatech butted heads with many other corporations because of their refusal to disperse their
massive arsenal when the aliens attacked. Many corporations subscribed their fall to Alphatechs refusal to help
when they could. Alphatech still survived the war when many didnt. The CMC unofficially never complained
about Alphatechs cold attitude to its corporate brothers because Alphatech continued to open its door to the CMC.
Alphatech often called upon the CMC to help them with their defense of systems and was the most common
corporation to work side by side with CMC forces in hot zones. Even when Alphatech wasnt sharing weaponry,
their forces still got along. Alphatech answers to a board of one chairman and eight seatholders, half of which are
ex-military.

FALCON INDUSTRIES
Falcon Industries spurned out of nowhere recently when their stocks soared. This spiral came from the
amazing colony world of Astyanax. Flacon Industries ran its headquarters on the moon and all of its subsidiaries
from this system, making Falcon very small. Most corporations dont even have a world of their own even though
they have headquarters over the ICC. Falcon resides exclusively on Asyantaxs moon and commits their entire
budget to maintaining that world. To that end, Falcon Industries supplied itself with a substantial military force with
grants with the CMC for security. This made Astyanax the most fortified world of its size.
Falcon Industries does not play ball with other corporations. They dont trade much with any corporation
and only deal with those that can supply Falcon with the necessities of life. Flacons seclusion protected it during
the war. After, they rose from the ashes.

THE TRADEX CONSORTIUM
A large corporation which expanded recently due to the increasing trade on its main planet, Lobo, to and
from Honeycomb. There are eight corporates under this conglomerate but they continually push and shove among
each other, making the Tradex Consortium continually unstable. Then there is the problem on Lobo over Colonel fi
Castel (See Known Universe). When the war broke out, Tradex couldnt mold its individual elements into unified
force. They fought more with themselves than with the infestation. They were overrun quickly and the CMC
moved in to dispose of the situation. Tradex fell with a thud. Most didnt even feel the change over then Tradex fell
through. Anyone with half a brain abandoned it before the war even started.



29
SUMMIT
Summit is a family-owned corporation, if anything can be called family in this day and age. It resides and
operates solely from the planet of the same name. The corporation was founded and is run by the original founders
of the colony, many years ago. Summit was a tightly woven group that accepted few newcomers. When they are,
they are treated like family. Summit was very loyal to its employees and has never betrayed even a sole individual
for greater glory. Summit failed to improve its stature appears to have little goals beyond the borders of the
Summit system. Its morals have crossed the line with other corporations that have tried to muscle in on the rich
world of Summit.
The one joker in Summits deck is the CMC. Summit has a very prominent and loyal military force
accentuated by one of the largest CMC forces ever loaned to a corporation. Summit offered few funds because of
their limited size but did offer a planet free from corporation hounds, free for leisure and for free for training. The
CMC took this opportunity to make it a anchor for CMC patrols. Summit has almost three CMC squads in its
system at any given time with one division permanently loaned on the planet. Marines here are loyal and among the
best since many marines ask for a tour on Summit. It is a cakewalk; only the best are allowed to go. The last time a
rival military force entered the system, they didnt get past the outer perimeter before a regiment of Colonial forces
flanked them and sent them on their way. When Summit was infested, the hive barely lasted a week before an
armada of CMC forces cleared it out. Summit survived and became one of the major CMC supports before, during,
and after the war.

PINDEL INC.
Byrons Hopes cancelled terraforming program spelled doom for Pindel. J on Walker, head of Pindel, died
in the disaster (see Known Universe) and the new council left the planet and their assets. Their headquarters on
Micor seemed untouched during their crisis until the infestation arrived. Pindel hardly could lift a finger before all
their external assets were liquidated. When Micor was stabilized, Pindel was nowhere to be seen. The building was
evacuated, gutted with all machinery missing. It was thought they packed up when the infestation arrived at Micor
and left the ICC on whatever ships they had left. Some say they dropped by Byrons Hope on the way out, but there
was no reasoning why they would do that. Pindels fate still remains a mystery.

BIOZONE ALPHA (B.Z.A.)
BZA was once a prosperous corporation with the potential to grow the size of the big five. However, when
the Harvesters appeared on Tarturus, their resources were stretched to the limit, evacuating the world. BZA
transported people from Tartarus to Devils Peak, straining the colony and the corporation. Their requests for aid
fell on deaf ears. By CL6, BZA was broke. It tried to regain its posture but stumbled. Its stock was bought up by
other corporations and splintered into a thousand pieces. Eventually, the CMC moved in to secure Devils Peak and
Tarturus. After the war, BZA vanished.

REPUBLIC SYSTEMS ELECTRIC / DYNAMIC
Republic Systems goes by two subdivisions, Republic Electric and Republic Dynamic. They are both
weapon manufactures originally separated, but recently bought out and merged even though they still produce
products under their distinctive logos. They construct mostly heavy weapons for spacecraft and armor. Their most
lucrative contract is supplying the primary and most popular weaponry for the M577 CMC Armored Personnel
Carrier: The 20mm Gattling Cannon and the 40 mW Free Electron Laser. They produced the weapons in numbers
before, during and after the war, but recently found their stock slumping because rival groups like Alphatech were
stealing most of their new designs off their drawing broads. Even though they had a good reputation with the CMC,
they couldnt persuade the CMC to drop the Alphatech contracts in protest. Republic Systems still survived to
construct the primary weapons for most ships and vehicles in the ICC.

BOYARS INTERSTELLER INC.
Boyars doesnt exists as of CL4 but it was of no fault of the aliens. Boyars was the spearhead corporation
in phased plasma design but their prototypes to improve their models continually failed startup tests. Some rumors
pointed to sabotage from rival groups like Republic Systems and Alphatech but no proof could be offered.
Whatever the case, Boyars held only a few military contracts. They construct a large number of weapons for the
Conestoga and Bougainville class frigates for the CMC as well as producing the primary weapons for the
GrantCorps massive Razzia vessels. However, soon their only surviving contract was of the Boyars 150 Phased
Plasma Cannon for the M577 APC. Boyars was bought out by Republic Systems before the war and still contract
their weapons under the Boyars name.


30
DIGITAL ARCH TECHNOLOGIES (DIGARCH)
DigArch won the lucrative CMC contract for a high superior trans-atmospheric fighter in the AD-17 and
found them on the corporate map quickly. They proved their designs valid and made a fortune very quickly.
Still used today, the AD-17 never showed to be defective and DigArch grew. They still exist, producing the
single design in numbers. Unfortunately, few of their other supplemented designs have ever caught on.

VENTREL SYSTEMS INTERNATIONAL
Ventrel was the other major small-arms manufacturer and often is considered the sole thorn in the back of
Alphatech Hardware. Ventrel cornered the market by concentrating on smaller easier designs when Alphatech
worked on heavier weapons. Ventrel hit it big when they snagged the contract to supply the CMC exclusively with
small arms. The jewel here is the VP 70, produced in the hundreds of thousands. They also constructed older
designs like the Shotgun. Their largest designs was the Automatic Sentry Gun system with is almost infinite
variations.
Ventrel refused to fall even under the heaviest of pressure from Alphatech and even picked up a few more
military contracts over the CMC. Their inexpensive weapon designs resulted in many of their weapons appearing
on the outer rim colonies. Ventrels headquarters were located on Micor but the building itself was surprisingly
untouched during the infestation.

LOCKMART STARCUB INC.
Lockmart currently stands as the oldest corporation still in business. Lockmart built the original spacecraft
to venture outside the solar system and also built the first craft to reach the nearest solar system. They constructed
the first interstellar drive and was considered the king in space travel. However, they never ventured into colony
management. Soon, they found themselves under pressure from growing corporations like Hyperdyne and
Weyland-Yutani, encroaching on their field of expertise. Lockmart builds few designs now, relaying on its older
ones. The only new model they have produced in the last few years is the Inter-System shuttle. Lockmart still has
small buildings on almost ever worlds. People have nicknamed Lockmart the Cessna of the Space-Age.































31
PEOPLE IN THE ALIEN UNIVERSE

This is the last known transmission from Dr. Waidslaw Orona (CL5.5) on Earth before committing suicide,
moments before his lab was overrun:

I-I've lost track of time since the Bio-National attack. Ive barricaded myself in
my office to give me time to prepare this final report. Evidently the alien queen is able to
communicate in some subconscious fashion. With other species, in human beings, these
disseminations manifest themselves in the form of pattern nightmares. The dreams were a lure.
At first we thought wed be able to contain the spore. Infestation seemed limited to a narrow
geographical range. And yet for every cluster we found, there were ten more just like it. The
aliens subconscious bait transcended class and political boundaries. We found hives everywhere.
With each new discovery, our hope of destroying the creatures before they entered the civilian
population faded. However we still considered containment an option. In studying the
Bio-National files we learned their queen had gestated a number of weeks to prior maturation.
Using their experiment as a baseline, I assumed we still had time before any new queens would
become viable. I was wrong.
Perhaps our worst mistake was underestimating the sheer instinctual cunning of the
creatures. We didnt see the underlying pattern behind their evolutionary processthe way
every facet of their existence was geared toward propagation. The queens matured at whatever
speed their survival dictated. We had assumed the gestation period was time for the alien
embryo to feed and grow, but it was more than that, it was an opportunity for the unknowing
host to spread its spore to other sites.
There was a geometric perfection to the infestation. Each queen would lay still more
queens, and with every generation the spore became more entrenched, more<WHUMP!!>
Ahh At last. The civilian authority was weak in the face of the devastation. When the
generals finally staged their coup, it seemed almostwelcome. The Military created testing
centers where physicians checked civilians for signs of the alien infection. At first the tests
were voluntarily. Within days, that changed. There were rumors the military was using the
pretext of alien infection to eliminate political dissidentsthe poor, the disaffectedAs if
such petty rivalries even mattered.
Vital serviceswater, electricitybegan to fail. Weve heard of infestation in
Europe and Australia. The seed is growing with remarkable speed. From all this, Ive come to
understand something about humanity. Man is an animal, driven by animal passions.
Civilization is a pathetic charade of manners, predicated by a tissue thin veil of lies. In the
futureif there is a futurehistorians may blame our failures on some external causethe
aliens. Bio-National. Fate. I know the truth. Those things didnt destroy us. We did.
<WUMP!!> TheyTheyll be here soon,. The military has organized off world ships to
evacuate vital personnel to the other coloniesmainly their own precious hides. Ive chosen
to remain behind.
We made the mistake of perceiving the aliens as sentient warriors. I finally realized
the truth. Theyre diseases. A cancer. MyMy mother died of cancer. Odd, how Ive been
thinking of her. Years ago, following surgery, doctors would apply radiation to the affected area in
hope of destroying all traces of the scourge. It sounds so primitive, but there are times when the
old ways are most effective. Ive times the detonation to coincide with the militarys escape.
They think they can destroy the creatures. They think someday, theyll be able to come back to
their world. Theres something pathetic about the struggle. My only regret is that I wont survive
to see them proven wrong.
I take pride in my pragmatismI realize this transmission is pointless. I doubt if the
long-range relay stations are even operational. Still if anyone is actually seeing thisI JustI
<SKRUNCH!!>
Doesnt really matter does it? Ive never actually fired one of these thing. I feel
ratherfoolish. <BANG!!>




32
DR. WAIDSLAW ORONA
AVAILABLE AT: CL1
Doctor Orona has PhD in many realms but he fancies himself a
geneticist. He took charge of the CMCs Biological Management Control
Division when the first evidence of the Xenomorphs appeared. Past CL4, all
Sanction hives needed to be approved by him and only him. By CL4, hed
become the single most experienced scientist to the Aliens. His teams
research concentrated more on defending colonies to the infestations but this
required several life specimens to be kept in study. The end result was his
popular Theory of Alien Propagation paper which was required reading to all
CMC personnel past CL4.
He studied the effects on aliens when placed in adverse environments
and also studied the aliens influence on humans. His greatest fear was
allowing what he learned to be exposed to those that would mutate his
research. However, by CL4, it was unavoidable. Information leaked at the end of CL4 about Oronas research.
They discovered Bio-National kept an alien under heavy guarda queen. When the Salaje cult discovered this,
they mobbed the facility and broke into the small Hive. The resulting infestation started the Earth War. When
Orona and the CMC discovered the Alien presence on Earth, Orono proposed a drastic final measure. Nicknamed
Oronas Bombs, these were devised to launch from sealed silos and float in orbit, seeking out alien hives, and the
weapons would then speed down to the surface and airburst over the hive with a destructive yield of 40megatons.
When the project was finished, over 1000 missiles were constructed. All would launch from a single location,
controlled by Oronas team. The missiles never fired. Oronas bombs remain in their hangers, clumped at the CMC
ground HQ in Nevada.
NOTABLE SKILLS: Xenobiology (+8), Paramedic (+9), Biology (+7), Tactics (+7)

BIONATIONAL EXCUTIVE ASSISTANT PATRICK MASSEY
AVAILABLE AT: CL3
Massey is a family man-married for six years with a young son. An MBA
from Harvard, doctorate in law from CornelHe could have had his pick of the big two
companies. Instead he enlisted in the marines. Silver star for bravery during the oil war
with a couple hundred confirmed kills. He didnt enlist out of patriotism. He liked it.
He had more decorations than a Christmas tree. Suddenly, he was court-martialed.
Seems he tried to kill his commanding officer for failing to order his squad to attack a
civilian encampment. Bio-National paid off the military tribunal and hired him
immediately. Its rare when you find a man who loves his work. No one really knows
who he is but sometimes, his image become clear. Apparently one of the
communications people sent Massey some classified mail through an unclassified
channel. Unfortunately, Masseys son accessed the material. Very careless.
Information is sketchy at this point but Masseys wife appears to have confronted him
about the document.
Regulations are quite clear on procedure in cases like this, but you must admit it was an unusual situation.
He had been married for six years. He took pains to make it look like a robbery gone bad. The police didnt suspect
a thing. Under the circumstances, Massey performed admirably. He had a psyche profile done after and he
registered within tolerable limits. Make you wonder how it feels being a sociopath. At CL3, he ran the Xenomorph
division and committed himself to making sure Bio-National was the leader in Biological warfare. He is a man to
fear.
NOTABLE SKILLS: Handsome (+1), Combat Sense, Military Training

SALVAJE
AVAILABLE AT: CL4
The leader of the Salvaje cult. Refer to Religion.

GENERAL MONTGOMERY SPEARS
AVAILABLE AT: CL4
General Spears was considered on the short list to the next Secretary General. A man of honor and
distinction. Unfortunately, he is also a relic. He commands his armies with an iron fist. Spears was the first to
promote a CMC Bioweapons division and started one of his own secret projects when the aliens appeared. He kept
33
his experiments quiet at first. His secret agenda was to harness the aliens
and control their behavior. When the war broke out at CL5, Spears set up
station off world, outside a local hive and ran his army into the underground,
experimenting on the aliens trying to control their mannerisms. His
experiments obsessed him. He was viscous with punishment to his men that
harmed them. Unfortunately, both Spears and his ideals were killed when he
attempted to release trained aliens back on Earth to destroy their brothers.
Both he and his legacy vanished.
NOTABLE SKILLS: Obsessed with Aliens (10), Bad Temper (5),
Tactics (+7), Leadership (+10)

<Log on.
<Eyes Only
<Override Clearance A1A required
<Major Eugene Powell, USCMC
<In Light of recent events, I have opened a daily log to summarize my assessment
of Base Commander Spears fitness for duty.
<I realize these notes could be constructed as mutinouseven traitorous
But it has fallen to me to keep some sort of record.
<At 0900 hours I relieved Lt. Brinbridge and took over as Duty Officer in the main
habitat. I observed General Spears alone, near one of the containment vessels.
He seemed to be watching them.
<At 1023 hours, I overheard the General mutter something under his breath, he was
smiling as he said it repeating himself several times. Perfection.
<The Generals behavior has been erratic for months. I had come to believe Earths
plagues had been destroyed by an all-out nuclear attack. None of that was any
concern to General Spears.
<The Generals obsession with the alien has clouded his reason. He answers to no authority
but his own. I have seen enough killingIt has to stop. The General has his loyalists,
but its only a matter of time before there is open rebellion. And God help us
when it starts.
<Log Off.>

SECOND GENERATION ELOISE TYPE SYNTH
AVAILABLE AT: CL4
Eloise is the prototype in the line of second generation Synthetics.
She was the first, and her design was never duplicated. Further synths were
manufactured slightly differently (refer to Plug-In Alien Resurrection for
details). Eloise was grown, not built, using an alien queens own DNA. In
laymens terms, an alien egg is infected with a biological computer virus
using leprosy spores as a medium. It deleted and rewrote specific DNA
chains according to its program, growing an android instead of an alien.
Android morphology is heavily based on silicon polymers, so is the aliens.
It wasnt difficult to make the adjustments. Eloise was an unexpected
product of early attempt. Mostly, shes faster and stronger than normal.
Shes also begun developing her own emotional responses. More
importantly, now corporations can grow androids at a fraction of what it
costs to construct them.
Eloise has only basic behavioral inhibitors. She is not bound by an
inability to harm humans, she is only programmed with a basic morality of
what is good and what is bad. Eloise also has problems figuring her origin since she is part human and part alien.
As a result, Eloise cannot be harmed by any Alien, no matter what; she can perfectly assimilate into a hive. She is
also loyal to humans as well ,but would rather help humans passively by commanding aliens to not attack rather than
kill hem directly. However, she is capable of killing both human and alien if her morality of good and bad skewers
her in one way.
Eloise was designed at the Adullam Research facility and escaped with the survivors and a few aliens when
the base was destroyed. She is reported missing and a hunt is underway. By CL6, she has yet to be taken into
official custody. There have been reports of run ins with her ship though by some CMC squads. All reports have
34
been compartmentalized.
NOTABLE SKILLS: All skills from an Adcap with an additional +1

IVY DERRINGER
AVAILABLE AT: CL3
Ivy Derringer is the kind of person that is always under a spotlight,
and even though sometimes, she serves a purpose, you continually pray for
that spotlight to land on her.

You know whats great about Ivy Derringer? Its not that shes the hottest
lookin piece of stuff in the cosmos. Its not that shes the richest woman in
the world. Its not that her company, Skank, made 125 billion last year. Its
that shes sweet-talked all of us into spending one-third of our income on
her products. If you eat, drink, take drugs, you buy her products. She shakes
it and we come running. Man I admire it so much!!
Darryl Zither, Barabazon

Ivy was killed when a class 10 virus destroyed Celeste. Her
corporation fell soon after.
NOTABLE SKILLS: Beurocratics (+6), Persuasion (+9), Business (+8), Beautiful (+4), Seduction (+6)

DOCTOR STAN MAYKOVSKY
AVAILABLE AT: CL2, Moves into the field of Xenomorphs at
CL4.
Stan Mayakovsy is considered one of the leading men in animal
behavior in the ICC. His book Cyberantics was a national bestseller and is
considered required reading for scientists venturing in the field of
xenobiology. He moved from ants to aliens because of the obvious exposure
his research would gather. Secretly, he was also an addict to Royal J elly and
used his experiments to gather large samples for personal use. The addiction
stemmed from his cancer. He figured that if an android ant could infiltrate
an ant hive, why not scale up an have an android alien penetrate their society.
His Bio-National grant was indefinite and he and his Dolomite Cargo vessel
sought out to test their prototype Norbert Synth in a suitable rogue Hive.
However, upon finding one, (CL5) the Dolomite made contact with
illegal bee-keeping activities. Norbert failed in his infiltration. When a
rescue team arrived on the surface, they found that the doctor and his staff
were killed. His research was luckily saved.
NOTABLE SKILLS: Xenobiology (+9), Engineer: Synthetic (+9)

COLONEL DOCTOR PAUL CHURCH
AVAILABLE AT: CL4
When I look the Cosmos in the Eye, it blinks
Paul Church

Paul Churchs life and work is shrouded in mystery. He runs the Innominata
Space lab. He experiments on aliens but also humans, although only he and a few of his
inner circle know the later. He is secretly working on metabiotics, self-replicating brain
tissue, acquired infrasensory abilities, and the rumored Time Serum. Paul Church is, by
all classification, insane. He survived two months inside a dying alien hive and learned
about their culture from the inside. He survived only because the aliens were suffering
without a queen and were unable to produce a royal jelly event with a viable embryo. No
aliens were being born. Church was impregnated but, after escaping, had it removed. He
stayed near the hive. After it died, he waited for rescue, which took more than a month.
He was debriefed in length. The company considered his experience most valuable. As
compensation for his ordeal in service for the government, he was granted a full
biomechanical makeover. He studied the aliens ever since. Church believes that he is the
35
most powerful human alive and considers himself a higher form of life. His value for human life is, of course very
low. It is possible he is trying to make human race into his own image, some form of Hived mind similar to the
aliens. Because of his iron fist control of Innominata, when someone finally discovers his evil plan and puts an end
to it, it may be too late.
NOTABLE SKILLS: Xenobiology (+10), Synthetics (+7), All Sciences (+7)

DOCTOR CASPER NORDLING
AVAILABLE AT: CL5
Casper Nordling is the leading man in Biological warfare for Grant
Corps. His budget has been spent entirely to discovering a virus that can be
injected into an Alien Hive to destroy it. Grant Corps is attempting to beat
Weyland Yutanis similar experiments on Innominata (unknown to all of them,
Paul Church couldnt care less about this tech race). Nordling is crooked. He is
not insane like Churchhes just greedy. His station has a fully created alien
hive, under tight control. He discovered he could make even more money on the
side by selling excess eggs (which are supposed to be eliminated) to rival
corporations and groups. Bio-National purchases most of them. And with his
all-synthetic staff, he has total control. It wasnt until months later, did his
operation fall down after his sanctioned hive lost control.
NOTABLE SKILLS: Xenobiology (+7), Lecherous (10), Beurocratics (+6)

DANIEL GRANT
AVAILABLE AT: CL1
Daniel Grant is the president of Grant Corp, one of the largest
corporations in the ICC. He is young, good looking, and richthe world's
most eligible bachelor. His fingers ran deep in many fields of expertise,
including alien research, but he does not support keeping the species alive
for bio-weapon purposes. Grant Corp supports sanctioned hives because of
their large medicinal industry. Neo-Pharm, their successful sub-industry,
creates the wonder drug, Xeno-Zip and uses Alien Royal J elly as a prime
ingredient. Synthetic formulas have failed so Grant Corps has sent
expeditions to alien Hives to extract the substance. On one mission,. Grant
accompanied the team and reportedly came close to death. After that, Grant
Corp became a supported for the aliens elimination even though they have a
sanctioned hive at CL5. At the end of CL6, Grant Corp was one of the few
corporations still standing. It was rumored that Grant Corp was the sole
corporation that funded the CMC.
NOTABLE SKILLS: Business (+10), Beurocratics (+8), Handsome (+3),

DOCTOR ERNST KLEIST
AVAILABLE AT: CL4
Dr. Ernst Kleist is another in a long line of scientists committed to
studying the new alien race which have appeared over the ICC and like most of the
others, is very crooked. His experiments involve taming the aliens so no one
would ever need to fear them again. Like General Spears, he considered the aliens
the most valuable force in the universe. He also runs a sanctioned hive but the
purposeful death of any alien is punished violently. His research did develop the
Neutralizer fields, which accomplished more or less exactly what he wanted, but
Ernst wanted to go furtherhe wanted to control the species entirely.
This involved created a new Alien leader to replace the queen with
Synthetic programming, thus the entire Hive would be controlled by the
replacement, and Kleist. This experiment failed and when the CMC arrived to
investigate the losses of their men, the Aliens escaped and the base was evacuated.
Kleist vanished, but appeared much later (CL6) as the leader of the bug men (See the Plug-In)
NOTABLE SKILLS: Xenobiology (+9), Bureaucratic (+6), Engineer: Synthetics (+7)


36
GROPIUS LYSENKO
AVAILABLE AT: CL2
Gropius Lysnko died at CL5 after catching a bad case of morals.
He ran Weyland - Yutani's bioweapon's division for years, researching the
aliens and their potential for profit. Lysenko was a research biochemist that
was privatly investigating the aliens because of their Royal J elly. He was
convinced that by examining them, he could unravel mankind's own mental
processes. He worked for Neo-Pharm under GrantCorp initially, developing
the famous Xeno-Zip. He couldn't take Xeno-Zip with him when he left, but
he did carry a lot of information. He was picked up by Weyland - Yutani
later. Lysenko never agreed with their policy on the infestation of colonies
for research. He was researching the psychoactive properties of certain royal
jelly derivitives when he stopped his research. He also started experimenting
on himself. He vanished and was presumed dead. His last notes indicated a
breakthrough in separating his mind from his physical form but no proof was
given.
NOTABLE SKILLS: Xenobiology (+8), Bureaucratic (+3), Paramedic (+6), Biology (+4)

HERK MONDO
AVAILABLE AT: CL4
Herk Mondo is a legend in the CMC. Carrying a cannon in one hand,
a six pack in the other, Herk has swept through outposts and colonies,
eliminating their alien infestations. Herk Mondo is a self-proclaimed
professional bug hunter. Stories are passed about him in boot campStories
about him taking on hives single-handedly.
Rumors pass that he is a total psycho. He actually enjoys his work.
However he still does it for money (double Mercenary costsee below).
However, he does have a soft spot for kids and women. Herk flies around in a
modified drop ship, which is not licensed. The CMC frowns on his activities
but turns a blind eye to them. Corporations have unofficially put a bounty on
his head.
NOTABLE SKILLS: All Military skills.























37
GROUPS & WORKING OUTSIDE THE CMC

NON CMC CHARACTERS:

PCs can option to be members of these groups.guidelines follow. Every year, after the enlistment age
in the Marines (18), The character has +3 points to any non-military skills until the chosen age. They may purchase
Military (M) skills at twice the cost. If they leave the military, the GM can determine the way of discharge. If it
is honorable, the rank is maintained, otherwise, the PC has no connection to the CMC. If they leave at the end of
their character generation, they just left, otherwise, any additional points may be spent wherever. Everything has
prices except Starshipsthey should be assigned by the GM.

Editors note: Because of its complexity, I have decided not to include price lists and fees for Non-
Military. I leave it up to the GM to decide how to judge the costs of being an independent in this day and age. The
GM can invoke a fuel for starships (1000 / ly) and maintenance for vessels. Since I assume most groups will be
Marines, I decided not to work on it. If you want it quick and dirty, the following is taken from the Pathfinder
Game:

LANDING PERMITS $ LANDING PERMITS $
One Day Permit 500 Three Day Permit 500
Week Permit 1000 Permanent Port 10 000
Security Detail (per day) 100 Security (for Permanent Port) 10 000
Service Tune-Up 1 000 Repair Hold-Up (per day) 300
Repair Estimate 1 000 Ship Repair Various

Ship repair can be done simply as (1 K =10 000 repair cost). Even a ship down to 0 K still has many
systems intactEven though a 6K tank may cost 2 million, $60 000 will only be needed to get a 0 K tank back on
the field. Time can also be simply made as (1 K =7 days). These numbers can all be adjusted by the GM of course.
To decrease cost, consider decreasing it by 1 000 for every TL the Group is at. You can also reduce the repair time
by one day per TL. These are simple guides and are open to change by the GM. A ship beyond their total
Structure is wasted (Most of this info is repeated in the Cost of Living section)

BEEKEEPERS
AVAILABLE AT: CL5

Beekeepers have the most hazardous duty around. They venture out, looking for viable hives. They dont
eliminate them, but seek to extract the extremely valuable Royal J elly. They use suppressor technology to
incapacitate the hives, then extremely depressive individuals with very low self-worth infiltrate the Hive to extract
the J elly. For costs of J elly and rules of selling, refer to the chapter on Medicine.
Beekeepers generally move in cargo vessels and are crewed by ex-corporate engineers rather than military
personnel. Bee keeping is prohibited and proof of the activity may be punishable by extremely long jail term.

REQUIRMENTS:
SHIP: M-Class Starfreighter, T-1 Hauler, Dolomite Hauler, ZCT Vessel, or SV-90 Freighter
CREW: At least six, average around eight to twelve.
ADDITIONS: Some form of Suppressor device.
Someone with Xenobiology skills.
At least three people with military training.
Crewmembers are generallymean.







38
MERCANARIES
AVAILABLE AT: CL1

Mercenaries and soldiers of hire. The name and their career history has been recorded throughout history
in one form or another. They are hired by corporations, colonies, governmentsanyone with the money and the
need for their services. Most Mercs are ex Colonial Marines. They travel in modified craft to the systems that
needs them. Some stick with specific corporations, others remain on distant colonies as permanent security.
Mercs come in all shapes, sizes, and dispositions. Some fight the system, some are greedier and more
sinister then those who hire them. The CMC does not endorse the hiring or Mercenaries for any activity but they
have served alongside some better-known groups in hot-zones.
All mercenaries work under Contract with corporations or Nations. For game purposes, a Contract defines
the term of service or the mission of the Mercenaries, how much they will be paid, and any special conditions or
clauses that are needed. The fine print of these contracts is not important, unless the GM decided to add that level of
role-playing to the game.
In general, a Corporation that hires Mercenaries will pay enough money to cover their normal equipment
costs, salaries, and any medical aid necessary, and will provide transportation to and from the site of the job. Money
is deducted from the contract for any corporate property damaged or destroyed, and for special expenses. For
purchasing a mercenary per mission, add up his CP +OP total and multiply by 100 per month. Every member of the
team increases the total cost of the unit by 100 per man. If the team has a ship, the cost jacks up to cover the repair
and maintenance costs. The basic cost of a merc team with a ship increases by +1000 per K of the ship.
The Corporation usually supplies an Officer to lead the mission, although this NPC will stay away from the
battlefield if at all possible. His or her duty is to direct the Mercenaries and keep track of what they do, not to take
any risks. The same can be said of any Auxiliaries supplies by the Corporation; these NPCs are available if the
Mercenaries do not have their own. Mercenaries rarely have their own ships, so these are also supplied. They do
not enter combat situation and will usually abandon the Mercenaries on the ground rather than try to pick them up
while they are under fire; if the dropship is damaged; the mercenaries must pay for the repairs. For Mercenaries
who do not have their own APC, this can also be supplied. Since the characters will be driving it, they may do with
as they wish, but again, any damage to it will be subtracted from their Contracts value. It is quite possible for a
Mercenary Strike Team to end up owing money to its employer, a debt that is usually worked off by taking an
additional Mission at a reduced Contract value. If unusual expenses can be reasonable expected, these are added to
the contract

REQUIRMENTS:
SHIP: M-Class Starfreighter, Dolomite, ZCT Transport, SV-90, Snakefighter, or Conestoga. The last two are the
GMs discretion. Should have firepower.
CREW: Eight and up to fifty.
ADDITIONS: All members should have military training of some sort
(At least 3 points in M skills per character).

SMUGGLERS / CIVILIAN TRANSPORTERS
AVAILABLE AT: CL1
Similar to Mercs, Smugglers transport all unofficial cargo from systems. They often butt heads with
Colonial Patrols, preventing the traffic of illegal materials. Upon the introduction of the aliens (around CL3),
smugglers found a new booming industry since almost every corporation would pay top dollar for ANY sample of
the species from genetic samples to live eggs and even quarantined alien warriors. A Queen is a rarity, but not
impossible. They sometimes transport Royal J elly for Beekeepers not equipped to carry the cargo over long
distances. Some large smuggler operations run Beekeeper teams on the payroll.
Smugglers and Civilian Transporters look the same and are both authorized to carry legal cargo but
Smugglers usually have members in the military field. Smuggling is prohibited in all areas of known space.
Civilian Transports are not recommended as characters since most dont need military skills. Life is usually boring.
The cost of smuggling usually depends on the situation.

REQUIRMENTS:
SHIP: M-Class Starfreighter, T-1 Hauler, Dolomite Hauler, ZCT Vessel, WY Trader or SV-90 Freighter
CREW: Anywhere from five to twelve.
ADDITIONS: At least one member must have a military background.
39
CORPORATE RETAINERS
AVAILABLE AT: CL1
Retainers are similar to Mercenaries and are outside the standard military of the Corporation. They are
usually organized as Strike teams which handle specific Corporate needs in exchange for financial contracts of
carrying duration. People in these units are similar to the normal military personnel that a Corporation might hire on
Salary, but they differ ii that they are usually of outside origin and have a certain identify of their own. The origin of
a unit of Retainers might be the military or a destroyed Corporation or faction within a corporation, or it might be
one of the colony worlds. Former Colonials make up the bulk of Retainers, as there are may worlds that have more
people than wealth, and expert soldiers. They are trained and given basic equipment before being sent to a
corporation, which then supports them with additional equipment, and gives them any special training or
indoctrination needed. The Retainers pays them and supports their families. The main reason Retainers work in
Strike teams is a simple one; Corporations do not trust them to be organized in any larger numbers.
For Characters, life as a Corporate Retainer has several advantages. The Corporation is available as a
source of financial and military support, and usually pays well. The Characters still have a degree of freedom,
however, and can approach problems in their own way without so much interference from the Corporation.
Additionally, if they get a better offer or see a special opportunity arrive, they can probably get out of their Contract
and move on their careers. One the other hand, Retainers can find themselves working for a Corporation which is
less than honorable, or which is not too concerned with their welfare.
The standard Contract lasts for one Year, although longer terms are very common. When they have no
pressing duties, they live and are paid like idle Colonial Marines; the pay scale is exactly the same. If they receive
a mission or go into combat for any reason, they receive combat pay for that month. The value of combat pay is
usually the same as normal Mercenary salary of the Strike Team, as calculated above, although the contract value
for especially dangerous missions would be increased and might well be two or three times this amount. A large
potion of the money is used for group overhead and military costs, including ammunition and so forth, and any
remaining funds are split among the members of the unit for their personal use. How the profits are shared is up to
the members of the Strike Team, and does not have to follow standard salary guidelines; for example, the units
leader usually receives a larger share than the others, regardless of skills.

REQUIRMENTS:
SHIP: Any type assigned from the Corporation
CREW: Anywhere from three to fifty.
ADDITIONS: All members should have military training of some sort
(At least 3 points in M skills per character).
























40
COSTS OF LIVING

RECOVERY: <Optional>

Recovery can be used as normal or can be increased by adding double the tech level of medical equipment.
If its TL4 and the character has a recovery of 12, the recovery in medical care is 20 (12 +4 x 2). The stay in the
hospital would then drop accordingly.

MEDICAL BREATHROUGHS:

CYBERNETICS (TL1):
Cybernetics came along way in the decades since their introduction in the late 20trh century. Unlike
current views, their progression did not evolve into fashion or into some form of additional use beyond the limb they
replaced. Although this fad did exist in the early 21st century, when the boom in microelectronics allowed for a
100% efficient simulation of the original appendage, most found themselves left with an out-of-style machinery
usually permanently mounted on their body.
By the beginning of the Synthetic era, which saw the replacement of traditional electronics with bio
mimicking silicon wetwear, the possibility for improvement in the cybernetic realm increased. By the time full
body replicants were being constructed, up to 80% of the human body could be realistically replaced by synthetic
parts and still maintain a mental sanity as well as a general human appearance. Metallic and enhanced cybernetics
are all but forgotten, replaced by limbs which resemble the originals in almost perfect detail, right down to
mimicking a pulse and even fingerprints. Insurance will cover all forms of synthetic replacements of organs and
appendages lost from any non-self inflicting action. The new limbs operate exactly like their original and only the
small scar around the connection gives it away. Even pain sensors are connected, although toned down slightly (Any
stun damage done do that area is halved). Insurance will not cover increases in strength or additional abilities.
If the characters are not covered by insurance and lose a limb in the in the line of duty (Smugglers for
example), they will have to purchase it. The hospital stay is usually a week. Limbs are quicker but the limb also
needs to be trained.

P A R T C O S T
Internal Organs (Heart, Lungs, Stomach, etc) 5000
Minor limbs (fingers, toes, nose, ears, sexual, etc) 800
Major Limbs (Legs/Arms, not hands or feet) 3000
Manipulators (complete Hand / Foot) 2500

RULES
--Synthetics limbs can take a bit more damage. Take the normal damage capacity of a persons limb (1/4 of the
Bodys hits) and increase it by 50%.
--If a PC is forced to do surgery on a Synthetic limb, EngineerSynthetic is the appropriate skill.
--If the surgery involves entering the human body, both surgery skills and synthetic skills are required. Two
separate characters can be used for the procedure of course.
--Synthetic parts still need to be serviced ever year of service (400 if uninsured, DV 15 for a PC to do it) If this
service is not done, the part will fail within a year.
--Synthetic parts will last five years before needing replacement.
--A character who has a large portion of his body replaced can use the synthetic rules and statistics.
--Limbs can be improved but insurance will not cover it. The CMC has been known to do it under the table though.
LIMBS MAX POINT
CHARACTERISTIC REPLACED INCREASE COST / POINT
STR Arms +4 1000
REF Arms / Eyes +2 / +2 500 /500
DEX Legs +4 1000
CON internal organs +4 500
BODY Body replacement See Synthetic rules --
MOVE Legs +6 500
41
--Metal limbs and substantial improvements (hidden weapons, etc) are explain in detail in Cyberpunk 2020. Use
that or the new FUZION Cyberpunk 3.0 for costs and abilities.

DONOR CLONES (TL3 / TL5)
Donor clones succeeded general synthetic replacements very
quickly, offering a transition from one limb to another without even the pains
of rejection. But, like most technologies, it was mutated for an immoral
practice. The advancement was simple. When someone needed any type of
organ replaced, the medical lab would simply clone a replacement. For any
internal organs, the body would be cloned, without limbs. Tubes ran out
from the body to maintain fluid control. The organs themselves are
genetically identical to the ones to be replaced since the husk was cloned
from the recipients own tissue. The procedure of replacing damaged or
destroyed organs with donor cloned organs is relatively simple, not that far
off the surgical procedures from hundreds of years ago except the speed of
recovery has rapidly increased and the rejection factor is zero.
Donor Cloned organs cannot be improved but are perfect replicas of
a healthy organ the subject should have; genetic faults are filtered, making
them better than before. There is no rejection and the subject can resume
normal duties in less than a week. Insurance covers all costs of course.
At TL3, Cloned tissue (generic tissue, skin, eyes) and limbs are
created in laboratory containers in fluid solution. Cloning tissue only takes
about a day for limbs and 72 hours for internal organs (because the entire
torso is usually cloned. Extra tissue is usually sent off to schools or disposed
as biological waste. Cloned body parts cost the same as basic synthetic
parts. They have the same statistics as the original limb, no changes
whatsoever. Some still prefer synthetic counterparts but for most, nothing
beats pure human skin.
At TL5, full body cloning becomes available. The only real initial
reason of this development was the obvious attraction for the ultra rich but
since mankind has yet to develop a medical technology advanced enough to
transfer a brain successfully over, the offer of immortality still resides out of reach.
However, Donor cloning soon opened the doors to one of the scariest developments never
once imagined by the designers that created the process.
At TL3 and TL4, it was not done as often, but at TL5, Donor cones were
considered an easy, and somehow, more humane alternative to creating xenomorphs for
sanctioned laboratories. Even at TL3, it was an unofficial secondary purpose to cloned
husks. Back then, it was a lot harder to perform. Back then, embryos must be surgically
removed from the facehugger then implanted in the husk cavity. The failure rate was
unusually high. At TL5, the process became easy. Full body-donor clones are effectively
brain dead, without any activity. Life support needed to be maintained. This, plus the
creation cost for the body itself, meant that body cloning was amazingly expensive. Some
still can afford funding them, balancing the investment to the alien they were to retrieve.
Some corporations unofficially still prefer cheaper solutions. Donor bodies can run over
$50 000.

F.I.T.R.
FITR is a telepathine that induces a sense of invulnerability and increased mental
strength in whoever takes it. It had been in use for a long period of time in a variety of
doses to treat certain psychological conditions, but the increased dosage increases the
potential of the drug. By the appearance of the psychically aware aliens, FITR soon found
a use after it was discovered aliens can be affected by the willpower of a subject.
Although FITR had been present for many years, it wasnt until Dr. Paul Churchs
research did the its potential against the aliens reveal itself.
FITR can be injected or swallowed in pill form. Each dose lasts for one hour and effectively doubles the
subjects Willpower for that time. It then drops by one ever 10 minutes until dropping until half of the original
willpower. It then slowly rises back to normal.

42
TIME SERUM (TL5)
The Time Serum does not officially exist and all specimens are under lock and key. The serum, when
taken, is rumored to reverse the age process, removing wrinkles and taking up to thirty years off someones face.
When taken young, it stops the aging process altogether. The Serum can only be take once, a double dose would kill
someone. It effectively doubles the lifespace of the average human being by regenerating dying cells. Some
rumors point that this serum is based on the aliens morphology but this is just a rumor. No corporation or
government acknowledges the existence of this serum.

XENO ZIP:
See below

XENOBIOLOGY &
THE DISCOVERIES FROM THE NEW SPECIES:

LINGUAFOEDA ACHERONSIS
For the layman, they are called the aliens, some call them the Xenomorphs, but to the scientific community,
they have been given a name
Linguafoeda Acheronsis
The famed Weyland Yutani biochemist Gropius Lysenko, labeled the scientific name of the alien species.
The name stuck and in most laboratories, the alien species is referred to as such.

LEPROSY AND THE ALIEN (TL4)
Leprosy plagued mankind for centuries. Centuries ago, a cure finally wiped out the problem and it, like
many viruses of the previous millenium, vanished. Recently, sanctioned alien hive labs bombarded their subjects
with almost every type of curable terran virus hoping to stumble on a bug that would destroy the species but leave
the human race with a virus that could easily be handled. Years passed, without a single big that would even cause
of heart murmur. That was, until, someone read the bible.
Leprosy didnt seem to hurt the aliens themselves, but when injected into the impregnated human vessel
seemed to retard the development of the embryo inside. It didnt seem to kill the creature, just prevent them from
growing into a stage that would be ready for birth. This process can occur anytime until 30 minutes before the alien
give birth. Once infected, the impregnated host can work perfectly without hindrance (except for the attacking
43
leprosy). As long as the leprosy can be stayed off, the alien inside would never grow. The subject then can wait
until a surgical room is ready. By TL5, an enhanced version of the disease is available in syringe form that attacks
almost instantly but stops before it can do any permanent damage. After the chestburster can be removed, the
disease is cured and the subject walks away. The idea seemed useful. However, this accomplishment came very
late and people could not be helped in time as thousands of aliens spread across the ICC.
Infected humans with the retarded embryo are assumed to still be impregnated, thus, they are totally
immune to Alien aggression. Aliens will not attack them and will try to protect them. One sanctioned hive even
carried a crew of leprosy infected impregnated subjects which can freely walk through the hive without the slightest
bit of aggression. Not even Synthetics can guarantee that. Only the Queen can openly attack one of these subjects.
After six months being infected by leprosy, the damage becomes too great and it really must be cured.

ROYAL JELLY (TL3)
The scientific community is totally aware of the Royal J ellys importance to the alien species but it was
shocked to discover what happened when mankind ingested the substance. J elly offers a pure form of elation and a
high greater than any drug ever recorded in the history of man. In the violence and horror of mankind most found
escape in the form of the alien jelly. A dose of J elly does the following:
+2 to WILLpower
-1 to PREsence
+2 to REFlex
+2 to DEXterity
+2 CONstitution
+20 ENDurance
A 5 OP Bad Temper
A 5 OP Beserker
It makes you FEEELLLL good.
All derived statistics are modified as well
Royal J elly is extremely addictive. Anyone who takes it, must take DC4 to his/her resistance. If reduced to
zero, addiction sets in. If not, they are okay but if exposed to it again, take DC5, this increases by 1DC every dose.
If taken before the resistance can be recovered, addiction is certain.
Once addicted, the user must have daily doses or suffer withdrawal. After twenty doses, the bonuses
offered no longer apply with the exception of the Bad Temper and Berserker. It still makes you feel good though. If
a double dose is induced, abilities are doubled but the user also takes DC5 of Humanity damage. A triple dose
triples the bonuses and inflicts DC10 of Humanity damage. If quadrupled or quintupled, the process continues. If
the Humanity is reduced to zero, the character has OD and has gone mad or can be mutated into a Bug Man
<OPTIONAL, See Plug-In>.
If the doses stop, within one day the bonuses usually added are subtracted (Basic penalties: -1 WILL, -3
REF, -1 DEX, -1 PRE, -2 CON) but the Bad Temper and Beserker remains. This time the anger is vented towards
either other people or to getting the J elly. The graph below must then be followed. The character must beat a DV
of 10 using their WILL. A check is made after the time given below. Start at 1.
Each failure or success moves the person up or down the table until he/she dies or is rendered free. If the
user fails a DV, the next test adds a +1 bonus to the persons roll as long as they dont take the drug. If they do, they
are back to test 1. Taking the drug within a month of passing Test 11 reduces the subject back to Test 1. After a
month, they are assumed to be starting over.
GETTING OFF THE JELLY
TEST PENALTIES NEXT CHECK FAILURE SUCCESS
1 basic 24 hours Test 2 Test 3
2 basic, 10 OP Temper 24 hours Test 4 Test 1
2 basic, 10 OP Temper 24 hours Test 4 Test 1
3 basic 72 hours Test 1 Test 5
4 same as 2, 10 OP Beserker 24 hours Test 6 Test 2
5 -2 WILL, -2 CON, -1 PRE 1 week Test 1 Test 7
6 same as 4, 15 OP Bad temper 24 hours Test 8 Test 4
7 -2 WILL, -1 CON 1 week Test 1 Test 9
8 same as 6, 15 OP Beserker 24 hours Test 10 Test 6
9 -1 CON 1 month Test 1 Test 11
10 same as 8, 20 OP Bad Temper 24 hours Test 12 Test 8
11 none none Test 1 Complete
12 same as 10 plus 20 Beserker 24 hours Test 13 Test 10
13 None None Death Test 12
Every two months using the J elly consistently adds a 5 OP personal habit since the visual effects of the
substance is obvious. Every month, this OP increases by 5 and causes DC4 of humanity, until the subject is a
glibbering mess.
44

XENO - ZIP
Xeno-Zip, produced by Grant Corp, was an attempt to cash in on the possibilities of harnessing the abilities
of Royal J elly without the harmful side effects. The Royal J elly is one of the prime ingredients. It is totally non-
addictive but is still frowned upon by many groups. Xeno-Zip, in its purest form, is basically an amphetamine, and
the strongest type youll ever find. It will make the subject feel wonderfulmake you do fourteen hours of work in
three hours. It was first designed for people in manual labor since it makes you work like horse. Taken only in pill
form, Xeno-Zip lasts for 3 hours and causes the following:

+1 to WILLpower
+1 to REFlex
+1 to DEXterity
+1 to CONstitution
+10 to ENDurance

Of course, it is not as effective as Royal J elly but it is legal and non-
addictive. Grant Corp made a fortune until they ran out of J elly. Synthetic
alternatives were a quick alternative. However, the synthetic version was
flawed. Anyone taking the Flawed Xeno-Zip must beat a simple DV of 5
adding their WILL to the roll and subtracting 1 for every additional pill taken
(4 pills =DV8 =DV5 with 3 additional pills). Of course, some
automatically succeed, but those who fail loose the bonuses and immediately
and take DC5 in stun damage +1DC per extra pill. They must immediately
make another roll. Another failure results in a catastrophic biological frenzy
where that last persons actions and thoughts are amplified to breaking point.
This frenzy lasts 4D6 rounds plus 1D6 for every additional pill taken. For
that time, the following is in effect.

+6 to WILL
+3 to REF
+3 to DEX
+3 to CON
+3 STR
+3 MOVE
+3 BODY

All these abilities increase by 1 for every additional pill taken up to a maximum of +5. After plus five, any
additional pills just lengthen the effect. The persons last though becomes amplified and is effected by a 20 OP
Beserker Complication
After the time has passed, if the subject still lives, he/she reverts to normal with a penalty to their CON =to
how many extra pills are taken. If the CON is below zero, the subject enters a coma and takes DC Killing Damage =
to all the extra pills taken. After this was discovered, the flawed Xeno-Zip was pulled and Grant Corp, even though
taking a bath in the stock market, recovered by gaining a new supply of Royal J elly. By CL5, their Sanctioned
Hives were supplying the stuff at a good rate. There were underground reports that GrantCorp kept a large cache of
the flawed Xeno-Zip under request of some military organizations including the CMC for times for which they
needed such insanity.

BLACK MOLD
The Black Mold is a substance reported on the terra-formed world of RLW 1289. It was never found
anywhere else and since the original supply vanished, has been hard to re-create in a lab. The Black Mold is totally
harmless to humans but has an extreme adverse effect on the Alien species and seemingly only the alien species. It
devours the resin of their hives and retards embryo development. It does not eat anything else. The crumbling black
dried-peanut butter-type substance carries on the backs of aliens into the hive where it attacks the resin walls, the
eggs, and then finally the queen. The mold weakens the facehugger, preventing them from impregnating people with
any effectiveness. Those that do succeed usually only implant dead chestbursters that die in the womb or upon birth.
The queens egg sack rots and diesshe soon follows from the infection. The drones cannot create jelly.
Soon, the alien drones, in a mad dash to sustain the hive, exhaust themselves into extinction. The whole process for
an average hive can take as long as a month from initial attack but the end result is still the same. If the queens
chamber is infected from the start, this process can be shortened to only a matter of days since the Drones care of
the queen will spread the mold to every part of the hive in a few hours.



45
The Mold is totally uninterested in any other substance and is not even poisonous to other life forms, even
though it offers no nutritional value. This leads to the conclusion that this mold, although found initially on an un-
colonized planet, must be bio-engineered because of its single-minded mentality. It has been deduced man did not
manufacture it. <See J OCKEY RACE PLUG-IN>

RELIGION

Most religions still exist even though the ICC frowns on them
altogether. Most have embraced religion because of the horrific society
most live in. Religious cults now spring weekly, where people, starved
for some answers, will embrace something that looks like a promise of
something better. Missionary vessels cruise through the ICC, passing
the word of God. These ships number more than Smugglers in some
sectors. The CMC promotes religion in its armies for stability. When
the Aliens became public at CL4, most ran to religion to answers since
many decreed that these creatures were nothing less that the purest form
of the devil. Some thought otherwise that no universe created by god
could result in this species. For a select few, however, the aliens became
their own religion.

CHURCH OF SALVAJES (CL4)

Women are blessed. They know how it feels to be joined with
another life
to share them selflessly. It must be wonderful.

Salvaje started his sect underground at first, offering his escape on local cable access. His mentality was
that the aliens were the next evolution of mankind. Man would be reborn in a new life. Men are servants of a new
lord. He started his cult with a few members but as society worsened, more and more came knocking on the
Churchs door.

Youre nothing. Im nothing. Only vessels. Here to serve the truth Messiah
Glorified I having been chosen for the ultimate communion.


Salvejes cult became obsessed with allowing the aliens to propagate, giving up their lives to the future
ruler of the universe. They are solely responsible for starting the war that released the aliens all over Earth. For
46
years Salvaje let his numbers increase, promising the moment of true salvation. When his followers numbered in
the hundreds, he made his play, attacking the hive run by Bio-National on Earth. Many were killed by security but
many made it through. Even Salvaje himself was impregnated. It was unavoidable then. The aliens were loose.
Salvaje had won. Before their final attack at the beginning of TL5.5, his followers everywhere spread and
sabotaged, trying to force the infestation in other areas. Some, impregnated, purposely hid in populated areas.
Some even used the leprosy retardation to delay the birth until strategically necessary. Salvejes cultists are only
loyal to the cult and to the alien. They will kill to protect them. Nothing is more desirable to them then to be a
vessel.

SERVICES

MEDIA
Excerpts from the book The evolution of Television by Emmett Webster, DH Press 2057: Commercial
television as it was known in the 1980s and 90s disappeared with the application of super-conductive transmission
technology to the then non-existent cable television systems. With systems offering 500, then 1000, and eventually
5000 channels, it became economically infeasible for advertisers to support mainstream dramatic programming.
Soon, instead of hundreds of thousands of viewers, audience shares were calculated in the tens. With the breaking
of the FCC, cable access was open to all persuasion. In a resurgence similar to that seen during the mid-1980s,
religious programming became a television staple, outnumbering non-doctrinal programs nearly 100 to 1. With so
many programs to choose from, viewer perceptions changed. 5, then 2 second commercials defined much of the
fast-cult visual styles of the 90s. The style of mid-century programming was changed with the introduction of the
retinal switch or eye-box. The eye-box was designed to detect minute changes in the capillaries of the retina
and initiates random channel changes based on involuntarily blood pressure fluctuations. To hold audiences,
programmers were forced to devise new styles of programming that would not trip the eye-box switcher.

ATMOSPHERE PROCESSORS:
With the lack of habitable worlds within a short distance of the Earth has encouraged the development of
marginal worlds and colonies. Potential colony worlds with reduced atmospheres can be colonized over a period of
decades by reducing the unbreathable components of their atmospheres and increasing the levels of breathable
gasses such as oxygen and nitrogen. Two techniques are being used to do this; sometimes both are used at the same
time. First, it is possible to establish ecological architectures -which are usually specific mosses, grasses, and small
47
flowering plants -to convert certain gasses in the atmosphere (mainly the carbon dioxide) into usable oxygen. The
second technique is to supplement this long-term strategy with a number of atmosphere processing stations.

An atmosphere processor is a cone-shaped tower, about 1500 meters high. A 1.0 Terrawatt fusion reactor
powers it, and it draws into the planetary atmosphere through a series of louvers in the bases and sides. This
atmosphere is then drawn up through a series of hot mass processors arranged in a ring around the fusion core. Each
of the processors can draw into the atmosphere through a battery of turbines, which compresses the accelerates the
gas. This is then passed through a high temperature electrical arc that heats the gases and ionizes it. The magnetic
coils then heat the gas to near plasma temperatures in around 5,000 degrees Kelvin, and the molecules within the
gases are dissociated into their component atoms. The hot streams of monatomic gas are then sorted by a series of
magnetic fields into constituent elements. Some of these (such as carbon) can be drawn off as a waste by-product
(such as graphite dust), while the remaining hydrogen, nitrogen, and oxygen atoms are expelled back into the
atmosphere, where they can cool to form as hydrogen, nitrogen, and oxygen.

CRYO-TUBES
A need to travel the long distances across the vastness of space, a majority of the company and the military
missions involve a long distance of travel. As a result, the development of the cryo-tubes process has evolved over
the years. First used to preserve the dead for study, scientists have used this technology for use in long distance
travel. Since it's success, it has been widely used on different gathering operations for long lost ores and new
resources to the military for their interstellar travel to protect and guard a colony on a distant planet. This kind of
sleep involves reducing the body temperature to a freezing level. It slows the heartbeat so that the person in the tube
is in a deep comatose state. While the person is in this state, the computer monitoring the sleeper will emit a low
energy stasis field so that no time for the sleeper will pass. The process was not intended for anybody to sleep for
more than several months to a year. Corporations still plans on exploring the outer reaches of space and to
developing more advanced ways for the sleep process.


All corporations manufacture
the cryo tubes. They are all identical in
operation even though many variants of
the style exist. Impregnated subjects
can be placed in cryo and held safely
until needed. The freezing process
inflicts more damage onto an embryo
than even a human does. An embryo,
after the host is removed from cryo,
unfortunately takes longer to adapt back
to normal health. Every 12 hours in
cryo-sleep grants the host another hour
when released before the embryo starts
to grow again.

















48




OTHER HOSTILE LIFEFORMS

ARCTURIANS

These are the natives of Arcturus, and they are mammal-like creatures that are about the same size as
humans. Their society is like that of ants; they live in underground hives, have a large single queen which lays eggs,
and raise their young in communal nursing chambers. They are semi-intelligent, with mental abilities similar to
those of the lower apes.
This combination of animal and insect traits makes the Arcturians a strange race. They are warm-blooded
omnivores, breathe an oxygen atmosphere, and are roughly humanoid, but they are also eyeless and they
communicate and find their way using sonar. Their young are amphibious and are raised in warm pools in nursing
chambers near the bottom of the hive. The limited intelligence of the Arcturians allows them to work together on
important tasks, learn from experience, and teach each other. They have a rudimentary language and use simple
tools, including sharpened pieces of stone for weapons. Arcturians pose little threat to armed Colonial Marines, but
an unwary group entering Arcturian tunnels could be in trouble. They have been known to lay traps for Humans,
and have even collapsed shafts to isolate intruders. The Arcturians have also learned to wait until a groups lights
have failed before attacking, to maximize their advantages.
Arcturians are kept away from Human settlements by sonic barriers. To drive them out of their warrens is
more difficult, as the queen is immobile and the Arcturians will defend nursing chambers to the death.

STATISTICS
(These are base numbers with their appropriate skill)
INT: 2 WILL: 5 REF: 5 TECH: 1 DEX: 4 CON: 4 STR: 6
BODY: 8 MOVE: 7 (RUN14, SPRINT21, SWIM / LEAP7 )

HITS: 40 KD: 5 ED: 5
STUN: 40 SD: 20 REC: 10

WEAPONS: Range: WA: DC: SPECIAL
Claws 1 +1 6-Stun / 3-Hits None

BLACKBODY CORAL

Discovered on Saint J ohn, Blackbody Coral is a Hive-type microorganism that is similar to coral on Earth.
It grows on surfaces that are exposed to light, and its cells are essentially light traps; virtually all of the solar energy
that hits the coral is absorbed into the cells, which are also well insulated. The energy is used to feed the growth
of the Blackbody Hive. Blackbody coral is widely used in construction on Colony worlds with harsh environments,
because of its excellent insulation and energy absorption properties.

HARVESTERS

Harvesters are large creatures which live below the ground, and they are destroying the Colony on Tartarus.
Their attack is almost impossible to stop because they bore through the Earth and attack from directly beneath the
facilities. No underground protection has been that will stop the Harvesters, although many attempts have been
made. Decoying the Harvesters to the surface outside the colony where they can be attacked by aircraft has been
used with success, but the Harvesters are cunning and these tricks are no longer effective. The Primary focus at the
remaining facilities is to destroy the Harvesters in their underground chambers. For this work, the Colonial Marines
have been called.
A Harvester is heavier than any land animal on Earth; it is over nine feet high and nearly twenty feet long.
Shaped something like an armadillo, the Harvester lives beneath the ground and has massive front claws and a
powerful snout for digging. It uses sonar as its main sense and has acute hearing and small but limited vision. The
49
Harvester is very maneuverable for a creature of its size and can and can move up to 34 feet / second. It main
purpose is for burrowing and harvesting. Harvesting consists of burrowing to the surface and shredding organic
plant and animal life that it processes and stores in its gut. Harvesters operate in groups and their communication
and intelligence can be compared to that of a wolf pack. They are highly territorial and attack any Harvester from a
foreign pack or any other threat within their area of operation. A Harvesters attack consists of the creature charging
and overrunning or ramming its target. When Harvesters fight each other, it is a push and shove match until one is
turned over, exposing its softer underbelly. This leaves it vulnerable to the shredding jaws of the victor.
The carrier is another form of the creature, and it is very similar to a normal Harvester. It is different in
that it is not equipped to harvest and store large quantities or organic material. Instead, it has up to 12 drones
growing on itself. These drones can be regrown in about three weeks.
The Drone is a smaller, boar-size creature whose purpose is defense against small animals and creatures
that threaten the lair and underground chambers. The Drone has only one purpose, and that is to bite. It lives
attached to what is called a Carrier and has few internal organs of its own. When released from the Carrier to attack
a foe, it does so with the ferocity of a creature whose only purpose is attack, for the drone can only live a few hours
once released. The Drone can climb and jump, as well as move up to 42 feet / per second. Once it reaches its target,
it attacks with its jaws. The creature is nothing more than a portable set of mandibles and once it locks its jaws onto
its victim it will not release its grip. The jaws actually ratchet down and cannot be opened short of breaking the
thick skull and mandibles.

STATISTICS HARVESTER
(These are base numbers with their appropriate skill)
INT: 2 WILL: 3 REF: 7 TECH: 0 DEX: 7 CON: 10
STR: 15 MOVE: 11 (RUN22, SPRINT33, SWIM / LEAP11 )

HITS: 150 (3 K) KD: 30 (0.5 K) ED: 26 (0.5 K)
STUN: 100 SD: 50 REC: 25

WEAPONS: Range: WA: DC: SPECIAL
Bunt 3m 0 10-Stun / 5-Killing
Claws 4 m +1 6 Can also grapple
Stomp 1 m -3 13 (1k)
Ram 1m -3 3k

STATISTICS CARRIER
(These are base numbers with their appropriate skill)
INT: 2 WILL: 3 REF: 6 TECH: 0 DEX: 6 CON: 10
STR: 13 MOVE: 10 (RUN20, SPRINT30, SWIM / LEAP10 )

HITS: 100 (2 K) KD: 20 (0.3 K) ED: 20 (0.3 K)
STUN: 75 SD: 30 REC: 23

WEAPONS: Range: WA: DC: SPECIAL
Bunt 3m 0 10-Stun / 5-Killing
Stomp 1 m -3 13 (1k)
Ram 1m -3 3k

STATISTICS DRONE
(These are base numbers with their appropriate skill)
INT: 1 WILL: 1 REF: 5 TECH: 0 DEX: 6 CON: 8 STR: 6
BODY: 5 MOVE: 7 (RUN14, SPRINT21, SWIM / LEAP7 )

HITS: 35 KD: 5 ED: 5
STUN: 35 SD: 20 REC: 13

WEAPONS: Range: WA: DC: SPECIAL
Bite 1m +1 6 Grapple

50



HYPER-ALGEA

This very small type of plant life was found in the limited shallow seas of Alexandria. When it is cultivated
in an environment of water, sunlight, and carbon dioxide, it reproduces at an incredible high rate. Oxygen is the
main byproduct of Hyper-Algae, so its is used in the large Life Support systems of many Colonies, and is the
primary reason the systems are inexpensive and reliable.

MORPHERS

The creatures were discovered on Saint J ohn. They weigh five to ten pounds and have a unique shape-
changing ability. They are able to adopt any of several forms, including a water-breather like a fish, an amphibian
form, and a land-dwelling air-breather. Morphers do not simply change shape at will; they enter a state of dormancy
in response to seasonal and climatic change, and emerge from that state days or weeks later in a form which is more
appropriate to the current environment. This change occurs through the action of a special part of the Morphers
DNA code, ad is like the way a tadpole becomes a frog, except that a Morpher changes among several different
forms on a cyclic basis. The study of Morphers has been vital to the science of genetic engineering, and Morpher
DNA is still being heavily researched for future uses.

PANAMAR PLANKTON

A recent discovery on Panamar is a type of thermogenic plankton; this simple life form used thermal
energy instead of sunlight to create hydrocarbons. It is already in experimental use in life support systems, and will
probably have many other functions as well

BRACHOUS SLUGS

This is a simple and decidedly unglamorous organism that lives on Astyanax. Concealed in its DNA,
however, could be one of the greatest prizes discovered by Humanity. Because the Brachous Slug evolved in a high
radiation environment, it has developed the ability to repair radiation damage and other harm to its own DNA. The
ability to repair itself has given this simple creature effective immortality . Falcon industries is currently leading an
intensive research project into the Brachous Slug, in the hope of greatly extending Human life. The rumored Time
Serum is said to be based on this creatures DNA




















51



PLAYING ALIEN: FUZION

RECOMMENDED GAME SIZE

I planned this game for an average size of four players with one GM. Obviously this game can be played
smaller or even larger but I really frown on anything smaller than three players. Any more could reduce individual
role playing. There should be a balance of character classes.

A GUIDE TO CHARACTER RECOMMENDATIONS:

--There should be at least one synthetic as a PC or NPC
--There must be one lieutenant to command the squad. It should be a PC since this Character enters the
combat arena. There would be officers higher up.
--There should be no one higher than a lieutenants rank but the GM can allow for a Captain if necessary.
--At least one Heavy Weapons soldier.
--Someone with some OP in Xenobiology.
--Someone might even have a connection to the Acheron mission. Either be related to someone on the
Sulaco or Hadleys Hope.
--Someone should have dropship piloting skills.
--Someone should be an armor driver.
--There should be no psychopathic characters or players with very unstable personalities.
--Medical skills are recommended. If not, the GM should supply a combat medic.

ATMOSPHERE

The lights should be dimmed a tad but not too dark. If the adventure is a horror adventure (one alien, dark
corridors), consider turning the lights off altogether, illumination supplied by pocket flashlights. Of course, it
should be late when gaming begins. No one should dress upthis is not THAT type of game. Definitely have
printed pictures of weapons and equipment around as well as pictures of the aliens so players can visualize what is
going on.

MUSIC

The GM should definitely consider using music to accentuate the gaming experience. Scary music when
searching a derelict spaceship, action music when battling hordes of xenomoprhs. Soundtracks recommended
follow:
ALIENS
This is an obvious must buy with J ames Horners famous, and often ripped off, soundtrack. Use it often.
Action tracks are plenty and the scary music is good to. You can buy at most stores that offer a good selection of
soundtracks.
ALIEN
Unfortunately, the first movie's soundtrack is no longer available, being pulled just a few months ago. I
am lucky to have purchased it long ago. No ambient music from any of the other films beats J erry Goldsmith's oscar
nominating soundtrack. It just proves that J erry is the best composer of all the Alien films since his music has been
sampled in Aliens and Alien: Resurrection as well.
ALIEN: RESURRECTION:
I honestly don't hate J ohn Frizzels music which has been bashed in the reviews. It is the least popular
but still usable. Tracks 1, 2 and 3 are very accessible as ambient tracks and track 10 is good for an action score.
ALIEN 3:
-- Elliot Goldenthalls artistically strange soundtrack varies so often, it is not often usable but some are.
Listen and study the music wisely.
AIR FORCE ONE:
52
-- Another Goldsmith soundtrack that offers a great military theme with some great action scores.
EXECUTIVE DECISION
-- Yet another military themed soundtrack by J erry Goldsmith. Ignore the ethnic stuff.
TRUE LIES
-- Even though half the soundtrack are unusable songs, Brad Fiedels music sometimes offers scores of
some worth.
DARK CITY:
--With the exception of a handful of songs, this is one of my favorite soundtracks. Terry J ones doesn't
often get credit for his music. The ending track is remarkable.
VOLCANO:
-- The problem with Varase Saraband's titles is that their soundtracks are always so short. The average CD
is only 25 minutes and they cost SOO much. Even still, Alan Silvestri offers a handful of really intense scores.
OUTLAND / CAPRICORN ONE:
-- Two of J erry Goldsmiths rarest and best soundtracks were re-released together on one CD. 75 minutes
worth of music is a good value. Most of Capricorn One is stapled in the 70s but some are useful. As for Outland.
Anyone not utilizing the entire soundtrack is wasting their investment.
TOTAL RECALL:
--Okay, if you havent noticed, I like J erry Goldsmith, so I would be negligent in my duties to not mention
one of his most famous scores, that of Paul Verhoevan's epic, Total Recall. Most of the music has a very comic
atmosphere but I like it.
THE ABYSS:
--Another Silvestri soundtrack. Dark and moody.

DARK HORSE COMICS

Dark Horse has produced over fifty alien comics from the intelligent to the outright goofy. Please be aware
that most are often from different time periods. Here is a list of the usable stories. If the players have not read these,
the GM would be lacking in his duties if he didn't sample from them.

OUTBREAK / NIGHTMARE ASYLUM / FEMALE WAR: (CL5, TL1) These outline the Earth War
in intricate detail. A good source material
LABYRINTH: (TL4, CL4) A good example of a story where the aliens take a back seat to the evils of
man.
MUSIC OF THE SPEARS: (CL5, TL5) A good story with very little use to a setting since it deals
primarily with music.
COLONIAL MARINES: (CL4, TL5) A great series because it is a long one with many different ideas.
Each issue can be used on its own as an adventure (god knows I have). A really good resource with designs for
many ships, weapons, and alien variants..
ROGUE: (CL4, TL4) A more familiar "evil scientist" story with action and corporations clashing.
Shows some corporations and some good weaponry.
BESERKER: (CL5, TL5) A perfect adventure template for Beserker teams. It gives a good example of
what a typical mission looks like from start to finish. All the weapons and devices are present.
KIDNAPPED: (CL4, TL4) A very strange, almost unusable story.
ALCHEMY: (Unknown) One of my favorite stories but really strange. A possible good setting for a
story if done properly.
STRONGHOLD: (TL6, TL5) A very good example of a high-profile action-fest. Lots of fighting,
hundreds of aliens and many guns. It shows many Synth models including a Xenomorph model.
HIVE: (TL4, CL4) A good starting story for infiltrating hives and the first Xenomorph Synth.
GENOCIDE: (TL5, CL4) One of the nest stories with the highest alien count ever (except for the war, of
course) with pictures of weapons, aliens, and spacecraft. A great story especially since it is the base comic that
almost every comic since would be based.
HAVOC / PIG / SALVATION / SACRIFICE / MONDO HEAT, ETC: (Various) Most of the other
comics are limited in their scope and not offered much more in the form of story ideas.

1
QUICK REFERENCE

TURRETS:
The MV penalty to spacecraft and vehicles effect all shooting and dodging. Thankfully, we have turrets. All weapons on turrets
always add +3 to their existing WA to hit.

FTL DRIVES
The Star Map has distances for each jump. The number given in ship's FTL range is the maximumrange the FTL drive can go in a
single jump. When the range is used up, the ship must drop to sublight and recharge its jump drives. This delay is what makes travel time so
long. The FTL speed is how fast the ship goes when jumping. However, before and between jumps, a ship reduces it to low power and must
move on sublight as it charges the drive. Unfortunately, drive recharge rates are high. A ship that jumps fromsystemto systemis cheap and easy
but long trips require these charges. A fully stocked spaceport can charge a drive at 2 ly per day. A major military base, however, can charge a
ship at 2 ly per six hours. In the deep and dark of space, a ship can charge its own drive to full capacity in one week. This is a good lesson to
those who run out of gas on the road.
Note: All systems on a ship must be shutdown for the FTL capacitors to recharge. The FTL drive requires so much energy, it must
slave every joule fromthe reactor to fill it up. As a result, the crew must be in cryosleep since this action includes shutting down ALL life
support and defensive systems. Any interruption stops the recharge and diverts the energy back to their individual systems (like if the ship is
suddenly attacked). If, somehow, something is taking any energy fromthe capacitors, the recharge time is extended substantially. Keeping the
life support on, for example, would result in the recharge time being extended by a factor of 10. So no one stays up.
Rolling Astrogation is easy for jumps to colonized planets if the ships computer is working (DV10). The computer requires two
hour to calculate the jump and another to initiate the engine. A human calculating the jump will take one hour per DV +1 to initiate the
engineObviously, J ump drives are black-box technology and not meant to be delved into too intricately. As a result, and since jumps cannot be
done in a heavy gravity environments, jumping out of a combat arena is not possible. ANY impact on the vessel automatically shuts down the
FTL drive since the course has to be re-plotted.
DV MODIFICATIONS:
If the computer isnt working: +3
Randomcosmic phenomenon: +3-5
To an uncharted system: +5
Into deep space: +2
Precision jumps: +3-10 depending how close the ships want to jump to.

A failed roll is the GMs discretion. A ship can fry is generator, forcing the ship to recharge fromscratch to dropping the ship up to
twice its jump range in another direction. A failed roll should never result in death.

GUIDED AND AUTOMATIC SYSTEMS:
Guided Missiles aimthemselves and can make multiple attacks if they miss the first time. For The initial shot, the user, can use
his/her firing skill or the depend on automatic systems. Whatever the user chooses, if there is a miss, the rocket can attempt another attack next
round (allowing another round of anti-missile fire). The weapon's skills must be used for the following rounds.
Guided Missiles can fire initially with their own skill. However, it must be "locked-on" before firing. Locking on takes one round of
the target being in the weapon's range. The next round allows firing. If the weapon is dumb-fired by the user without locking-on, the missile has
a 50% chance of not locking on at all. Even if the user is using his/her skill, they should allow a lock before firing to ensure a second pass is a
miss occurs.
The skill of the weapon and its number of possible additional attacks depend on each weapon. "Unique" weapons (see Weapons)
cannot be dumbfired and must "lock-on" or else they will almost always miss (-8 to hit). The Missile MUST then use its skill or else still have
the -8 penalty. If one missile locks on, they all lock-on so any number of missiles in that hardpoint (up to half its capacity--see below) can fire
with a lock.
Automatic systems are unlimited in the time they operate. They can be programmed to fire at anything (Heat, improper PDTs, and
Movement) and have a base skill to hit. They can never use someone else's skill. They only use their own.

HARDPOINT ROF
A weapon with a set ROF (Like Railcannons and Lasers) keeps that ROF but Missiles don't have that. For Spacecraft, the missiles can
be loaded over multiple hardpoints or filled with only a half capacity of weapons. Generically, the ROF of a missile pack is selectable with any
number but not more than half the capacity of the hardpoint.

SHIP FIRING:
A pilot can fire any number of weapons when he pulls the trigger. He can link any of his weapons up with his trigger. The Weapon's
Officer on a spacecraft can do the same. The only exceptions are turrets, which can be automated but never linked together. One roll is made for
the linked weapons but the damage and hit locations are done separately. An UD-4 Cheyenne Dropship pilot can fire both 150mmmissile packs
on each of his Hardpoints and make one roll for each salvo coming fromthe Hardpoints. The weapons must be of the same type. A Pilot or
Gunner can switch weapons instantly without a sacrifice in time. Remember: Guided weapons need a round to aim.

DECOY BALLUTES
Large Spacecraft can deploy these to confound sensors. For simplicity sakes, the rules are the same as the Shadow Imagery in the
Mekton Z rules. A ship can deploy half is ballutes in one round.
Every Ballute deployed adds a +1 to the ship's dodge.
If the roll to hit still strikes, then damage is done directly to the craft.
If it fails to strike even the unmodified dodge, the weapon goes wide.
If the roll fall between the unmodified dodge and the modified dodge, then a Ballute is hit and instantly destroyed (each has a capacity
of 1k). The Dodge bonus is dropped by one because one ballute has been eliminated. These rules are identical to that of the Shadow imager in
Mekton Zeta Plus.

2
MANEUVERING DRONES
These Drones only operate in space. They work similar to Decoy Ballutes but actively seek out weapons. They can be deployed one
at a time. They don't usually let themselves be hit. They have a base skill of 10 to hit and dodge and are simply armed with a basic laser (0.25K),
which is designed to only take out missiles. See Anti-Missile fire below. Each Drone can fire once to one missile per round. Two drones can
take shots at one missile.

MINEFIELDS
Minefields in space operate like their ground counterparts. If a ship comes within 500 m, the Mine will home in and detonate with a
base skill of 8. Connected fields cannot be navigated through. If hit, the mine strikes directly and the ones connected to the detonated one, close
in around the ship for the kill.

ANTI-MISSILES:
Missiles take time to reach their target, especially in the vast distances of space. Any missile can be targeted. Since missile fire in
FUZION is assumed to be instant, anyone with an anti-missile weapon can make a free attack on that incoming warhead. Some of these weapons
are already automatic so the pilot never has to worry. Some are done by turret gunners. The difficulty to hit an incoming missile is 15. Only one
weapon can fire on one missile. Two laser turrets can attempt to fire on two missiles. The TSAM missiles on the UD4 are an exception. They
fire instantly like a chaff or a flare. The pilot can launch as many as he has missiles to any number of missiles coming to a maximumof the
number fired. Anti-Missile weapons with an ROF can spread their fire over multiple incoming missiles.

REPAIRING SHIPS:
The standard difficulty for repairing ships is 22 to finish the repair in one hour (unless reconstructing an engine, then it is one day).
That may seemhigh but how many engineers do you know can patch a fusion core in one hour with no tools. This number varies radically.

MODIFIERS DV MODIFIERS DV
With every additional hour spent on the repair* -1
With Advanced Tool Kit -1
With Mechanics Tool Kit -2
With each additional Technician assisting** -1
With each Engineer assisting*** -2
With each non-skilled help assisting -1
For every kill inflicted beyond 0 defenses**** +2
With every successful previous roll***** -1
*For hourly repairs only.
**With at least +1 Engineering skill or Electronics for an
Electronics roll. Can work indipendantly and roll
indipendantly but offers not bonus then.

***With at least a +3 Engineering skill or Electronics for
an Electronics roll. Can work indipendantly and
roll indipendantly but offers no bonus then.
****For rolls required on combat damage.
*****For damage needing compounding rolls. Cannot offer more
than a -5 bonus.
RESULTS:
ARMOR PATCHING: Every successful roll will patch one kill of structure or armor. Please note this material must come from
somewhere. All Spacecraft have enough spare materials for HALF their structure and armor. Anything beyond that must be taken from
somewhere, whether is be fromvehicles or other aerospace craft or whatever.
ELECTRONICS: A successful roll will activate or repair the electronics system. The GM has discretion as to how long it will take
for the systemto WarmUp. Sensors fall into this category.
WEAPON REPAIR: The repair time depends on the complexity of the weapon. Each successful roll will recover 1000 meters of
range and 1k DC of damage. Of course, most ships have massive ranges so a huge weapon like the Particle Beamwill take up to two weeks of
repair without a dry-dock. Think about itthat is a huge weapon. It stretches almost 50 meters in length. Usually, several Engineers can work
indipendantly to restore at a quicker rate instead of teaming up. Only when the gun is totally restored, will it work again. If absolutely needed, if
the DC the weapon inflicts is restored but the range is still crippled, an Engineer or teammay attempt to splice the weapon into working. A DV
of 22 is required (with no bonuses for previous successes) to patch the weapon. A success will allow the weapon to fire with its current range.
An hour must be spent removing the patch before repairs can start again. Weapons that have ammunition loose it all and, unless the ship carries
extra ammo in a cargo slot, are useless unless reloads can be found. A weapon considered damaged (see below) will be repaired in one hour
after a single repair check.
PROPULSION / DRIVE: A success
Vehicle Drivewill recover 10 kmph per hour of work done. If it is destroyed, at least a full day must be spent to reconstruct the engine
for every 20 kmph of the Max Speed. If vaporized, reconstruction is not possible.
Atmospheric / Orbital Engineswill recover 10 MOVE and 1 ORBIT (if it has an ORBIT) per hour of work done. If it is destroyed,
at least a full day must be spent to reconstruct the engine for every 10 MOVE/1 ORBIT of the Max
Speed. This time increases by

day for ships from5 000 20 000 tones
1 day for ships from20 000 40 000 tones
1 days for ships from40 60 000 tones
2 days for ships from60 000 80 000 tones
3 days for ships 80 000 tones and above.

A ships Mach rating is only restored when the engine is fully functioning. Engineers really dont like pilots pushing a
ship into Mach with a patched engineit just might explode. If MOVE or ORBIT is restored before the other, repairs must continue until
completed. If vaporized, reconstruction is not possible. A reconstructed engine will not operate until half its speed at least is restored. After
that, it must still be reconstructed until completion
FTL Drivewill recover one LY per hour of work done. If destroyed, reconstruction is possible but a full day must be spent per 1
LY of the engines capacity. This time increases by six hours per 10 000 tones of the ships mass (obviously this only applies to Dreadnaughts).
After that, the engine still must charge up. If vaporized, reconstruction is not possible. A reconstructed engine will not operate until half its
range at least is restored. After that, it must still be reconstructed until completion.
NOTE: Any fuel lost as a result is still lost
Example: Lets take a Conestoga. It just been shot and its Orbital engine was destroyed. The teamconsists of one Engineer and three
techs. Being a Conestoga, it has a fully stocked repair bay. To get that engine moving again requires 15 days at 16 DV the three days with a 1
each additional three days. The Conestoga weighs 78 000 tones, meaning instead of one day per repair job, it requires 3 days. As for the DV:
DV 22 1 (Tool Kit) 2 (Mechanics Kit) 3 (three Technicians assisting). The ship only moves at an ORBIT of 5.
3
INFLICTING DAMAGE:
Ships and vehicles reduced to zero are not destroyed. Oh nothey cannot fire or move, but the ship is not destroyed restoration is
possible. Batteries still run gravity and life support. With a clever Engineering role, he might even get a non-energy weapons functioning. What
follows are a series of tables for damage to vehicles and spacecraft. Once any craft or vehicle is reduced to below twice its total capacity, the
craft or vehicle breaks in two. Crewmembers have 75% chance of dodging a DC8 hit at a DV of 17. 1D6 Cargo bays gutted. All engines and
weapons destroyed. Aerospace craft in an atmospheric crumble. Spacecraft will disintegrate in 1d6 minutes.
Tables are rolled whenever armor on vehicles or craft is punctured. If the damage is not applicable (cargo bay gutted on an APC), no
damage is applied. The requirements are listed below. You first must know what class of vehicle/craft it is.

DAMAGE CLASSES (based on Body of the craft / vehicle)
Light Body = 1 5 Kills
MediumBody = 6 10 Kills
Heavy Body = 11- 20 Kills
Massive Body = 21 kills and above

DAMAGE TABLES
LIGHT DAMAGE: Roll once every time a
MediumBody loses 1 kill of BODY
Heavy Body loses 2 kills of BODY
Massive Body loses 5 kills of BODY

MEDIUM DAMAGE: Roll once every time a
Light Body loses 1 kill of BODY
MediumBody loses 2 kills of BODY
Heavy Body loses 4 kills of BODY
Massive Body loses 10 kills of BODY

HEAVY DAMAGE: Roll once every time a
Light Body loses 2 kills of BODY
MediumBody loses 4 kills of BODY
Heavy Body loses 8 kills of BODY
Massive Body loses 20 kills of BODY

CRITICAL DAMAGE: Roll once every time a
Light Body loses 1 BODY below 0
MediumBody loses 2 BODY below 0
Heavy Body looses 4 BODY below 0
Massive Body loses 10 BODY below 0

LIGHT DAMAGE TABLE (Roll 3d6)
3 5 No additional effects
6 7 Ship / craft shaken. 1 to all piloting and gunnery rolls for 1d6 rounds.
8 9 Sensors damaged. SR cut in half.
10 13 Randomlight weapon (DC 4 and under) damaged. Will only fire on a roll on a 4+on a D6.
14 15 Drive engine damaged. MOVE / ORBIT / Max Speed reduced by 30%.
16 17 Randomheavy weapon (over DC 4) damaged. Will only fire on a roll on a 4+on a D6.
18 Roll on the next damage table.

MEDIUM DAMAGE TABLE (Roll 3d6)
3 4 No additional effects.
5 6 Ship / craft shaken. 3 to all pilot and gunnery rolls for 1d6 rounds.
7 8 Fuel Leak. One fuel cell wasted. Lose 10% of remaining fuel mass (if fuel is present).
9 10 Randomlight weapon (DC 4 and under) damaged. Will only fire on a roll of 5+on a D6.
11 13 Internal Shrapnel. Every crewmember has 30% chance of dodging a DC5 hit at a DV of 15.
14 15 Drive engine damaged. MOVE / ORBIT / Max Speed reduced by 50%.
16 17 Randomheavy weapon (over DC 4) damaged. Will only fire on a roll on a 5+on a D6.
18 Roll on the next damage table.

HEAVY DAMAGE TABLE (Roll 3d6)
3 No additional effects.
4 5 Locked systems. Craft / Vehicle can do nothing for 1d6 rounds. Aircraft should pray.
6 7 Major fuel leak. Several fuel cells wasted. Loses 50% of remaining fuel mass (if present).
8 9 Randomlight weapon (4 DC and under) destroyed.
10 11 Communications Cut. Electronics roll required to restore.
12 13 Hull Breach! 1 roomdecompresses. Crewmembers have 50% chance of dodging a DC5 hit at a DV of 15.
14 15 Randomheavy weapon (over DC 4) destroyed.
16 Drive engine Destroyed. Eject!! Reconstruction or replacement required.
17 Randomcargo bay (if present) gutted and destroyed.
18 OH NO! Critical Damage. Roll on the table below

CRITICAL DAMAGE TABLE (Roll 3d6)
3 4 Randomlight weapon (4 DC and under) vaporized.
5 6 Artificial Gravity Systems Destroyed. All crewmembers are in free fall.
7 8 Life Support Systems destroyed. Temperature will drop 5 degrees every hour.
Air supply will run out in 1d6 hours.
9 10 Major Hull Breach. 1d6 rooms decompress.
Crewmembers have 60% chance of dodging a DC6 hit at a DV of 16.
12 13 Randomheavy weapon (over DC 4) vaporized.
14 15 Specific Damage. Tail / turret blown off, 1 Drop / Craft slot gutted, or 1d6 Cargo slots gutted.
16 17 Drive engine or FTL vaporized. Eject!!
18 Craft / Vehicle breaks in two. Crewmembers have 75% chance of dodging a DC8 hit at a DV of 17.
1d6 Cargo bays gutted. All engines and weapons destroyed. Atmospheric craft crumble.
Spacecraft will disintegrate in 1d6 minutes.



4
MORTAL DAMAGE TABLES
Its a forgone conclusion that most Players will have an average to above average body strength. This means they can withstand more
punishment than the average farmboy. However, a bullet through the femur will still hurt. It doesnt matter if youre Rambo or Woody Allen. I
do not believe that a character can walk around with perfect health until their hit points reach zero. There are two basic schools of thought: 0 Hit
Points =Death, and 0 Hit Points =out-of-commission.
FUZION rules need modifications. All Hits are removed fromtotal Hits but some specific situations exist

MAIN BODY. FULL HITS:
Total Hits: --Physical Characteristics drop by 1. Combat Characteristics drop by 1.
Total Hits: --Combat Characteristics drop by additional 1.
--Physical Characteristics drop by an additional 1.
--Mental Characteristics drop by 1
0 Hits and below: --All Characteristics drop an additional 2. For the Mental group, the character doesnt go dumb,
just concentration is thrown out the window. Characteristics dont drop below 0. Any that ARE 0
means no skills under that characteristic can be used. A 0 MOVE indicates no movement.
--The character is still conscious but will be out cold in combat phases =Original Endurance.
--The Character will loose 1 additional hit point every minute until 2 x HITS.
The Character then dies.

ARMS. HALF TOTAL HITS:
ArmHits: --STR and REF are reduced by 1.
0 ArmHits: --The Armis useless. STR and REF are halved.
Double ArmHits: --Armis crumpled or severed. STR and REF is 1. DC1 Stun every minute until stabilized or
unconscious.

LEGS. HALF TOTAL HITS:
Leg Hits: --DEX is reduced by 1. MOVE is reduced by 2.
0 Leg Hits: --Leg is useless. DEX is halved. MOVE is reduced by an additional 1.
A Move of 0 makes the Character incapable of walking without assistance.
Double Leg Hits: --Leg is crumpled or severed. DEX and MOVE is 0. DC1 Stun every minute until stabilized or
unconscious.

HEAD. HALF TOTAL HITS:
Head Hits: --INT, REF, DEX are reduced by 1
0 Head Hits: --Dazed and Confused. Knockout in Combat Phases =Endurance. All Characteristics halved.
Double Head Hits: --Youre out and will be dead in combat phases =Original Endurance

ADDITIONAL RULES:

HEAD: Any HITS on the head that penetrates armor deal DOUBLE DAMAGE. The skull is a wonderful thing with some very think bone
there. It receives an automatic 1 PD of armor, non removable.

ARM: A Character is assumed to NOT be ambidextrous. However, to side in the Players favor, every time an armis struck with HIT damage,
it is always the OTHER arm.

LEG: Even if crumpled, the Character can still crawl at STR =Meters per minute.

GENERIC: Any Hit to any location that deals more than 5 HITS penetrating damage in one strike causes a MAJ OR wound. This results in 1
additional HIT being inflicted every minute until at least rudimentary treated. This removal may continue all the way to Death.

ROLL MODIFIERS (revised and altered for game use)

There are two types of combat, quick and slow. For quick combat, use only basic modifiers. Forget about range and just worry about dodging
and shooting. Slow combat feels like the slow-motion sequences fromThe Matrix. Every move is strategically set upchoreography is key.
Combat will take longer but may feel more fulfilling.


















5
BASIC MODIFIERS

Target crouched or kneeling -1
Target prone -2
Behind someone else -4
Tiny target (bulls-eye, bottle) -5
Small target (limb, wheel) -4
Large target (car, large animal) +2
Very large target (Truck, plane, house) +3
Aiming +1 per phase,
Up to +6
Fast draw / Snapshot -3
Blinded by light or dust -3
Using two handguns -2 each.


ADVANCED MODIFIERS (OPTIONAL)

Aimed body shot: Head -5
Hand, shoulder -4
Arm, leg -3

Range: Point Blank (<1 meters) 0
Close (1/4 range of weapon) -1
Medium(1/2 range of weapon) -2
Long (full range of weapon) -3
Extreme (every 50mpast extreme)... additional -2

Ricochet or indirect fire -5
Using a rifle one-handed -2
Weapon braced +2

Firing while moving (refer to MOVE):
Combat move -2
Sprint -3
In Water -3
Leaping -3

Firing while at speed froma vehicle:
1 30 kph 0
31 60 kph -1
60 90 kph -2
91 120 kph -3
121 150 kph -4
151 up -5

Firing while at speed froman aircraft:
Combat move: 0 - 100 0
101 - 150 -1
151 - 200 -2
201 - 250 -3
251 - 300 -4
301 350 -5
Firing while at speed froman aircraft:
Mach speed: <Mach 1.0 -2
Mach 1.1 1.5 -3
Mach 1.6 2.0 -4
Mach 2.1 3.0 -5
Mach 3.0 up -6

Firing at a moving target:
Human based: 4m 8m/ phase 0
9m 12m/ phase -1
13m 20 m/ phase -2
21m 30m/ phase -3

Vehicle based: 1 30 kph 0
31 60 kph -1
60 90 kph -2
91 120 kph -3
121 150 kph -4
151 up -5

Aircraft based:
Combat move: 0 - 50 0
50 - 100 -1
101 - 150 -2
151 - 200 -3
201 - 250 -4
251 - 300 -5
301 350 -6

Mach speed: <Mach 1.0 -4
Mach 1.1 1.5 -5
Mach 1.6 2.0 -6
Mach 2.1 3.0 -7
Mach 3.0 up -8


TO HIT NUMBERS
To hit a target not dodging (per range): Point Blank / Melee (<1 m) 4
Close (1/4 range) 8
Medium(1/2 range) 12
Long (full range) 16
Extreme (every 50mpast long) additional +2

REVISED WEAPON RULES
ARMOR AND SHOOTING:
As many know in the Mekton Rules, every time armor is hit, one point of armor is removed. This applies to personal armor. When
the armor reduces to zero, it is useless. Spacesuits with an armor if penetrated will puncture and leak unless stated otherwise (special armor have
special rules). NO personal weapons do less than one point but some spacecraft weapons do. In Mekton, 1 kill will remove 1 armorany
weapons above 1 kill will still only remove 1 kill of armor. However, fraction damage will only remove fraction armor (eg: 0.25 k will remove
0.25 armor instead of 1. But 4 K will only remove 1kill of armor). Any weapons that do not have a kill capacity listed will not damage kill
armor.
AUTOFIRE WEAPONS:
The FUZION rules are incorrect regarding Rate of Fire. Here are the changes:
FIRING ONE SHOT: No change
FIRING BURST: Light, Medium, and Heavy firepower can fire a quick 3 round burst. No bonus and if they hit, 1d6/2 bullets strike
(round down).
AUTOFIRE (ROF): Only with Light, Medium, and Heavy firepower weapons with an ROF more than 1. The difference between
the defenders roll and the attackers roll is how many bullets hit. The number of bullets of fired effect the weapon accuracy. The Player must
tell the GM how many rounds the PC is firing before rolling. The Player chooses a ROF up to the maximumROF. A +1 WA is added for every
10 shots fired. Because of the advance in technology, there is little recoil. But there is still some kickback and if the weapon fires more than one-
6
third of its total ROF for more than one combat phase a 1 penalty is incurred on the second round and increases every round after. Also dont
forget massive ammo loss. Remember, changing clips takes one action.
AIMING WITH AUTOFIRE: If you aimat a specific body / vehicle location, only the first shot hits that location, the additional
damage fromthe other hits are to taken to the main hull / body.
DAMAGE WITH WEAPONS:
The damage capacities for weapons may seemlow but for every additional shot that hits does an additional DC1 of damage. Eg: A
weapon with a ROF of 6 and a damage of 4 hit three times. The damage roll is DC7 (4 +3).

ARMOR
ARMOR PD EKD EV SPECIAL
BDU 4 2 0
M3 suit* 14 2 0
M10 ballistic helmet* 25 10 0 Head Only
Gee Suit 4 1 0
Ghillie Suit (Recon) * 6 1 0 Camouflage (see below)
Z-110 Acid Neutralizing Combat Wardrobe (TL4)* 18 10 -1 Acid has no effect.
NeutraGel Modification (TL5) 1 0 0 Acid has no effect.
Polymer/Alloy combat armor rig. (TL3)* 16 10 0
WY Shielded Combat Helmet (TL2) 30 10 0
Flak J acket 12 2 0
Kevlar (Light) 10 1 0
Kevlar (Medium) 12 2 0
Kevlar (Heavy) 14 3 -1
MK 25 Pressure Suit 5 5 -1 Air Pressurized
MK 50 Compression Suit 10 7 -2 Air Pressurized
ZCT-1 Armored Spacesuit* (TL3) 16 10 -1 Air Pressurized
Portable Force Field 10 20 0 Cannot move when setup
MAX--Mobile Assault eXo-Warrior (SpecialLook under Armor)*
RACK--Powered Armor (SpecialLook under Armor)*
* Prohibited to all except the CMC.

Remember
Every time armor is hit, one point of armor is removed. This applies to personal armor. When the armor reduces to zero, it is
useless. Spacesuits with an armor if penetrated will puncture and leak unless stated otherwise (special armor have special rules). NO personal
weapons do less than one point but some spacecraft weapons do. In Mekton, 1 kill will remove 1 armorany weapons above 1 kill will still only
remove 1 kill of armor. However, fraction damage will only remove fraction armor (eg: 0.25 k will remove 0.25 armor instead of 1. But 4 K
will only remove 1kill of armor). Any weapons that do not have a kill capacity listed will not damage kill armor.







































7
NORMAL GEAR
Remember, a starting character can buy these using OP converting 100 cr. to 1 OP.

ITEM COST
Advanced Tool Kit
Autograppnel (2000 lbs)
Bed Roll
Binoculars (High Quality)
Camera (24 exposures)
Camp Stove
Canteen
CD Player
Cell Phone
Compass
Crowbar
Hand Welder
Handcuffs
Hotel Room
IR Goggles
J ammer (10 mrange)
Lantern (8 hrs, 40 mrange)
Lighter (100 lights)
Mechanics Tool Kit
Medkit
Mess Kit
Short Range Comm(500 kmrng)
Skates
Skis
Snowshoes
Stereo System
Television (large)
Television (port.)
600
100
25
50
50
30
75
100
150
10
10
100
5
100/night
200
60
50
10
10
300
50
100
40
80
40
500
1000
300
Diving Gear (3 hr time)
Entrenching / Utility Tool
Electricians Tool Kit
First Aid Kit
Furniture (Real)
(Synthetic)
Food (Fresh)
(Prepack)
(Rations)
Flashlight (6 hrs)
Geiger Counter (10mrange)
Movie Camera
Nylon Rope (100 m, 500lbs)
P-5000 PowerLoader
Personal Computer
Personal Data Trans.
Personal Locator
Personal Recorder
Portable Holograph (TL3)
Pressure Tent (1/2 man)
Radio, Basic Toolknife
Utility Belt
Wristwatch
Timer Clamp (TL3)
Infrasonic Suppression Sys. (TL5)
XM Neural Suppressor (TL5)
Neutralizer Spray (TL4)
250
40
25
10
500
150
200/week/person
100/w/p
50/w/p
10
90
100
100
40 000
1000
30
50
200
1000
500 / 1 000
100
50
20
50
20 000
8 000
100 / can

FASION
ITEM COST
Pants
Top
J acket
Footwear
J ewelry
Mirrorshades
Glasses
40
40
50
40
100 - 1000
50
50
~~Multiply base cost by style~~
Generic Chic x1 cost
Leisurewear x2 cost
Businesswear x3 cost
High Fashion x4 cost




8

MILITARY PX
ITEM COST
BDUs / Flight Fatigues
M-3Armor*
M-10 Helmet*
M1000 Flare (3 pack)
M-94 Flares (9 pack)
Motion Tracker
DemoKit
Intelligence Unit
Orbital Communications kit
Pulse Communicator
TNR Lamp
Gee Suit@
Ghillie Suit (Recon)
Z-110 ANCW (TL4)
NeutraGel Modification (TL5)
Polymer/Alloy CAR (TL3)
Flak J acket
Kevlar (Light)
Kevlar (Medium)
Kevlar (Heavy)
MK 25 Pressure Suit
MK 50 Compression Suit
ZCT Armored Spacesuit (TL3)
Portable Force Field
100
240
150
30
30
200
500
1 000
1 500
1 000
200
200
600
1 800
100
1 600
600
100
150
200
500
1000
1 600
3 000

WEAPONS
WA: The modifier when shooting. The Smart Gun has special rules.
RANGE: Max range of the weapon in meters.
DC: Damage Capacity.
ROF: The Maximumfiring rate. The weapon can be shot in smaller bursts. Tell the GM how many rounds the PC is firing before rolling.
Player chooses a ROF up to the ROF max and decides Burst or Autofire (Burst: 3 Shots, 1d6/2 hit; Autofire: +1 WA for every 10
shots fired.)
SHOTS: All the rounds in the clip of the weapon.
BR: Blast Radius
EV: The penalty to Dexterity for carrying the weapon. Not firing.
CAP: The distinguishing feature of the tip of a grenade.
DEPLOYMENT: The procedure to deploy the weapon on the battlefield.
TARGET: What the weapon can fire at. Anti-missile is a special rule. 'Any' means any target except missile.
CLASS: What type of Hardpoint can this weapon load into and whether or not it is guided or not.
COST: Black Market cost.

COLONIAL MARINE LIGHT FIREPOWER (Firearms)
WEAPON WA RANGE DC ROF SHOTS EV COST
Basic Stunner 0 25 m 4<stun> 1 6 0 400
VP 70 Pistol 0 50 m 2 2 11 0 400
M4A3 Pistol 0 100 m 2 2 12 0 400
ATM-2 Medina +1 200 m 2 2 16 0 900
ATM-1 Sabot-Pistol +3 80 m 1 3 16 0 800

COLONIAL MARINE MEDIUM FIREPOWER (Autofire except Sniper Rifles)
WEAPON WA RANGE DC ROF SHOTS EV COST
M41A1 Pulse Rifle -1 900 4 40 95-100 0 2 000
PN 30mmGrenade Launcher -1 100 Grenade 1 3 0 n/a
M42A Scope Rifle +5* 3 800 4 1 12 -1 2 300
M41AE2 Pulse Rifle 0 900 4 30 95-300 0 3 500
M21A Shotgun -1 50 3 1 8 0 1 000
L96 Sniper Rifle +3 2 500 3 2 12 -1 2 000
Duchamp Blaster -2 500 5 50 300 -1 2 300
M42A3 Light Rifle 0 700 3 30 90 0 1 800
ATM-3 Shiva Mk. 1 -1 900 2 60 120 0 4 000
ATM-4 Sabot-Stick 0 600 2 30 120 0 1 000
*See Below

COLONIAL MARINE HEAVY FIREPOWER (Heavy Weapons except Smart)
WEAPON WA RANGE DC ROF SHOTS EV COST
M56A2 Smart gun +1 / +2* 1500 4 60 300 -1 10 000
M240A1 Flame-thrower 0 3-50 3/3** 3 60 0 4 000
GC20 Plasma Rifle 0 1000 5 30 500 -1 8 000
M-199 Mk2 Smart Gun +2 / +3 1500 4 60 500 -2 15 000
ATM-5 Shiva Mk.2 0 1500 6 30 270 -3 10 000
M-23 "Thumper" -1 50 Grenade 1 12 0 2 500
*See below **6 DC is automatically done next round if it hits the first round.

9
COLONIAL MARINE ASSAULT FIREPOWER (Heavy Weapons)
WEAPON WA RANGE DC ROF SHOTS EV COST TARGETS
Plasma Cannon -2 2 000 2k 20 0 / -5* 15 000 Any
M5 RPG 0 2 000 3k 1 1 -1 2 000 Any
M78 PIG 0 1000 1k 1 30 -1 7 000 Any
M83A2 SADAR@ +1 1000 4k 1 1 -1 4 000 Ground only
M112 HIMAT***@ +1 5 000 6k 1 3 0** 8 000 Ground only
SIM-118 Hornet@ 0 10 000 4k 1 1 -1 4 000 Air only
ATM-1 Bolter -1 1 500 1k 1 20 -3 4 000 Any
M80 LP-Cannon -2 3 000 3k 1 9 -2 5 000 Any
*: -5 if not on a tripod **Cannot be fired unless deployed
***Can be linked with other units. Automated (see below). @: Guided (see below)
COLONIAL MARINE MISCELANEOS FIREPOWER (No skill)
(These are weapon systems. See below)
WEAPON WA RANGE DC ROF SHOTS COST TARGETS
UA 571-C Sentry +1 800 4 50 500 60 000 Any
UA 571-D Sentry +1 1 200 5 40 500 70 000 Any
UA 571-F Sentry 0 100 Grenade 3 30 65 000 Any
LIM-417 Phalanx @ 0 80 000 4k 1 6 120 000 Air only
HIM-122 Lancer@ +1 120 000 5k 1/10* 1 240 000 Air only
HIM-78 Sprint@ 0 540 000 6k 1 4 350 000 Air & Space only
*: One Missile breaks into 10 and can assign different targets for each missile.
All can be linked with other units. Automated (see below).
@: Guided (see below)

NON-COLONIAL WEAPONRY
WEAPON WA RANGE DC ROF SHOTS EV COST CLASS
ZCT 9mmAvenger 0 50m 2 1 9 0 400 Handgun
Falcon Street 12mm -1 75m 3 1 6 0 700 Handgun
Falcon Street Auto 0 50m 1 6 18 0 800 Handgun
Alphatech .454 -2 50m 4 1 4 0 700 Handgun
Colt Reliable 0 50m 1 2 6 0 350 Handgun
WY Corp. Special +3 75m 3 2 12 0 1200 Handgun

Tradex Assault Auto -2 750m 3 30 90 0 1500 Autofire
Ventral Heavy Rifle 0 900m 4 30 90 0 1500 Autofire
Boyars Buster Rifle 0* 500m 7 10 50 -1 2000 Autofire
Tradex SMG-Alpha-01 +1 750m 2 10 130 0 2300 Autofire
WY Defender Hvy. Auto +3 1200m 4 30 120 0 4500 Autofire

Ventral Maniac Rotary -1 1000m 2 90 900 -2 3500 Heavy Weapons
Ventral Peacemaker -2 2500m 2k 2 15 -2 4000 Heavy Weapons
Alphatech Railgun 0 5000m 2k 1 15 -2 5000 Heavy Weapons
Ventral Air Sniper*** 0 5000m 7 (.5k) 3 30 0** 8000 Heavy Weapons
WY Brilliant Pebble* +4 10 000m 3k 10 -3 18000 Heavy Weapons

*: -5 if not on a tripod **Cannot be fired unless deployed
***Air targets only.

MINES (No skill)
WEAPON BR DC SHOTS COST DEPLOYMENT SPECIAL
Nuclear Failsafe 1km 40k 1 1500000 Personnel See Below
M760 Antipersonnel 2m 6 1 900 Air / Armor None
M862 anti-armor 3m 7 1 1200 Air / Armor Armor
M5A3 Bounding 2m 6 1 1 000 Infantry Can be linked
M20 Claymore mine 3m 7 1 1 000 Infantry Remote det.

GRENADES (Throwing ability)
WEAPON CAP DC BR USE SPECIAL COST
M40 High-Explosive Fragmentary* Red 7 3m Anti-personnel 100
M38 HEAP Green 10 (1k) 1m Anti-tank Armor 250
M51A Bounding Fragmentary Blue 7 1m Small-Charge double damstun 120
M108 Canister (Buckshot) Black 6 0 Close-in Fighting 70
M230 Baton (Rare in USCM) N/A 7stun 0 Civil Disturbances 20
M60 Phosphorous* Incendiary White 0 15m Smoke Screen 50
M72A1 Starshell* "S" on top 0 10m Flare 45 seconds,
50,000 candles 70
*: Can be thrown. The detonator can be set to a 6 or 12 second fuse.








10
COLONIAL MARINE AEROSPACE FIREPOWER
MISSILES (Gunnery for non-automated missiles only)
WEAPON WA RANGE DC BR COST TARGET CLASS SPECIAL
AGM-204A TSAM +3 60 000 1k n/a 70 000 Missiles Unique, Guided
AGM-220C Hellhound +1 70 000 5k 8m 120 000 Ground Unique, Guided
AIM-90E Headlock +1 24 000 5k 0 150 000 Air / Space Unique, Guided
XIM-28A Long Lance 0 120 000 7k n/a 450 000 Space Unique, Guided
Mk. 16 Banshee M18 -2 12 000 2k 4m 10 000 Any 150mm
Mk. 16 Banshee M451 -2 12 000 4k 3m 15 000 Any 150mm
Mk. 16 Banshee M597 -2 12 000 3k 1m 13 000 Any 150mm, armor
Mk. 16 Banshee M598 -2 12 000 1k 6m 12 000 Any 150mm
Mk. 10 Zeus 0 7 000 1k 1m 5 000 Any 150mmarmor
Mk. 88 120mmSGW 0 2 000 1.5k 2m 10 000 Any 150mm, Guided
NIC-79 Captor 0 85 000 10k n/a 550 000 Space Unique, Guided
STG Ballistic 0 450 000 20k 200m 950 000 Any Unique, Guided

CANNONS (Gunnery)
WEAPON WA RANGE DC ROF SHOTS COST BR TARGET
25mmGargoyle Gattling 0 13000 8(.7k) 20 300 75000 0 Any.
30mmRailcannon 0 100 000 11 (1k) 12 100 120 000 2m Any, Missile
800 MV Particle Beam -5 350 000 0* 1 n/a 1 550 000 40m Any.
80 MW Infrared Laser** 0 30 000 1.5k 3 n/a 350 000 3m Any, Missile
Orbital minefield n/a 0 1k 1 1 50 000 10m Any
*Special, see below
**This is the weapon one spacecraft laser turrets.


COLONIAL MARINE ARMOR FIREPOWER (Gunnery)
WEAPON WA RANGE DC ROF SHOTS BR COST TARGET
Tri-Barrled Particle Beam 0 2 000 7 (.5k) 6 300 0 75 000 Any.
20mmGattling Cannon 0 1 000 7 (.5k) 30 1700 0 65 000 Ground
Phased Plasma Cannon* -1 4 000 11 (1k) 500 2m 50 000 Ground
Free-Electron Laser* +2 3 000 11 (1k) 200 0 65 000 Any
Charged Particle Beam* +1 3 000 1.5k 100 1m 100 000 Any, Armor
*These weapons are found in pairs on the M577 Turret.

SPD OF WEAPONS:
What follows is how much damage a weapon can take before being rendered inoperable. This is done by direct fire or by acid spray.
WEAPON TYPE SPD WEAPON TYPE SPD
Marine Light Firepower 10 Marine MediumFirepower 20
Marine Heavy Firepower 30 Marine Assault Firepower 35
Marine Miscellaneous Firepower 35 Mines 20
Grenades 5 Marine Aerospace Firepower (Missiles) 1k
Marine Aerospace Firepower (Cannons) 2k Marine Armor Firepower 3k
































11
VEHICLES
M577 ARMORED PERSONNEL CARRIER
PERFORMANCE
TOTAL COST: $2,000,000
LOADED WEIGHT: 31,255lbs, (15.7 tons)
MANUEVERABILITY: -3
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 4 K 2 K
WHEELS: 60 SDP 35 SDP
MAX SPEED: 125
ACCELERATION: 35
VEHICLE HARDPOINTS: 1 Turret
BASIC ARMAMENT: Only one pair of synchronized Republic Electric RE700 20mmgattling cannons. The Turret can carry a variety of
armaments (see weapons)

MAX MOBILE ASSAULT EXO WARRIOR /
MOBILE OFFESNIVE EXO WARRIOR (TL4)
PERFORMANCE
TOTAL COST:
MOX: $1,000,000 MAX: $2,100,000
LOADED WEIGHT:
MOX: 8 tones MAX: 10 tones
STRENGTH:
MOX: 10 MAX: 12
MANUEVERABILITY:
MOX: -1 MAX: -3
LOCATIONS: (MOX / MAX ) STRUCTURE: ARMOR:
MAIN BODY: 2K / 4K 1K / 2K
ARMS (2): 1K (50 SDP) / 2K 0.5 K (25 SDP) / 1K
LEGS (2): 1K (50 SDP) / 2K 0.5 K (25 SDP) / 1K
MAX SPEED:
MOX: 14 MAX: 10
ACCELERATION: 4
VEHICLE HARDPOINTS: See below
BASIC ARMAMENT:
MOX: M56 Smartgun with x3 ammunition, M240 Flame-thrower with x2 capacity, M26 Thumper Grenade Launcher
MAX: One 20 MeV turboalternator powered charged particle beamcannon, M240 Flame-thrower with triple capacity,
M56 Smartgun with triple ammunition, M26 Thumper Grenade Launcher
NOTES: All armweapons are considered turrets for special rules.

M-242 COMBAT BUGGY
PERFORMANCE
TOTAL COST: $250 000
LOADED WEIGHT: 18 000 kg (1.8 tons)
MANUEVERABILITY: -1
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 1K (50 SDP) 0.5 (25 SDP)
WHEELS: 0.5 (25 SDP) 0.25 K (15 SDP)
MAX SPEED: 166
ACCELERATION: 50
BASIC ARMAMENT: Twin Gattling Cannons.
DAIHOTAI 8X8 ATV
PERFORMANCE
TOTAL COST: $100 000
LOADED WEIGHT: 2 tones
MANUEVERABILITY: -4
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 100 SDP 50SDP
WHEELS: 20 SDP 10 SDP
MAX SPEED: 125
ACCELERATION: 33
VEHICLE HARDPOINTS: None

P-5000 POWERLOADER
PERFORMANCE
TOTAL COST: $2,000,000
LOADED WEIGHT: 31,255lbs, (15.7 tons)
MANUEVERABILITY: -4
STRENGTH: 13
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 2K 0.25 K (15 SDP)
ARMS (2): 1K 0.25 K (15 SDP)
LEGS (2): 0.5 K 0.25 K (15 SDP)
MAX SPEED: 10
ACCELERATION: 5
VEHICLE HARDPOINTS: None
12

M292A2 SELF PROPELLED GUN
PERFORMANCE
TOTAL COST: $2,000,000
LOADED WEIGHT: 28,000 kg, (28 tons)
MANUEVERABILITY: -6
LOCATIONS: STRUCTURE ARMOR
MAIN BODY: 8K 4K
MAX SPEED: 70
ACCELERATION: 21
VEHICLE HARDPOINTS: One the main gun.
BASIC ARMAMENT: Main Cannon--Special
Main Cannon:
Targets: Ground targets with a 5mblast radius; Damage: 5K; Range: 62 000; WA: +3; ROF: 1; Shots: 78

M34A2 LONGSTREET LIGHT TANK / M22A3 JACKSON MEDIUM TANK /
M40 RIDGEWAY HEAVY TANK
PERFORMANCE
TOTAL COST:
M34A2: $2,000,000
M22A3: $3 500 000
M40: $5 500 000
LOADED WEIGHT:
M34A2: 19 000 kg (19 t)
M22A3: 28 000 kg (28 t)
M40: 35 000 kg (35 t--Too heavy for the UD-4 Dropship)
MANUEVERABILITY:
M34A2: -4
M22A3: -6
M40: -7
LOCATIONS: STRUCTURE ARMOR
M34A2: 6K 3K
M22A3: 7K 3K
M40: 9K 4K
MAX SPEED:
M34A2: 100
M22A3: 90
M40: 70
ACCELERATION:
M34A2: 35
M22A3: 30
M40: 21
VEHICLE HARDPOINTS: Every vehicle has one hardpoint for their main gun, which is a ERFB (Extended Range
Full Bore) Standard Gun. One additional hardpoint is available for additional firepower. The M40 has two more.
BASIC ARMAMENT:

WEAPON TARGETS BR DC Range WA ROF SHOTS
M34A2: Ground targets, Ariel at 8, 1 m 3K 20 000 +3 1 30
M22A3 Ground targets 2 m 4K 25 000 +2 1 40
M40 Ground targets 3 m 5K 30 000 +2 1 50

M-442 RACKPOWERED ARMOR (TL 5.5, 6)
PERFORMANCE
TOTAL COST:
M-442: $1 200 000
P-7999: $650 000
UT-05: $850 000
ST-BETA-5: $1 000 000
LOADED WEIGHT:
M-442: 4
P-7999: 6
UT-05: 7
ST-BETA-5: 5
STRENGTH:
M-442: 9
P-7999: 12
UT-05: 11
ST-BETA-5: 10
MANUEVERABILITY:
M-442: -1
P-7999: -4
UT-05: -5
ST-BETA: -4
LOCATIONS: STRUCTURE: ARMOR:
MAIN BODY:
M-442: 3K 2K
P-7999: 1K 0.5 (25 SDP)
UT-05: 1.5 K 0.5 (25 SDP)
ST-BETA-5: 2 K 1 K
ARMS / LEGS (2)
M-442: 2K 1K
P-7999: 1 K 0.5 K (25 SDP)
UT-05: 1 K 0.5 K (25 SDP)
ST-BETA-5: 1 K 0.5 K (25 SDP)
MAX SPEED:
M-442: 18
P-7999: 12
UT-05: 10
ST-BETA-5: 16
ACCELERATION: 6
VEHICLE HARDPOINTS: See below
BASIC ARMAMENT:
M-442: One Boyars Pars 150 Phased Plasma Cannon, One Republic Dynamics M2025 40 mW free-electron lasers, OR one 20 MeV
Turboalternator powered charged particle beamcannon as well as a M-240 Flame-thrower.
P-7999: None
UT-05: The only noteworthy formof armament ifs a large flame device similar to the M340 Flame-thrower.
ST-BETA-5: A Pulse Rifle has been added to the arsenal with double capacity ammunition.

13
AEROSPACE

DROPSHIPS
DROPSHIP UD-4 CHEYENNE

STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
UD-4B 3 30 1 -2 150 2.5 8.5 11
UD-4C 4 35 1 -3 200 2 7 11
UD-4E 3 35 2 -3 250 3 9 11
UD-4H 5 40 2 -2 300 3 11 20
UD-4J 4 30 2 -2 200 2.5 9 15
UD-4L 5 40 3 -1 300 3 10 20
Communication range: 2300 km, 3000 for the 4H and 4L models
Crew: 1 Pilot, 1 Co-Pilot, and 1 optional gunner. Life support for up to 50 personnel.
Maneuverability: 4H and 4L models have a +2 dodge of guided missiles. All have +1 Dodge in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, and Sleeping Bags.
Evacuation: Parachutes--60
Armament package: 1 Smart Gun, 6 Pulse Rifles, 4 Flame-throwers, 10 Pistols. May be replaced by higher TL weapons.
Range: Atmospheric: 10 000 km(15 000 kmfor 4H and 4L)
Orbital: 80 AU
Cargo Slots: 1
Hardpoints: 4, 6 for the 4H and 4L
Basic Armament: UD-4B: 1x25 mm"Gargoyle" Gattling, 8x120 mmrockets, UD-4C: 1x25 mm"Gargoyle" Gattling,
8x120 mmrockets, 32 x 150-mmrockets, UD-4E: 1x25 mm"Gargoyle" Gattling, 8x120 mmrockets, 8xAGM-220
missiles, UD-4H: 1x25 mm"Gargoyle" Gattling, 32 x 150 mmrockets, 3 x TSAM Missiles, 3xAIM-90 missiles, UD- 4J : 1x25
mm"Gargoyle" Gattling, 32 x 150 mmrockets, UD-4L: 1x25 mmGattling, 8x120 mmrockets, 32 x 150 mm rockets, 3 x TSAM Missiles,
3xAIM-90 missiles.

NTV Mk 1 SNAKEFIGHTER
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
NTVMk1 10 250 4 -5 100 2 15 100
Communication range: 10 000, FTL
Crew: 1 Pilot, 1 Co-Pilot, 1 Gunner, 1 Engineer. Life support for up to 100 personnel. Bunks for 30 passengers.
Maneuverability: +4 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 2 EEVs, 120 Parachutes
Armament package: 4 Smart Guns, 15 Pulse Rifles 8 Flame-throwers, 20 Pistols. May be replaced with high TL weapons.
Range: Atmospheric: 50 000 km
Orbital: Unlimited
FTL: 4 ly
FTL Speed: 0.5 ly/day
Cargo Slots: 2
Hardpoints: 12
Basic Armament: 2x25 mm"Gargoyle" Gattling, 16x120 mmrockets, 8xAGM-220 missiles, 64 x 150 mmrockets, 2 x TSAM Missiles,
3xAIM-90 missiles, 2 XIM-28A missiles

FIGHTERS
AD-17 COUGAR STRIKESHIP
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
AD-17A 4 14 2 0 300 4 - 20
AD-17I 4 14 2 +1 350 5 12 20
Communication range: 3000 km
Crew: 1 Pilot. Life support for 2 personnel.
Maneuverability: +2 dodge of guided missiles.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 1 Parachute, 1 Space Suit.
Armament package: 2 Pistols.
Range: Atmospheric: 7 000 km
Orbital: 5 AU for the 17I only
Hardpoints: 7, 8 for 17I
Basic Armament: AD-17A: 1x25mm"Gargoyle" gattling, 12 AGM-204A's or 16 AIM-90E's can be carried on
each of two missile racks, AD-17I: 1x20mm"Gargoyle" gattling cannon, 12 AGM-204A's or 16 AIM-90E's can be
carried on each of two missile racks, 2 XIM-28A missiles.

HA-117 STINGRAY COMBAT INTERCEPTOR
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
HA-117 6 35 2 -3 350 4 30 100
Communication range: 5000 km
Crew: 1 Pilot. 1 Co-Pilot Life support for 4 personnel. Bunks for 2
Maneuverability: +1 dodge of guided missiles. +2 in space.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 3 Parachutes, 2 Space Suits.
14
Armament package: 2 Pulse Rifles, 2. May be replaced with high TL weapons
Range: Atmospheric: 20 000 km
Orbital: 500 AU
Hardpoints: 9
Basic Armament: 30 mmRailcannon, 8 XIM-28A missiles, 2 NIC-79 Missiles, 24 150 mmrockets

M-1000 TSAPC TRANS-ATMOSPHERIC PERSONNEL CARRIER (TL4)

STATISTICS
Variant Body WT Armor MV G.Move A.Move Mach Orbit SR
M-1000 3 25 2 -3 35* 70 0.5 5 10
*Meaning 175 kmph with a 30 kmacceleration.
Communication range: 500 km, FTL.
Crew: 1 Driver. 1 optional Gunner. Life support for 30 personnel. Bunks for 15. 1 cryotube.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bag.
Evacuation: 35 Parachutes
Armament package: 4 Smart Guns, 20 Pulse Rifles, 10 Flame-throwers, 30 Pistols, 10 Shotguns. May be replaced with higher TL weapons.
Range: Atmospheric: 1 000 km
Orbital: 500 AU
Hardpoints: 1
Basic Armament: Triple Barreled Particle Beam

SPACE-BORNE
DREADNOUGHTS
CONESTOGA
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Conestoga 20 78,000 8 -8 - - 10 100
Communication range: Orbital, FTL
Crew: 1 Navigator, 1 Engineer, Capsules for 90 crew, 2 000 more capable in Cargo
Maneuverability: +8 dodge of guided missiles.
Additions: Full stock. Everything on the gear list.
Evacuation: 8 EEVs, 200 space suits 80 Re-Entry Pods.
Armament package: 10 Smart Guns, 100 Pulse Rifles 20 Flame-throwers, 200 Pistols, 30 Shotguns, up to 30 other weapons. May be replaced
with higher TL weapons.
Range: Orbital: Unlimited
FTL: 15
FTL Speed: 0.74 ly/day
Drop Slots: 4
Craft Slots: 1
Cargo Slots: 6
Automatic Systems: Base 11 skill.
Hardpoints: n/a Weapons are fixed.
Basic Armament: 8 XIM-28A missiles, 2 Particle Beams, 4 30 mmRailcannon turrets (each turret has two linked guns), 6 infrared lasers on
turrets, 60 orbital mines, 20 decoys, 2 maneuvering drones

Z-1 RAZZIA
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Razzia 100 950 000 10 -12 -- -- 7 200

Communication range: Orbital, FTL
Crew: 3 Navigator, 10 Engineer, Capsules for 500 crew, 15 000 more capable in Cargo
Additions: Full stock.
Evacuation: 30 EEVs, 500 Space Suits, 100 Re-Entry Pods.
Armament package: Full Stock.
Range: Orbital: Unlimited
FTL: 30
FTL Speed: 1.1 ly/day
Drop Slots: 1 special holding the Razzia Dropship, 10 regular.
Craft Slots: 30
Cargo Slots: 100
Automatic Controls: 12 base skill
Hardpoints: n/a
Basic Armament: 20 XIM-28A missiles, 6 Particle Beams, 12 30 mmRailcannon turrets (each turret has two linked guns), 18 infrared lasers on
turrets, 100 orbital mines, 60 decoys, 9 maneuvering drones, 8 Nuclear Captor Missiles, 4 STG Ballistic Missiles.
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Razzia Dropship 15 1 850 6 -9 50 3 15 100
Communication range: 5000
Crew: 1 Pilot, 1 Co-Pilot, 2 Engineer, Life Support for 500
Maneuverability: +1 in space.
Additions: Full Stock.
Evacuation: 200 Space Suits, 200 Parachutes.
Armament package: 10 Smart Guns, 100 Pulse Rifles 30 Flame-throwers, 200 Pistols, 50 Shotguns, May be replaced with higher TL weapons.
Up to 30 other weapons.
15
Range: Atmosphere: unlimited
Orbital: Unlimited
Cargo Slots: 3
Hardpoints: n/a
Basic Armament: 3x25 mm"Gargoyle" Gattling, 14xAGM-220 missiles, 6 x TSAM Missiles, 6xAIM-90 missiles, 2 XIM-28A missiles

N-1 BOUGAINVILLE CLASS ATTACK TRANSPORT
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
N-1 20 75 000 10 -8 30 0.5 15 150
Communication range: Orbital, FTL
Crew: 1 Navigator, 2 Engineer, Capsules for 60 crew, 5 000 more capable in Cargo
Maneuverability: +8 to guided missiles.
Additions: Full Stock
Evacuation: 4 EEVs, 300 Space Suits, 30 Drop Pods.
Armament package: 10 Smart Guns, 100 Pulse Rifles 30 Flame-throwers, 200 Pistols, 50 Shotguns, May be replaced with higher TL weapons.
Up to 30 other weapons.
Range: Orbital: Unlimited
FTL: 15
FTL Speed: 0.9 ly/day
Drop Slots: 2 with a third for the TSAPC.
Craft Slots: 2
Cargo Slots: 8
Automatic Controls: Base 12 skill
Basic Armament: 12 XIM-28A missiles, 3 800 particle beams, 6 30mmRailcannon turrets (each turret has two linked guns), 9 infrared lasers
on turrets, 80 orbital mines, and 40 decoys

CIVILIAN SPACECRAFT
M CLASS STARFREIGHTER (e.g.: NOSTROMO)
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
M-Class 15 63 000 2 -10 50 0.5 7 50

Communication Range: 5 000, FTL
Crew: 7--Captain, First Officer, Exec. Officer, Navigator, Science, Engineer, and Engineer's Mate. Life support for up to 30.
Evacuation: 1 EEV, 20 space suits.
Armament Package: 3 Stunner, 2 Flame-throwers
Range: Atmosphere: Unlimited.
Orbital: Unlimited
FTL: 10
FTL Speed: 0.1 to 0.4
Craft Slots: 1Narcissus Shuttle
Cargo Slots: 100
Automatic Systems: 8 Base skill
Hardpoints: None

LOCKMART STARCUB LIGHT INTRASYSTEM SHUTLE
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
SLI Shuttle 4 150 1 -8 20 - 10 50
Communication Range: 1000, FTL
Crew: 1 with up to three passengers. 1 cryotube.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 3 Space Suits.
Armament Package: None
Range: Atmosphere: 10 000
Orbital: Unlimited
FTL: 3
FTL Speed: 0.1
Automatic Systems: 10
Hardpoints: 1
Basic Armament: None

DUTTON COAST GUARD PATROL CRAFT
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Dutton 3 120 1 0 300 5 15 100
Communication Range: 10 000
Crew: 2 Pilots, Life support for up to six.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 1 Drop Pod, two space suits.
Armament Package: Four shotguns, four pistols.
Range: Atmosphere: Unlimited
Orbital: Unlimited
Hardpoints: 3
Basic Armament: 1 Particle Beam, 6 AIM-90 missiles
16

TF-ALPHA-1 CARGO-CRAWLER
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
TF-Alpha-1 3 350 1 -5 100 0.5 8 10
Communication Range: 1000, FTL
Crew: 1, up to three passengers. Two cryotubes.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: Three Spacesuits
Armament Package: Pistol, Stunner.
Range: Atmosphere: 10 000
Orbital: Unlimited
FTL: 4
FTL Speed: 0.2
Cargo Slots: 2
Automatic Systems: 8 base skill

DOLOMITE CLASS CARGO HAULER
STASISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Dolomite 20 45 000 3 -7 40 1 10 50
Communication Range: 5 000, FTL
Crew: 3-- support for up to 500. Up to 500 more in cryotubes
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: 1 EEV, 100 space suits.
Armament Package: 3 Stunner, 2 Flame-throwers
Range: Atmosphere: Unlimited.
Orbital: Unlimited
FTL: 10
FTL Speed: 0.7
Craft Slots: 1Narcissus Shuttle
Cargo Slots: 60
Automatic Systems: 8 Base skill
Hardpoints: One
Basic Armament: None.

ZAJER / COMM TEHCNIC TRANSPORT VESSEL
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
ZCTV 10 1350 2 -6 100 2 10 50
Communication Range: 5000 km
Crew: Pilot, Co-Pilot, Engineer, can carry 50 passengers unmodified. Up to 200 can be carried with little modification.
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Maneuverability: +2 in Space
Evacuation: 1 EEV, 20 Space Suits. 20 Parachutes.
Armament Package: Various, usually Two shot guns and two pistols.
Range: Atmosphere: Unlimited
Orbital: Unlimited
FTL: 4
FTL Speed: 0.75
Cargo Slots: 2
Automatic Systems: Base 10 skill
Hardpoints: 1
Basic Armament: None.

WY TRADER
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
Trader 10 58 000 2 -8 -- -- -- 10
Communication Range: Orbital, FTL
Crew: 3, standard Life support allows up to 50can be modified to hold over 1000
Evacuation: 1 EEV, 10 space suits.
Armament Package: 2 Stunner, 1 Flame-throwers, 3 Pistols
Range: Orbital: Unlimited
FTL: 8
FTL Speed: 0.6
Cargo Slots: 150
Automatic Systems: 8 Base skill
Hardpoints: None

17





SV- 90 RELIANT CLASS ASSAULT TRANSPORT VEHICLE
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
SV-90 8 38,000 1-3 -9* - - 10 10
*: -6 if pod is dropped
Communication range: Orbital, FTL
Crew: 3 Navigator, 2 Engineer, Capsules for 8 crew. 400 more capable in Cargo Pod is configured.
Maneuverability: +6 dodge of guided missiles if configured
Additions: Survival gear. Full stock if configured.
Evacuation: 10 Space Suits. 400 space suits and 10 Re-Entry Pods if configured.
Armament package: Two Pistols. 4 Smart Guns, 30 Pulse Rifles 20 Flame-throwers, 200 Pistols, 30 Shotguns,
up to 30 other weapons. May be replaced with higher TL weapons.
Range: Orbital: Unlimited
FTL: 10
FTL Speed: 0.7 ly/day
Cargo Slots: 50
Automatic Systems: Base 8 skill.
Hardpoints: 3.
Basic Armament: None

MISCELLANEOS CRAFT
RE-ENTRY POD
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
REP 2 10 1 -10 20 8* -- --
*: Straight Down.
Communication Range: 1000, FTL
Crew: 1, Up to ten passengers.
Maneuverability: +5 against guided missiles.
Additions: Full survival suit: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: Noneit IS an evacuation
Armament Package: None.
Range: Atmosphere: Noneit lands.
Orbital: None
FTL: None
FTL Speed: None
Automatic Systems: 8 Base skill

BD-409 EEV (Emergency Escape Vehicle)
STATISTICS
Variant Body WT Armor MV Move Mach Orbit SR
BD-409 3 50 1 -- -- -- 2 100
Communication Range: Orbital, FTL
Crew: 16 Passengers in Cryo tubes
Maneuverability: 0
Additions: Fire Retardant, Flares, Raft, Emergency Rations, Sleeping Bags.
Evacuation: NoneIt is an evacuation vehicle.
Range: Orbital: Unlimited
FTL: 4
FTL Speed: 0.2 ly/day
Automatic Systems: 10 base skill



















18
SYNTHETICS

SYNTHETICS RULES

CORPORATEBASE MODELSYNTHETIC
TECH LEVEL: TL1
COST: $55 000
EXAMPLE MODEL NAMES: Ash, Andy, Lizzy, Doyle, Sylvie
AVERAGE AGE: 30-40
CHARACTERISTIC RANGE:
INT: 7-9 PRE: 1-3 TECH: 7-9 REF: 5-7 DEX: 5-7 STR: 6 8
MOVE: 2-4 BODY: 5-7
HITS (Average): 30KILLING DEFENSE: 5
RECOVERY (TL5): 15
BASE SKILLS:
Business: +1 (+3) Computer Programming: +1 (+3) Education : +4 (+6)
Hacking: +2 (+4) Science: +3 (+5) Research: +2 (+4)
Paramedic: +4 (+6) First Aid: +3 (+5) Engineer--Synthetic: +1 (+3)
Xenobiology: +3 (+5) Electronics: +1 (+3) ExpertCorporation: +5 (+7)
Bugging: 0 (+2) Concealment: 0 (+2) Perception: 0 (+2)
ABILITIES:
Ambidexterity Common Sense Eidetic Memory Lightening Calculator
Time Sense Speed Reader

MILITARYBASE MODELSYNTHETIC
TECH LEVEL: 1
COST: $65 000
EXAMPLE MODELS: Bishop, Dawn, Crowe, Brook, Costas
AVERAGE AGE: 30-40
CHARACTERISTIC RANGE:
INT: 6-8 PRE: 1-3 TECH: 7-9 REF: 5-7 DEX: 6-8 STR: 5-7
MOVE: 3-5 BODY: 5-7
HITS (Average): 30 KILLING DEFENSE: 8
RECOVERY (TL5): 15
Education : +4 (+6) Computer Programming: +3 (+5) Science: +3 (+5)
Research: +1 (+3) Paramedic: +1 (+3) PilotDropship: +2 (+2)
First Aid: +4 (+6) Engineer--Synthetic: +1 (+3) Electronics: +2 (+4)
Astrogation: +1 (+3) DrivingAPC: +2 (+4) DrivingBuggy: +1 (+3)
Navigation: +1 (+3) EngineerAerospace: 0 (+2) EngineerArmor: +1 (+3)
PilotStarship: 0 (+2) EngineerStarship: +1 (+2) PilotPowerloader: +1 (+2)
ABILITIES:
Ambidexterity Common Sense Eidetic Memory Lightening Calculator
Time Sense Speed Reader Double J ointed

SEX AD-CAP (ADVANCED CAPABILITY)
GENERAL SUPPORT SYNTHETIC
TECH LEVEL: 3
COST: $100 000
EXAMPLE MODELS: J udith , Claire, Shana, Morgan, Virgil
AVERAGE AGE: 19-25
INT: 4-6 PRE: 5-7 TECH: 6-8 REF: 4-6 DEX: 4-6
STR: 3-5 BODY: 4-6 MOVE: 2-4
HITS (Average): 25 KILLING DEFENSE: 5
RECOVERY (TL5): 10
Education : +3 (+4) Computer Programming: +1 (+2) Science: +2 (+3)
Research: +1 (+2) First Aid: +2 (+4) Engineer--Synthetic: +1 (+3)
Electronics: +1 (+3) Navigation: +1 (+3) PilotPowerloader: +1 (+1)
Acrobatics: +1 (+3) Performance: +5 (+7) Conversation: +2 (+4)
Seduction: +4 (+5) Wardrobe & Style: +6 (+7) Persuasion: +5 (+7)
Mimicry: +2 (+4) Perception: +1 (+3) Hand-to-HandEvade: 0 (+2)
High Society: 0 (+1)
ABILITIES:
Ambidexterity Eidetic Memory Beautiful (Level 3)* Double J ointed Night Vision
*Bonuses to Persuasion, Performance, Wardrobe&Style have been added to Skills.












19
GENERAL ANDROID ENTERTAINER (ROCKERS)
TECH LEVEL: 2
COST: $35 000
EXAMPLE MODELS: Rod, Skank, Gutterboy, Hardware
AVERAGE AGE: 20-30
INT: 2-4 PRE: 4-6 TECH: 4-6 REF: 6-8 DEX: 5-7
STR: 4-6 MOVE: 2-5 BODY: 2-4
HITS: 15 KILLING DEFENSE: 1
RECOVERY (TL5): 0
Education : +1 (+1) Computer Programming: +1 (+2) Research: +1 (+2)
First Aid: +1 (+3) Engineer--Synthetic: +1 (+3) Electronics: +1 (+3)
Acrobatics: +1 (+3) Performance: +5 (+7) Conversation: +1 (+3)
Wardrobe&Style: +4 (+7) Persuasion: +3 (+6) Mimicry: +4 (+6)
Perception: +1 (+3) Play Instrument: +5 (+8)
ABILITIES:
Ambidexterity Beautiful (Level 1) Double J ointed Perfect Pitch

MEDICAL / TECHNICIAN SYNTHETIC
TECH LEVEL: 2
COST: $90 000
EXAMPLE MODELS: Payne, Floyd, Orson, Paxton
AVERAGE AGE: 35-45
CHARACTERISTIC RANGE:
INT: 8-10 PRE: 1 TECH: 8-10 REF: 5-7 DEX: 5-7
STR: 4-6 MOVE: 3-5 BODY: 5-7
HITS: 30 KILLING DEFENSE: 3
RECOVERY (TL5): 20
BASE SKILLS:
STANDERD (Both Models)
Education : +4 (+6) Engineer--Synthetic: +4 (+6) Electronics: +2 (+3)
Computer Programming: +1 (+3)
MEDICAL:
Science: +3 (+5) Research: +3 (+5) Survival: +2 (+4)
Paramedic: +5 (+7) First Aid: +5 (+7) Xenobiology: +1 (+6)
Forensic Medicine: 0 (+3) Criminology: 0 (+3) Professional Doctor: 0 (+3)
TECHNICIAN:
EngineerArmor: +4 (+6) Weaponsmith: +3 (+5) EngineerStarship: +3 (+6)
EngineerAerospace: +4 (+6) Mechanics: +3 (+6) PilotPowerloader: +2 (+5)
DrivingAPC: 0 (+3) DrivingBuggy: (+3) PilotDropship: (+2)
ABILITIES:
Ambidexterity Eidetic Memory Lightening Calculator
Time Sense Speed Reader Acute Touch


































20
THE ALIEN: STATISTICS

ACIDIC BLOOD:
The aliens blood is the life of the creature. It is a highly corrosive formof molecular acid. Unlike most creature the blood is under a
massive pressure. The creature does have what is known as a heart, however it does work a bit differently. In comparison, the Alien has the
blood pressure and the heart beat of a hummingbird. FUZION rules have a hit location table on page 48 in the PDF rules. A hit in the knees or
arms produces little splash of the acid. But a hit to the torso produces quite feedback of acidic blood. The splash range is as follows:
Head: 1D6 - 1 meters
Arms / Legs: 1D6 - 3 meters
Torso: 1D6 +1 meters
Anybody caught in a 90-degree arc fromthe hit area must make a dodge of roll or avoid the searing effects. The acid causes DC7 at
point blank range and it reduces by one ever 2 meters to the maximumrage of the splatter.
The difficulty to dodge is 18 with 1 for every meter away fromthe alien. Unless the acid is cleared up the following round, it will
continue to do damage. Every subsequent round, the target will take 1 DC damage fromthe initial DC until neutralized.
Remember that ALL targets must check for spray. This includes vehicles, weapons, and walls. Finally, the acid blood causes so
much damage, 50% of all damage taken removes armor (round down). To Kill structures, the continues effect of the acid means that ever 50
points of acidic damage removes 1 K. This allows even a drone to eat through the armor of an APC. Any vehicles or structures in the splatter
path are hit automatically 1D6 times. Devices hits may still function (GMs discretion).

THE EGG
No matter what, even if converted to a Queen, the egg is only used to create and hold the facehugger life form. Any living organism
that approaches within 3 meters will activate it. If it is ignited, the Facehugger will try to escape.
HITS: 20 KD: 2 ED: 5
WEAPONS: Launch Facehuggersee below.

THE FACEHUGGER
SPECIAL RULES FOR FACEHUGGERS:
1: If the alien is cut of instantly, the victimmust take a CON check and beat a DV of 15 or take DC4 Stun immediately. Full acid splash damage
must also be applied. Every minute afterward, the stun damage increases by 1DC. Also add 1DC of Killing Damage. It is always
unwise to cut the facehugger off after the first few minutes.
2: The embryo will be implanted in one hour. The Facehugger can be safely removed without acid blood spilt if a surgical ward is present and a
doctor is prepped. After a single DV of 22, a live facehugger is removed fromthe host. This difficulty drops by one for every TL.
3: After the first hour, the embryo is in. The same DV above is required to remove the Facehugger plus a simpler DV of 15 is required to
remove the now dead embryo.
4: After six hours, the Facehugger falls off, the host is ready. If it cant find another host in ten minutes, it will die. Placing it in stasis will
prevent that fromhappening. The Host will awaken an hour later, fully recovered, no symptoms until the time is right.

CHARACTERISTICS:
INT: 4 REF: 9 DEX: 9 CON: 10 STR: 10 BODY: 3
RUN: 18 SWIM / LEAP: 6
HITS: 15 KD: 1 ED: 20
STUN: 21 SD: 20
WEAPONS: Range WA DC
Tail 1 m +2 Grapple

THE CHESTBURSTER:
SPECIAL RULES:
1: After six hours, the Chestburster newborn has grafted itself inside the host. After that, the alien can still be removed after an attempt to
counter a DV of 26 is made (dropping by 1 for every TL). The chestburster will emerge six hours later. Every hour another check can
be made. Every failure results in a DC4 injury.
2: When the alien emerges, it does DC12 damage to its host with no KD defense.
3: There have been reports of Facehuggers implanting two or more Newborns in the Host body. If this is the case, there is a chance that one or
both of the newborns may be killed. The Body is not designed to carry two. If there are two, the first has a 20% chance of dying and
the second has a 30% chance. If there are three, then the chances of all of themincrease by 10% (3 embryos: 1=30%, 2=40%
3=50%; 5 embryos: 1=50%, 2=60%, 3=70%, 4=80%, 5=90%). Every extra embryo requires one extra hour of maturation in the host
for the entire group and one extra hour as chestbursters before they can mature as adult warriors.
4: Several situations can delay a chestbursters appearance.
--A queen takes twice as long20 hours total.
--The Chestburster remains still while the subject in cryo. But it takes a lot longer to come out. Whatever time is left when the host
comes out of cryo is multiplied by 10.

CHARACTERISTICS:
INT: 4 REF: 10 DEX: 11 CON: 10 STR: 3 BODY: 5
RUN: 24 SWIM / LEAP: 8
HITS: 25 KD: 5 ED: 20
STUN: 35 SD: 20 REC: 13
WEAPONS: Range WA DC
Teeth 1m +2 3

THE ADULT ALIEN (THE DRONE):
SPECIAL RULES:
1: Hybridization, see below. The stats below are for a standard human.
2: The Aliens can hide themselves in their own hive at +5 skill. A player must be actively searching for aliens to spot one. Aliens uses DEX,
Players use Awareness.
3: Aliens never take things personally. Only if their Queen or Host is threatened does the alien react in a violent manner. When that happens,
all of the aliens Characteristics increase by 1.
21
4: At least 3 drones, after forming a small hive, can convert a regular egg into a queen egg or royal guard egg in six additional hours by
producing Royal J elly. The Facehugger looks normal but creates the appropriate newborn.
5: A rogue drone can convert a living host into a regular egg in 10 hours. This involves enclosing the subject and slowly converting the host into
an egg. Since one extra host is used up, the Queen route is always preferred. (Note: This process was shot for the first filmbut cut. I
have included it as an extra bite the creatures have)
CHARACTERISTICS:
INT: 6 WILL: 10 REF: 10 TECH: 3 DEX: 11
CON: 10 STR: 10 BODY: 10 RUN: 24 SWIM / LEAP: 8
HITS: 50 (1 K)* KD: 11 ED: 20
STUN: 70 SD: 20 REC: 20
*A 1 K weapon will kill a drone.
WEAPONS: Range: WA: DC: SPECIAL
Attack Tongue 1 m +2 6 Armor Piercing (halves KD)
Teeth 1m +1 4 Can also grapple
Claws 1 m +1 4 Can also grapple
Acid Spit 12 m -2 5 Continues burn (see above)
Tail 2 m -3 n/a Grapple

ROYAL GUARD
SPECIAL ABILITIES:
1: The Royal Guard can hide themselves in their own hive at +7 skill. A player must be actively searching for aliens to spot one. Aliens use
DEX, Players use Awareness.
2: If their Queen is threatened, the Guard will react in a violent manner. When that happens, all of the aliens Characteristics increase by 1. If the
Queen is hurt, add an additional +1
CHARACTERISTICS:
INT: 8 WILL: 10 REF: 13 TECH: 6 DEX: 15
CON: 10 STR: 13 BODY: 15 RUN: 24 SWIM / LEAP: 8
HITS: 75 (1.5 K) KD: 15 (0.2 K) ED: 20 (0.5 K)
STUN: 105 SD: 20 REC: 25
WEAPONS: Range: WA: DC: SPECIAL
Attack Tongue 1 m +2 7 (0.5 K) Armor Piercing (halves KD)
Teeth 1m +1 5 Can also grapple
Claws 1 m +1 5 Can also grapple
Acid Spit 12 m -2 6 Continues burn (see above)
Tail 2 m -3 n/a Grapple
Tail Spear 2 m -3 6 None

THE QUEEN:
SPECIAL RULES:
1: Queen have two attacks every round because of their limbs.
CHARACTERISTICS:
INT: 13 WILL: 10 REF: 14 TECH: 8 DEX: 12
CON: 13 STR: 18 BODY: 30 RUN: 24 SWIM / LEAP: 8
HITS: 150 (3 K) KD: 30 (0.5 K) ED: 26 (0.5 K)
STUN: 210 SD: 26 REC: 33
WEAPONS: Range: WA: DC: SPECIAL
Attack Tongue 2 m +2 13 (1 K) Armor Piercing (halves KD)
Teeth 1m +1 9 (0.5 K) Can also grapple
Large Claws 3 m +1 8 (0.4 K) Can also grapple
Small Claws 1 m 0 6 Can also grapple
Acid Spit 12 m -2 9 (0.5 K) Continues burn (see above)
Tail 2 m -3 n/a Grapple
Tail Spear 2 m -3 10 (0.6 K) None
the basis of Williams Gibsons Alien 3 script.
A AL LI IE EN N: : F FU UZ ZI IO ON N

CHARACTER RECORD SHEET
Personal Information:
Player Name: ________________________________________ Nickname:_______________________________
Age: __________ Rank: ___________________ Occupation__________________________ Gender: _________
Height: ____________ Weight: __________ Eyes: __________ Hair: ___________ Reputation: _____________

Characteristics: Derived characteristics:
Intelligence ______(INT) STUN POINTS________________(BODY X5)
Willpower ______(WILL) HITS MAXIMUM______________(BODY X5)
Presence ______(PRE) Stun Defense _______(CONx2) Luck _______(Int + ref)
Technique ______(TECH) Recovery _______(Str+Con) Run _______(move x2)
Reflexes ______(REF) Endurance _______(Con x10) Speed _______(1/2 of REF)
Dexterity ______(DEX) Resistance _______(Will x3) Humanity_______(Pre x10)
Constitution ______(CON) Energy Defense _______(Con x2)
Strength ______(STR)
Body ______(BODY) EXPERIENCE: __________
Movement ______(MOVE)

STUN POINTS
(____________) ARMOR: PD ____________ EKD ______________
HITS ___________________________________________________________
(____________) ___________________________________________________________

SKILLS TALENTS AND PERKS Points Roll+d10. HIT LOCATION TABLE Mod
________________________________ _____ ________ 3-5 HEAD (2x Dam) -6
________________________________ _____ ________ 6 HAND ( Damage)* -4
________________________________ _____ ________ 7-8 ARM ( Damage)* -3
________________________________ _____ ________ 9 SHOULDER (1x Dam)* -3
________________________________ _____ ________ 10-11 CHEST (1x Damage) -1
________________________________ _____ ________ 12 STOMACH (x1.5 Dam) -5
________________________________ _____ ________ 13 VITALS (1.5 Damage) -6
________________________________ _____ ________ 14 THIGHS (x1 Damage)* -3
________________________________ _____ ________ 15-16 LEGS (Damage)* -4
________________________________ _____ ________ 17-18 FEET (Damage)* -4
________________________________ _____ ________ * I f not obvious, roll 1die: even=right, odd=left
________________________________ _____ ________
________________________________ _____ ________ Range Table
________________________________ _____ ________ Range Melee Close Medium Long Extreme
________________________________ _____ ________ M/Yds 4m or < 10 or < 50 or < 51 or >* > listed rng
________________________________ _____ ________ Off Mod 0 -2 -4 -6 -6 (+1**)
*Up to the listed range of the weapon. **Plus 1 / 50 yards past listed range
WEAPON Modifiers DC / Stun STR Min Notes





Equipment and gear









TOTAL FUZION
BASIC RULES
REV 4.4.3 Web Edi t i on
THE FUZION GROUP

1997
Fuzion the FUZION GROUP, 1997. All rights are reserved under International
Copyright Conventions.
Fuzion is the Fuzion Group's trademark name for its multigenre roleplaying sys-
tem. This copy is authorized for single-download, personal use; commercial or
online use of these materials in any form without written permission from the
Fuzion Group will be prosecuted to the full extent of law. To obtain permission or
licensing information, contact the Fuzion Group at Talsorian@aol.com.
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What s Fuzion?
F
uzion is a set of rules for roleplaying; in
ot her words, it s a roleplaying game.
What s a Roleplaying game?
A roleplaying game lets you pretend to be a character in a story thats
like a play. Each player plays a character, making the decisions and
saying the things the character would say in the situations that hap-
pen. One player, the Gamemaster (GM) acts like the author and direc-
tor of the play; he sets the stage, telling the players where they are,
what is happening, and what other characters (the Non-Player
Characters, or NPCs) are saying and doing. The GM guides the action
but does not control it; the results of the game depend both on the
players and the GM. More simply, roleplaying is just like the cops and
robbers or playing house games you played as a kid, only this time
with rules to help guide you, and situations that are more complex and
interesting.
How do I get a charact er?
The GM gives you one, lets you pick one thats already been written
up, or lets you create one.
How do I creat e a charact er?
Use the Lifepath on page 4 to develop a background
for your character. Then you buy the Primary
Characteristics (also called Stats; numbers that
determine how good you are physically, mentally, and
in combat) with Characteristic Points (CPs). Next, you use Option
Points (OPs) to buy Skills and other things your character can do or
use (including equipment and special abilities). The GM tells you
how many CPs and OPs you have to start with, what things you can
buy and what you cant, and any special rules he may have for his
game. You may be able to take Complications for your character to
get more OPs.
How do I know how good my charact er is?
All Primary Characteristics and Skills use numbers on
the same scale, and all have a starting value of 0.
Normal humans are usually in the 3-4 range, with 7
being the maximum normally; in some games you
can go up to 10 for a normal human. Anything over a 10 is super-
human. Each 1 point of a Characteristic or a Skill is +1 to a Skill Roll
(in the case of Strength, a +1 is +1 die of damage in an attack).
How do we st art playing?
One player becomes the GM and decides the setting
of the game, the rules to be used, starting points for
characters, and all the choices and options present-
ed in the Fuzion rules. The other players get their char-
acters ready based on what the GM tells them about the rules. The
GM prepares a story (or uses one from an adventure book), and
begins to tell the players what their characters see and hear, and
starts asking the players what their characters will do next. When
something comes up where the result isnt obvious (like whether or
not you hit someone or whether you can pick a lock), use the Fuzion
rules to find the answer.
How do I figure out if I succeed at somet hing?
You make a Skill Roll. Skill Rolls all work the same
way, no matter what Skill you use. First, find your
Act ion Value (AV): To do this, take the Characteristic
and add it to the Skill needed (the GM tells you which
Characteristic to use for the Skill). For instance, if youre trying to
pick a lock, youd use Lockpicking Skill with your Technique
Characteristic. Your Action Value plus your Die Roll gives you the
Action Total. (The Die Roll you use is decided by the GM for the entire
game. To be like the Hero System, the Die Roll would be 3D6; to be
like Interlock, the Die Roll would be 1d10.) If your Action Total meets
or beats the Difficulty Value (DV), you succeed.The Difficulty Value is
provided by the GM, looking at the table on page 37 for reference.
Or, if youre trying to use your Skill against someone elses Skill
directly, the Difficulty Value comes from the opponents Action Value
plus Die Roll (to be like the Hero System, youd just add 10; to be
like Interlock, youd roll 1d10).Skill Rolls: Action Value (AV) + Die Roll
= Action Total. The Action Total must be equal to or greater than the
Difficulty Value (from the table on page 37).
How do I fight ?
The GM declares that combat has started, and each
character gets to act in order (see page 35 for
details). A character takes an Action, determines the
result of that action, then the next character gets to
act until all characters have acted. Then the Phase is over and a new
Phase begins, where everyone can act again. Page 35 has details
and options that can change this.
How do I hit a t arget ?
Fighting is handled the same way as any Skill. Find
your Action Value (AV): Take your Reflex Characteristic
plus your Weapon Skill, and add a Die Roll to get your
Action Total. Compare your Action Total to the
Difficulty Value; if you meet or beat it, you hit. To find the Difficulty
Value, add the defenders Dexterity plus their Evade Skill to get their
Defending Value (DV); add 10 to be like the Hero System, 1d10 to
be like Interlock. To get the Difficulty Value for an unopposed action,
your Action Value (AV) + Die Roll = Action Total. The Action Total must
be equal to or greater than the Difficulty Value (DV) + Die Roll.
How do I do damage?
Roll the damage listed for your weapon (some num-
ber of dice), or roll 1D6 for every 1 Strength you use.
Attacks are either Stun attacks (hands or feet, clubs)
or Killing attacks (guns, knives, lasers). Roll the dice
and find the total; thats the number of Stun against the target (for
Stun attacks) or the number of Hits against the target (for Killing
attacks).
How do I t ake damage?
The target of an attack subtracts either their Stun
Defense or their Killing Defense from the number of
Stun done by a normal attack, whichever defense is
higher. The target subtracts its Killing Defense from
the number of Hits done by a Killing attack. The remaining Stun (or
Hits) are subtracted from the targets total Stun (or total Hits). If your
Stun falls to 0 or below, you are unconscious; if your Hits fall to 0 or
below, you are dying. See page 146 for details and options.
How do I GM?
The best way is through trying it yourself. Read through the rules
completely, and read through the campaign setting provided.
FUZION GAME MECHANICS
P A G E S
4 - 33
P A G E S
8 - 9
P A G E S
35 - 37
P A G E S
37 - 38
P A G E S
35 - 45
P A G E S
42 - 45
P A G E S
46 - 47
P A G E S
46 - 47
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Some Import ant Fuzion Designer s Not es:
T
he Fuzion syst em is an met asyst em, not a mult isyst em. An mul-
t isyst em basically allows you t o play t he same way in a number
of different genres or set t ings. A met asyst em , on t he ot her hand,
allows you t o not only do t his, but also combine element s of many
different genres int o one set t ing (for inst ance, giant robot s and fant asy charac-
t ers) as well allowing you t o cust omize t hose core rules t o best fit t he individual
genre by adjust ing t he level of t heir impact on your game.
T
he result is that in any Fuzion book, you may find a few tables that either dont directly
apply to the genre or may seem to be out of scale to the genre (for instance, Strength
and Throwing tables that allow you to lift mountains and chuck them into orbit.) Relax. The
whole idea is that in each Fuzion setting, we may use the same tables, but they are applied
differently by adjusting the Dials and Switcher that control their effects on the game.
W
hy do we do it this way? The first reason is that although you may not currently have
any characters in your game that can lift mountains, you have the option of adding them
at any timeif you want to. Otherwise, simply use the tables at the setting for your campaign
level. And if you need characters to lift small mountains, you can easily dial those tables
to a level which best fits that particular game.
I
n addition, Fuzion was designed as a whole, not as a series of parts for different genres. That
means weve tried to cover as many different conditions that we think might arise over hundreds
of genres and settings instead of putting out new rules as new settings come up. This allows you
more flexibility in creating your own genres; if you want to add starships to your fantasy game (like
in Poul Andersons High Crusade), you dont need to wait till we out out a specific book combin-
ing these elements. This is especially important when you consider the number of new genres
and settings arising every day in anim, comics and movieswith zombie cowboys, parapsychic
FBI agents, superpowered ninja rangers and so on.
L
astly, since Fuzion was designed from the roots of both the HERO and Interlock systems,
it also has the advantage of being able to use previously published materials from both
of these systems with very little conversion required. And since Fuzion can be applied to a
wide variety of genres, it has been licensed to other game settings as well as RTG and
HEROs settings, allowing players to use parts of these offspring systems as well.
F
or more on the Fuzion system, or to download your own copy of the Core Design Rules,
visit the Fuzion Labs web site at ht t p:\ \ www.fuzion.com
PLUG-INS, KEYS,
SWITCHES, AND DIALS
F
uzion is unique in that it is designed
to allow Referees to customize its
functions to better fit the particular
needs of their campaigns. This is done
by using four important concepts,
called Plug- Ins, Swit ches, Dials, and
Keys.
P
lug-ins are links to
Fuzions parent sys-
tems; R.Talsorians MEKTON
and HERO Games Champions. A Plug-in
is like a mini version of its parent (its ele-
ments are created using the parent sys-
tem, in fact), but the Plug-in is simpler
and has less complexity. Plug-Ins allow
you to build simpler versions of Powers
and Mecha for your Fuzion games. They
can also be used to port powers and
mecha built in the parent into Fuzion or
back.
S
wit ches are rules that could
be turned on and off for your
campaign without unbalancing
everything else. Fuzion highlights
those important, switchable rules and
makes it easy to pick them out from the
ones that really affect the total balance
of the game. To use a switch, simply
mark it ON in the upper box.
D
ials are a way of set-
ting the level of
effect of a particular
rule on your Fuzion campaign. Dials are
usually set according to the Reality
Level of the campaign; from Everyday
(pretty much like real life) to
Superheroic (the world of four color
comics and mythology).To use a dial,
you decide at the start of your cam-
paign what reality level you want that
particular rule to be set at, then check-
mark the box next to that setting. The
rule then automatically has that level of
effect on your campaign.Dials are an
incredibly powerful tool, because they
allow you to tailor the rules of the cam-
paign to exactly fit the required flavor.
And since all Fuzion games use the
same dials, its easy to cross genres
and worlds.
K
eys are ideas or concepts
that we think youll find espe-
cially interesting; novel ways to use
a rule or a new possibility for role-
playing. Keys also point out important
concepts in how Fuzion works. You use
these keys to unlock your imagination.
BASIC FUZION CONCEPTS
ABOUT KEYPAGES
F
uzion is built on t he idea of Keypages. Each Keypage is designed
t o be an easy t o follow chunk of informat ion, divided int o individ-
ual t opics. Each t opic is oft en boxed or ot herwise separat ed from all
t he ot her t opics.
A
s a general Rule, Major t opics are always written in a bold, fully capitalized text:
WAYS TOUSE FUZION
and are always prefaced with a black and white number box that lists the steps of the
rules in order of how they are done. Less import ant subject s relating to the main
topic are written in a bold, upper and lower case text, as below:
And How It Will Improve Your Life
but have no number box.
A
lso, most Keypage boxes will have some kind of illust rat ion or image to highlight ideas or con-
cepts in the text, making it easier to pick out particular rules by linking them to a graphic.
A
final important thing about Keypages is that they are as self cont ained as possible; in gen-
eral, all the tables and information pertaining to a concept will be on the individual Keypage,
even if this means repeating a table, passage or illustration more than once. Keypages are
designed to be self contained so that you dont have to spend a lot of time flipping around the
book; in fact, most of the time, you can photocopy a particular Keypage and give it to your play-
ers to speed the process of creating characters, powers or mecha.

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his is t he first st ep of creat ing a charact er; get t ing a concept and hist ory est ablished. Lifepat h
is a special flowchart of event s, personalit y quirks and plot complicat ions, which are used t o
give a charact er roleplaying dept h and complexit y. In effect , t he Lifepat h is your charact ers origin
st ory, t elling where he came from, what hes done and what hes like. To use t he Lifepat h, simply
follow t he inst ruct ions in each box of t he chart , rolling a die or making a choice as inst ruct ed.
Swit ch: Complicat ions [ see pg. 14 - 15 for more det ails]
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s part of the Lifepath process, you may also elect to take a few COMPLICATIONS: Situations, prob-
lems or personal limitations that enhance the roleplaying aspect of the character, and (coinciden-
tally), generate extra Option Points (pg. 13 Sec. O) to be used in the creation of the character later.
Note that in Fuzion, Complications are not just window dressing; a big part of getting more Option Points is
roleplaying your complications.
Along the Lifepath you'll see certain events marked with these symbols.
They are a signal that this particular event is a good place to link up to a pos-
sible Complication. For example, Parents Murdered would be a great place to take on a Responsibility, such as a Dependent (your baby
sister), a Vow (to fight Evil) or a Code of Honor (Never Harm an Innocent).
CHILDHOOD EVENTS
A crisis in your early youth! Roll 1D6 to see how your family was affected:
1-4 ONE OR SOME FAMILY MEMBERS WERE...
5-6 YOUR ENTIRE FAMILY WAS...
....then roll 1D6 for the rest of the story:
1-3 ENEMIES
1 betrayed by a friend or relative and lost everything they had.
2 exiled; you have returned under an alias.
3 murdered before your eyes.
4 Hunted by (or involved in a vendetta) with a powerful group, or organization.
5 abducted or mysteriously vanished; you were inexplicably left behind.
6 killed in war, terrorism, or disaster.
4-6 SECRETS
1 accused of a terrible crime they may (or may not) have committed.
Roll 1D6: 1-3, they were imprisoned for 1D6+2 years; 4-6, they
escaped imprisonment but are still under the gun.
2-3 considered to have some kind of unique birthright, ability or status.
4 unknown you grew up alone, never knowing your true heritage.
5-6 not the real thingyoure adopted, and obsessed with finding your true family.
GO TO LIFE EVENTS
2 Shy and secretive
3 Rebellious, antisocial, violent
4 Arrogant, proud, and aloof
5 Moody, rash, and headstrong
6-7 Friendly and outgoing
8 Stable and serious
9 Silly and fluff-headed
10 Sneaky and deceptive
11 Intellectual and detached
12 Picky, fussy, and nervous
GO TO WHO YOU VALUE MOST
BASIC PERSONALITY
WHO DO YOU
VALUE MOST?
2 Child
3 Brother or sister
4 Friend
5-6 Lover
7 Yourself
8 Pet
9 Teacher or mentor
10 Public figure
11 Personal hero
12 No one
GO TO WHAT YOU
VALUE MOST
WHAT DOYOU
VALUE MOST?
2 Money
3 Honor
4 Knowledge
5 Honesty
6-7 Friendship
8 Your Word
9 Love
10 Power
11 Having a good time
12 Vengeance
GO TO WORLD VIEW
YOUR WORLD VIEW
2 Every person is a valuable
individual.
3 I like almost everyone.
4 No one understands me.
5 People are sheep who
need to be led.
6-7 Im neutral to most people.
8 People must earn my
respect. No free rides here.
9 People are untrustworthy. Be
careful who you depend on.
10 No ones going to hurt me
again.
11 People are wonderful!
12 People are scum and
should be wiped out.
GO TO EARLY
BACKGROUND
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t art by deciding what your charact er is like; Basic Personalit y, Values,
and world view. You may eit her roll (2D6) t hese or choose one:
1
N
ow move on t o Early Background and
Childhood Event s (Roll for all of t hese): 2
What was your early upbringing like, economics wise?
[Note: this has no effect on your current situation] Roll
2D6 and find out...
ROLL FAMILY STATUS:
2-3 POOR: Just scraping by, day by day.
4-6 MIDDLE CLASS: Like most kids, you were pretty run of the mill.
7-8 WELL-TO-DO: You went to good schools, wore nice
clothes, had lots of treats.
9-10 WEALTHY: You had plenty of everything; even servants!
12 RICH (possibly nobility): You lived in the lap of luxury, lacking nothing.
What Comes Next ?
Any Childhood Crises? Big problems or traumas? Roll
once (1D6) below and go to the appropriate table:
1-3 A BORING CHILDHOOD: GO TO LIFE EVENTS
4-6 GO TO CHILDHOOD EVENTS
EARLY BACKGROUND
ENEMY PERSONALITY PSYCHOLOGICAL COMPULSION RESPONSIBILITY PHYSIOLOGICAL SOCIAL
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FRIENDS & ENEMIES (roll 1D6)
1-3 MAKE AN ENEMY. ROLL 1D6 AND SEE BELOW
1 ENEMY: Bitter ex-friend or lover.
2 ENEMY: Relative.
3 ENEMY: Partner or co-worker.
4-5 ENEMY: From rival group or faction.
6 ENEMY: Powerful official or noble.
4-5 MAKE A FRIEND: ROLL 1D6 AND SEE BELOW
1 FRIEND: Like a brother, sister or parent to you.
2 FRIEND: Partner or co-worker.
3 FRIEND: Old lover (choose which one).
4 FRIEND: Old enemy (choose which one).
5-6 FRIEND: Have common interests/acquaintances.
GO BACK TO LIFE EVENTS
LOVE & WAR (roll 1D6)
1-2 Had a Happy Love Affair: Nuff said.
3-4 Had Love Trouble! Any of these might be a good
hook for a COMPULSION, ENEMY, or PSYCHOLOGICAL
complication. Roll 1D6/see below:
1 Your lovers friends/family would use any
means to get rid of you.
2 You fight constantly.
3 Youve had a child! Roll for sex: Even=Female,
Odd=Male. RESPONSIBILITY anyone?
4 One of you is messing around.
5 You got married! Any further Love & War rolls
refer to your marriage (or future divorce!)
6 It just isnt working out.
5-6 Had a Tragic Romance: Any of these might be a
good hook for a COMPULSION, ENEMY, or PSYCHOLOGI-
CAL complication. Roll 1D6 and see below:
1 Lover died in accident or was murdered.
2 Lover mysteriously vanished
3 Lover was kidnapped.
4 Lover was imprisoned or exiled
5 Lover went insane and is now hospitalized.
6 Lover committed suicide
GO BACK TO LIFE EVENTS
Roll 2D6+16 (or
choose) to determine your age. For each year over 16,
roll once below and go to the appropriate table:
1-2 GOOD WITH THE BAD
3-4 FRIENDS AND ENEMIES
5 LOVE AND WAR
6 NOTHING HAPPENED THAT YEAR.
W
hen you have completed all the years up to the
present, Go t o CURRENT SITUATION to see
where you are now.
LIFE EVENTS: START HERE
GOOD WITH THE BAD (roll 1D6)
1-3 SOMETHING GOOD: ROLL 1D6
1 MAKE A CONNECTION (see PERKS): A
local power player (warlord, official,
noble, whatever) befriends you. Their
level of effectiveness is worth 1D6/2.
2 MENTOR: You gained a teacher or
mentor in your life. This person has
taught you one new skill up to a level
of 1D6/2 (round up).
3-4 FAVOR (see PERKS): Someone owes
you big time. Roll 1D6/2 to determine
the level of the favor owed you. Type of
contact subject to GM approval.
5 MEMBERSHIP (see PERKS): You have
been nominated for membership in a
select group. Roll 1D6/2 to determine
your new status (organization is up to
GM)
6 WINDFALL: Your financial ship just
came in an inheritance, lottery win,
gambling score, or just a good invest-
ment Roll 2D6 x $10,000 for the
amount.
4-6 SOMETHING BAD: ROLL 1D6
1 IMPRISONMENT: You have been exiled,
imprisoned, or held hostage (your
choice). Roll 1D6 x 1 year for length
of imprisonment. A good place for a
PSYCHOLOGICAL complication.
2 FALSELY ACCUSED: You were set up, and
now face arrest or worse. A good
place for an ENEMY complication.
3 ACCIDENT OR INJURY: You were in some
kind of terrible accident or maimed in
some other way. A good place for a
PHYSIOLOGICAL Complication.
4 HUNTED: You incurred the wrath of a
powerful person, family or group. A
good place for an ENEMY complica-
tion.
5 MENTAL OR PHYSICAL ILLNESS: You were
struck down by a severe PHYSIO-
LOGICAL illness or PSYCHOLOGICAL
complication.
6 EMOTIONAL LOSS: You lost someone
you really cared about. 1-2; they
were murdered. 3-4; they died by
accident or illness. 5-6, they van-
ished, killed themselves or just up
and left without any explanation.
GO BACK TO LIFE EVENTS
L I F E P AT H
Y
our t hird st ep is t o chart t he course of your life
aft er Childhood by moving on t o Life Event s.
3
ROLL 2D6 TO DETERMINE
WHERE YOUR LIFE IS RIGHT
NOW:
2 Youre involved in the
underworld; criminal or
black market activities.
3 Youre involved in law
enforcement, criminal
investigation, or espi-
onage work.
4 Youre involved in gov-
ernment or other
administrative duties.
5-7 You have a nameless,
mundane day job.
8 Youre involved in busi-
ness or high finance.
9 Youre a freelancer;
you work for yourself
10 Youre involved in craft-
work or construction
11 Youre involved in
research or scientific
study.
12 Youre involved in a
military or paramilitary
organization.
GO TO CURRENT
OUTLOOK
ROLL 1D6 TO DETERMINE WHERE
YOUR LIFE IS RIGHT NOW:
1 I hate my life, but I
cant change it.
2 My life is crazy and
out of control.
3 I crave more adven-
ture and thrills
4 I crave more romance
and passion.
5 I crave more money
and power.
6 Life is good!
4
CURRENT
SITUATION
5
CURRENT
OUTLOOK
6
End Lifepat h, or
if Super, go on
t o Origin Pat h,
(pg. 6)
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o you re a Superhero? But how did you get t hese Powers and Abilit ies? Thats where Origin Path comes in. With Origin Path, you
can roll the dice as indicated or pick from the following tables in order to put together an origin for your characters powers and abili-
ties. Write down the results from each table; this gives you a bare outline of where the characters powers originated; the player (perhaps
working with the GM) should create a complete origin story based on the information from the tables. For an especially interesting origin,
try rolling through these tables twice and combining the origins. Many characters may have abilities derived from more than one source.
The GM should work the origin into the campaigns continuity and history. Look for ways to relate each characters origin to other characters
and to villains. The GM may want to keep some or all of this information a secret, to be revealed in the course of adventuring.
Take the results from these tables and weave them together into a story that explains your characters background and origin. These
should suggest the characters powers, skills, and especially Complications. The GM can help by suggesting connections to people and
events in the campaign (or the GM may want to keep some of these secret from the player for a surprising plot twist later).
Most characters with a number of Skills (particularly Martial Artists and Gadgeteers) will want to roll on the Training Origin Table to find out
where they learned their Skills, if its not already apparent from the rest of their Origin results.
START WITH A CHARACTER TYPE (roll 2D6)
These general character types contain all of the standard comic book
archetypes. Many characters are a combination of types; usually theyll have
one Major (about 2/3 of their Power Points) and one Minor (about 1/3 of their Power
Points) if they do combine two types. Most well-rounded characters should have
some offensive ability (which may be Strength or Martial Arts), some defensive abil-
ity (which may be high Stun Defense, or high Stun or Hits, or a high Dexterity, or
defensive powers, or some combination of those), and some movement ability
(though this may be the teams vehicle). Remember, though, that all player charac-
ters must follow the Rule of X (see page 34 for details).
ROLL CHARACTER TYPE AND POWER SOURCE
2 Ment alist : Specializes in mental powers and related powers. Often fairly
normal physically, usually with a high Will. Usually Psionics Special Effects
(SFX). ROLL ON POWER SOURCE TABLE
3 Shapechanger: This is a broad category that includes growing, shrinking,
density increase, or any change in shape or form thats the main source of
powers. Often specializes in high stats; sometimes unusual powers like
Adjustment Powers. Often combined with another type like Brick. Commonly
Biochemical or Kinetic SFX, sometimes others. ROLL ON POWER SOURCE TABLE
4 Gadget eer: Specializes in using equipment as powers. Often has a wide
range of powers bought as gadgets, perhaps not very high physical stats.
Many different SFX, usually not Gate Key Power, Magic, or Psionics.
Gadgets are bought as a Complication.TECHNOLOGY; ROLL ON POWER
DEVELOPMENT TABLE
5 Powered Armor: Wears an armored suit with built-in gadgets to generate
powers. Could be a Brick or an Energy Projector by using the suit powers.
Many different SFX, usually not Gate Key Power, Magic, or Psionics. Suit is
bought as a Complication. TECHNOLOGY; ROLL ON POWER DEVELOPMENT TABLE
6 Mart ial Art ist : A warrior specializing in fighting skills, often with a high REF
and DEX. Usually specializes in skills with few powers; sometimes trades
Power Points in for Option Points.ROLL ON MARTIAL ARTIST TYPE TABLE
7 Brick: Specializes in high STR, usually high defenses and physical stats.
Sometimes ends up exchanging Power Points for more Characteristic
Points. ROLL ON POWER SOURCE TABLE
8 Energy Project or: Specializes in energy blasts of various types; often has
Flight, sometimes Force Field. All types of SFX. ROLL ON POWER SOURCE TABLE
9 Super Mage: Specializes in magic, which can cover almost any power or
ability. Usually not very high physical stats, but often high mental stats.
Often Magic SFX, but can easily generate SFX of any type. MAGIC; SEE MAGIC
ORIGIN
10 Speedst er: Specializes in movement powers and associated attacks and
defenses. Often has a high DEX, sometimes a high REF and SPD rating.
Usually Kinetic SFX. ROLL ON POWER SOURCE TABLE
11 Weird: All sorts of strange and unclassifiable collections of powers and
other abilities. Often not a well-rounded character, depending on the rest of
the team in some circumstances. Any SFX possible. ROLL ON POWER SOURCE
TABLE
12 Roll twice and add types
Power Source (roll 2D6)
Roll Power Source
2 Gat e Key: (Direct Usage)
Uses a Gate Key directly (via
some hyperdimensional tap,
usually) as the source of pow-
ers. Very rare, very powerful,
and very dangerous, as this
attracts the attention of entities such as Dr.
Destroyer.
3-4 Psionics: Powers of the mind, which can be from
a variety of sources. Roll 2D6 +1 on the POWER
TYPE TABLE (13 counts as a 12 result) then come
back here to find the type of Psionic powers. For
inherent powers, use the Inherent Psionics
Origin Table to find the origin. For equipment or
acquired powers, use the Power Development
Table and then the Acquired Psionics Origin
Table to find the origin.
ROLL 2D6 Inherent Psionics Origin
2-7 Mut ant : Roll on Mutant Origin Table
8-10 Non-human: Roll on Non-human Origin Table
11-12 Ot her: Inherited from some family
bloodline, or GM invents a source
ROLL 2D6 ACQUIRED PSIONICS ORIGIN
2-4 Unusual: Roll on Power Source
Table, ignore Psionics results
5-6 Project Mind Alive: May Have
Hunted Complication
7-8 PSI: May have Hunted
Complication
9 Mut aphet amine: May have
Vulnerability Complication
10 Wildst rike: May have Distinctive
Looks Complication
11 Ot her: GM or player invents new origin
12 Ot her: (Create a new Source or use
Psionics)
5-6 Magic: Roll on Power Type Table
7 Non-human: Roll on Power Type Table
8 Mut ant : [Inherent Powers] Roll on Mutant
Origin Table
9-10 Technology: [Equipment] Roll on Power
Development Table
11 Alt ered: [Acquired Powers] Roll on Power
Development Table
12 Ot her: Roll twice and combine sources
O R I G I N P A T H
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Power Type
Does the power come from equipment, is the
power inherent in the character, or did the char-
acter develop the power somehow?
POWER TYPE TABLE
2D6 Power Type Result
2-5 Equipment : Roll on Power
Development Table
6-9 Inherent : Roll on appropriate
Origin Table
10-12 Acquired: Roll on Power
Development Table
Power Development
How did the character first acquire the power?
2D6 Power/ Equipment Was
2-5 Self-creat ed: Invented by character;
should have necessary skills
6-8 Imbued/ Given: Roll on appropriate
Origin Table to find benefactor
9-10 Accident al/ Found: Roll on appropri-
ate Origin Table to find source
11-12 St olen: Roll on appropriate Origin
Table to find source.
Magic Origin
Roll on the Power Type Table and then
refer to the list below with your results.
Magic Equipment : Roll 1D6+5 on Power
Development Table; Roll on Origin Table
Inherent Magic: Roll on Origin Table to
learn from where
Acquired Magic: Roll on Power
Development Table;
Creat ed = Self-taught; Roll on Magic
Origin table to learn from where.
MAGIC ORIGIN TABLE
2D6 Origin
2-5 Ext ra-dimensional: The
Shadow Realm or other
6-7 The Lodge: Possible depen-
dent NPC, Hunted
Complications
8-9 The Brot herhood Arcane:
Possible Hunted Complication
10-11 Hidden places: Roll 1D6 1-
2 Tangut, 3-4 Mulung, 5-6
Samarkan
12 Ot her: GM makes up new ori-
gin, or roll twice and add
Nonhuman Origin
2D6 Origin
2-4 Art ificial: Robot or android. Roll
on Technology Origin Table to
find source.
5-6 Ot her Alien: Trephaan,
Mellanian, or GM invents an
alien race
7-9 Kraan: Usually connected with
the 1947 saucer crash.
10-11 Ext ra-dimensional: The Shadow
Realm or other (GM choice).
12 Ot her: GM makes up new ori-
gin, or roll twice and add types
Technology Origin
2D6 Origin
2-4 Lone invent or: Could be a normal
or a paranormal inventor.
5-6 VIPER: GM decides which base,
other circumstances.
7 Odyssey Research: GM decides
where and why
8-9 UNTIL: GM decides which base,
other circumstances.
10 PanSt ar: GM decides where and
why
11 Secret government project : GM
decides which govt, which pro-
ject.
12 Ot her: GM makes up new origin,
or roll twice and combine types
Alt ered Human Origin
2D6 Origin
2-3 Marakat / Harmony-Dawn: GM
decides where and when; pos-
sible Hunted.
4-6 Hannya Island: Possible
Hunted, Distinctive Looks.
7-8 VIPER: GM decides where and
when;Possible Hunted.
9-10 Wildst rike: Usually has
Distinctive Looks.
11 Mut aphet amine: Possible
Vulnerability.
12 Ot her: GM makes up new ori-
gin, or roll twice and combine
types
Mart ial Art ist Type
2D6 TYPE
2-4 Nat ural: Ability from within; roll on
Nonhuman or Altered Origin Table.
5-6 Power: Has some powers; roll on Power
Source Table.
7-8 Classic: Pure skill and human ability;
physical and combat stats high.
9-11 Weapon: Uses a weapon (with power);
roll on Power Development Table
12 Ot her: GM makes up new type, or roll
twice and combine 2 types
Training Origin
2D6 Origin
2-4 Self-t aught : Learned from a vari-
ety of sources, mostly self-guided.
5-6 Ment or: Learned from one per-
son; possible Dependent
Complication.
7-9 Organizat ion: Roll on appropriate
Origin Table to find out which.
10-11 Government : GM decides where
and why.
12 Ot her: GM makes up new origin,
or roll twice and combine types
O R I G I N P A T H
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ow t hat you have your
Basic Lifepat h Hist ory
and t he Origin of your
Superhuman Powers, let s
put some numerical meat on
t he bones of your Concept
wit h some Charact erist ics!
Mut ant Origin
2D6 Origin
2-7 Gat e Key: GMdecides details.
8-11 New: GM decides where
located, family members, etc.
7-9 Kraan: Usually connected with
the 1947 saucer crash.
12 Other: GMmakes up new origin.
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CHARACTERISTIC
Everyday tasks involving this Characteristic are dif-
ficult. This value is found in children, elderly peo-
ple, or those weakened by illness or infirmity.
Many ordinary people around the world are like-
ly to have some Characteristics at this value.
Its enough to get by on and to do most things
(though not very unusual or stressful tasks ).
You are competent at everyday tasks involving this
Characteristic. Most healthy adults have some
Characteristics that fall into this range. This is the
realm of everyday heroes such as policemen,
firemen, paramedics, technicians, etc.
You are much better than ordinary. A born athlete,
a top-notch scientist, an elite soldier might have
one or more Characteristics in this range. This is
the realm of professional mercenaries, top sol-
diers, special police, scientists, and TV heroes.
You are extremely capable in this area, among
the very best in the world; an Olympic athlete,
Nobel-winning scientist, a 10th dan martial artist
might have a Characteristic in this range. This is
also the realm of kung fu heroes, action movie
cops, and other not-quite-impossible people.
This is a level that only a few ever reach; its
simply the best a human can possibly be. This
is the realm of super martial artists like Jackie
Chan, geniuses like Einstein, or action movie
stars with a big effects budget and a lot of
stunt men.
At this point, your Characteristic value means that
you have crossed into the realm of the superhuman.
Your capability in this area is unbelievable to normal
humans. A Characteristic at this level is found in
comic books, science fiction, fantasy, or mythology.
SKILL
You dont know how to do this task at
all.
Youve learned the basics of this task,
and can do this thing most of the time,
though not very well. Youre an appren-
tice or a beginner.
You are well trained and practiced in
this skill, and can perform it well in
everyday circumstances. You can han-
dle unusual applications of the skill
with some difficulty. Youre considered
a professional.
You are a master of this skill, and are
capable of unusual applications of the
skill. You are considered a master
craftsman.
A skill at this level means youre one of
the very best in the world. You are at
ease with unusual applications of the
skill, or even new applications. This is
entering the realm of fiction, of amaz-
ing skill thats not quite impossible!
A skill at this level puts you in the realm
of the greatest practitioners of this skill
in history. You are pushing forward the
boundaries of the skill and what it can
be used for, and have entered the realm
of genius and of fiction.
Skills at this level are better than any-
one could believe in the real world. This
realm belongs to comic books, science
fiction, fantasy or mythology.
LABEL
CHALLENGED
EVERYDAY
COMPETENT
HEROIC
INCREDIBLE
LEGENDARY
SUPERHEROIC
VALUE
LESS THAN
1
1-2
3-4
5-6
7-8
9-10
MORE THAN
10
WHAT THE NUMBERS MEAN
Charact erist ics define t he basic st ruct ure of a charact er, and t he numbers
show how good a Charact erist ic is relat ive t o ot her people. But before we can
go on to actually constructing that character, well need to know something about the
type of character it will be. Is he an everyman who finds himself suddenly catapulted
into a life of adventure? Is he a seasoned veteran who is trained to face danger with-
out flinching? Is he an idealistic crimefighter granted strange superhuman abilities that
have allowed him to fight against Evil? And what numbers best represent a character?
Heres a handy set of descriptions that can be applied to numbers for each
Characteristic. Weve also included descriptions for Skills as well, to give a total per-
spective of character scale.
These value ranges may overlap some, particularly at the lower end of the range. Normal people
often have values of 1 to 4, for instance. Usually 7 is the value where the real world stops and
where fiction begins to take over. Note also that many characters will have Characteristics and
Skills in a wide range of values. Even a superhero may have most Characteristics in the Competent
to Heroic range, with only a few being Superheroic or Legendary. Characters in heroic campaigns
may have one or two Characteristics in the Incredible range, and the rest Competent or Heroic.
Most characters have some abilities they perform better than others; its rare to have someone
with the same Characteristic values across the board.
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haract erist ics (also called St at s) are NUMBERS t hat describe your charact er s abilit y as compared t o everyone else in t he uni-
verse. All people and creat ures can be described (or writ t en up) using Charact erist ics; t his let s you compare one person t o
anot her, which is oft en import ant in t he game. For inst ance, a person wit h a St rengt h Charact erist ic of 5 is st ronger t han a person
wit h a St rengt h Charact erist ic of 4, but not as st rong as a person wit h a St rengt h Charact erist ic of 6.
1
CAMPAIGN REALITY LEVELS
O
ne of t he advant ages of Fuzions var-
ious Dials, Swit ches and Plug-ins is
t hat it allows Referees t o cust om t ailor t he
realit y level of t heir campaigns.
One way to do this is to place implicit maximum levels
on character Characteristics. Another way is to use a
Dial to alter the reality level of majority of the cam-
paign; for instance, in a Superheroic setting, it may be
common for people to lift a ton and dodge machinegun
bullets, but in Everyday life, youd better dial that
Strength way down and the accuracy of Uzis way up.
Heres a few examples of campaign realit y levels:
EVERYDAY [ REALISTIC] CHARACTERISTIC MAX 7
This is reality on the mundane side. People here are
generally out of shape, unremarkable, and not super
bright, but they get along in everyday life just fine. At this
level, adventure is something that happens to others;
your idea of action is visiting Dennys at midnight.
COMPETENT [ SEMI-REALISTIC.] CHARACTERISTIC MAX 7
This a reality many of us live in; the closest thing to a
hero is a good cop, fireman, soldier, or other dedicated
citizen. Campaigns in this kind of reality rarely if ever
encounter supernatural powers or feats; a bank robbery
would be a lot of excitement at this reality level.
HEROIC [ ELITE, TV SHOW] CHARACTERISTIC MAX 7
This is the reality that only a few of us live inGreen
Beret combat specialists, SWAT team members, FBI
agents and spies. Most people in this kind of campaign
are equivalent to the TV heroes; better looking, more
competent, and with stuntmen. A typical adventure at
this reality level would be a drug sting, a hostage rescue,
or a rugged trip into the jungle.
INCREDIBLE [ OLYMPICS, MOVIES] CHARACTERISTIC MAX 9
Save for the feats of Olympic athletes, gorgeous super-
models, top sports stars, world leaders, and Nobel Prize
winners, you have now left reality altogether. This is also
the realm of low budget action films; where the heroes
battle international gangsters and invading aliens.
Typical Incredible reality adventures are much like
Heroic ones, but with bigger weapons and world-span-
ning plots.
LEGENDARY [ ACTION BLOCKBUSTER] CHARACTERISTIC MAX 10
This is the realm of Hollywood blockbusters, where char-
acters fight aliens on top of helicopters and save the
world regularly. Most anim heroes or realistic
superheroic campaigns fall into this reality; you probably
wont ever find real people at this level, unless they
are Albert Einstein, Carl Lewis, or Helen of Troy.
SUPERHEROIC [ COMIC BOOKS, MYTHS] NO LIMIT
This is the reality level of most four color comics or
mythology. Superpowers or superhuman skills are com-
mon, and adventurers regularly save entire Galactic
Empires and thwart demigods.
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CHARACTERI STI CS
CHARACTERISTIC POINTS: The
Power t o Buy
T
he power t o buy your Primary
Charact erist ics comes from a pool of point s
called Charact erist ic Point s (CP), given t o you
by t he GM when you make your charact er.
But how do you determine that value? The best option is
for the GM to multiply the number of Primary
Characteristics by the average value the GM wants the
characters to have; this will give you the starting
Characteristic Points for the campaign.
Example: In a Fuzion campaign with 10 Primary
Characteristics, the GM wants to have Heroic characters;
he gives them (10 x 5 = 50) Points.
Referees should consider this simple guideline to deter-
mine the number of Characteristic Points to give begin-
ning characters:
BUYING CHARACTERISTICS
Primary Charact erist ics are purchased at
a rat io of 1 Charact erist ic Point [ CP] for
one level of abilit y. Example: I want to have a
Strength of 5. I pay 5 CP. You must put at least one
Characteristic Points in each Characteristic; the maxi-
mum level you can buy in any one Characteristic is nor-
mally 7-8 for a normal human; however, if you are cre-
ating a Superhuman (or your GM allows it), you can put
as many points into a single Characteristic you want..
The GM may also set his own limits on the value of any
or all Characteristics.
PRIMARY vs DERIVED CHARACTERISTICS
T
here are t wo kinds of Charact erist ics in
Fuzion. Primary Charact erist ics are
bought , using a pool of point s which well discuss
below. A good example of a Primary Characteristic would
be a characters BODY characteristic, used to judge how
tough he is. Derived Charact erist ics are created by apply-
ing a simple mathematical formula to a specific
Characteristic. A good example of a Derived Characteristic
would be a characters STUN, which is figured by multiply-
ing his BODY by 5.
Both Primary and Derived Characteristics will vary from
campaign to campaign, so for right now, well just discuss
the basic method of buying characteristics in all cases.
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CAMPAIGN STYLE PTS.. PER CHARACTERISTIC
EVERYDAY [REALISTIC] 1-2 PTS.
COMPETENT [ELITE, SEMI-REALISTIC.] 3-4 PTS.
HEROIC [TV ACTION SHOW] 5-6 PTS.
INCREDIBLE [OLYMPICS, ACTION MOVIE] 7-8 PTS.
LEGENDARY [BLOCKBUSTER ACTION MOVIE] 9-10 PTS.
SUPERHEROIC [COMIC BOOKS, MYTHS] 10+ PTS.
FUZION GAME TERMS AND DEFINITIONS
N
o mat t er what level of Fuzion you will be using, you will encount er
t he following definit ions and t erms:
ACTION VALUE [ AV] : The total of a Characteristic and a Skill. Also known as an At t ack
Value.
ACTION TOTAL [ AT] : The total of your Action Value plus a die roll. Also known as an
At t ack Tot al.
ATTACK ROLL: Rolling dice and adding them to your Attack (or Action) Value to deter-
mine whether or not you succeeded.
CHARACTERISTIC (AKA STAT): A number that shows your characters ability in an area,
compared to everybody else. Characteristics determine how strong, smart or agile
the character naturally is. The higher the number, the more powerful the character-
istic. Example: Strength is a Characteristic; Strength 8 is stronger than Strength 3.
CHARACTERISTIC POINTS [ CP] : These are used to buy the basic Characteristics of the
character.
CAMPAIGN OPTIONS: These are Skills, Talents, Traits, or Equipment with which charac-
ters can fight, protect themselves and generally adventure. These may also include
Powers and abilities beyond those of mortal men.
COMPLICATIONS: Situations, Campaign Elements, or personal limitations that
enhance the roleplaying aspect of the character, generated as part of the Lifepath
process (below). Some problems are external; enemies or physical liabilities; oth-
ers are internal qualities of the character; these can be good, bad or mixed.
DICE: Throughout Fuzion, three standard six-sided die (plural: dice) is used as the
default. As an option, the GM can decide to use a 10-sided die for task
Resolution rolls (instead of the 3 6-sided dice), but 6-sided dice are always used
for damage.
DIFFICULTY VALUE [ DV] : The number you need to meet or beat in order to succeed at
a task. Also known as a Defense Value when comprised of a Characteristic plus a
Skill.
ENERGY DEFENSE [ ED] : Your ability to shrug off energy-based attacks, measured as
an armor that reduces this kind of Stun damage.
GAMEMASTER [ GM] : The person who runs the Fuzion game, playing the parts of all
characters not taken by the Players.
HITS: An arbitrary measure of life energy. When you have lost all your Hits, you
are dying.
KILLING DEFENSE [ KD] : Armor. Also the ability to shrug off all types of Killing dam-
age. Usually subtracted from the amount done.
KILLS: A larger scale of damage used when attacking military (or huge) vehicles and
structures. Things that do damage in Hits or SDP cannot damage things with Kills.
KILLING DAMAGE: Physical, deadly wounds, subtracted from your Hits.
NPC: A Non-Player Charact er portrayed by the GM.
OPTION POINTS [ OP] : These are points used to buy the stuff the character owns,
knows or can do, such as Skills, Talents, Perks, or Powers.
PERK: A useful privilege or contact a character has special access to.
POWER: An innate, superhuman ability that cannot usually be learned or taught,
usually quite powerful. An example might be the ability to fly or fire bolts of ener-
gy. Purchased from a separate pool of Power Points.
SKILL: An ability that can be learned or taught, such as playing an instrument or
using a weapon.
STRUCTURAL DAMAGE POINTS [ SDP] : Damage to structures and vehicles
STUN POINTS: A measure of consciousness or awareness. When your Stun Points
are at 0, you are unconscious.
STUN DAMAGE: Shocks to your consciousness, subtracted from Stun.
STUN DEFENSE [ SD] : Your ability to shrug off shocks to your consciousness, mea-
sured as an armor that reduces Stun damage.
TALENT: An innate ability, (but not necessarily superhuman) that cant be learned or
taught; i.e., a bump of direction or ability to see in the dark.
TASK: A thing that you do, such as picking a lock or firing a gun. Any use of a Skill
or any Attack is a Task. See Task Resolution.
TASK RESOLUTION: The way you figure out whether or not you succeed at a task you
attempt, in Fuzion.
Now t hat you ve got t he basics down,
it s t ime t o put what you ve learned t o
work by making a charact er of your
own, st art ing on Page 10!
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SKILLS COST
OPTION COST
POWER COST [TOTAL POINTS= ]
OFFENSI VE X / DEFENSI VE X
NAME: ___________________
PLAYER: __________________
VALUE CHARACTERISTIC & 4TH ED CONVERSION
INT=[INT 3]
WILL=[EGO 3]
PRE= [PRE 3]
TECH=[(DEX+INT) 6]
REF=OCV
DEX=[DEX 3]
CON=[(PD+ED)4]
STR=[STR 3]*
BODY=[STUN 5]
MOVE=INCHES 1.5
SD=[CON X2] RUN [MOVEX2]
ED=[CON X2] SPRINT [MOVEX3]
SPD=[REF2] SWIM [MOVEX1]
REC=[STR+CON] LEAP [MOVEX1]
END=[CON X10] RESISTANCE [WILLX3]
STUN=[BODY X5] STUN TAKEN
HITS=[BODY X5] HITS TAKEN
CHARACTERISTICS COST:
COMPLICATIONS BASE [ ____ ]+ PTS
COMPLICATIONS TOTAL
EXPERIENCE SPENT +
TOTAL COST
Experience

WEAPON/ATTACK MODIFIERS DC /STUN STR MIN NOTES


COMBAT ACTIONS (AKA MANEUVERS)
ACTION OM DM EFFECT
Attack NA NA Strike, shoot, kick at -1 penalty, +1D damage
Block NA NA Stop any 1 attack w/ successful roll
Dodge NA +3 Makes you harder to hit but you cant attack
Get Up NA NA Get up from being knocked down
Grab -2 -3 Grab something. Both are at -3 Defense
Run NA NA Move up to full Combat Move
Sprint NA NA Move up to full NCM at 1/2 DEF, 0 REF
Other Action NA NA Reloading, changing weapons, mounting up
Throw NA NA -4 for unbalanced objects
Abort NA NA Interrupt opponents turn to use DEF action
Aim +1 NA Add +1 per phase to attack, up to +3 total
Choke Hold -4 NA 2D6 killing attack. Must follow a Grab.
Disarm NA NA Knock weapon from Opponents Hand
Dive for Cover NA NA Dodge Area Attack at +2 Diff per each m/yd
Draw & Attack -3 NA Draw & fire in one action at penalty
Entangle NA NA Immobilize opponent, forcing him to Escape
Escape NA NA Escape Entangles/Grabs in STR+Athletics roll
Haymaker -3 NA Go all out! +3 dice damage to regular.
Move Thru -2 NA Full Combat Move and HTH attack
Move By -2 NA Full Combat Move and HTH attack
Recover NA -5 Get Stun back equal to REC score
Sweep/Trip NA NA Opponent falls, at -2 REF next phase
Wait NA NA Wait for chance to act or act later.
RANGE TABLE
RANGE MELEE CLOSE MEDIUM LONG EXTREME
M/YDS 4M OR < 10 OR < 50 OR < 51 OR >* > LISTED RANGE
OFF. MOD 0 -2 -4 -6 -6 (+-1**)
*Up to Listed range of Weapon ** Plus -1 for every full 50m/yds past listed range
HIT LOCATION TABLE
ROLL LOCATION EFFECT MODS
3-5 Head 2x damage -6
6 Hand/Forepaws 1/2 damage -4
7-8 arms/forelimbs 1/2 damage -3
9 shoulders 1x damage -3
10-11 chest 1x damage -1
12 stomach 1.5 damage -5
13 vitals 1.5 damage -6
14 thighs 1x damage -2
15-16 legs/hindlimb 1/2 damage -3
17-18 feet/hindpaws 1/2 damage -4
*SUPERS=STR5
PTS POWERS END
PTS SKILLS, TALENTS, & PERKS AV/DV


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PUT YOUR
STATS HERE
P A G E S
11 - 12
PUT YOUR POWERS
OR MECHA HERE
P A G E S
22 - 33
PUT YOUR
SKILLS, TALENTS
& PERKS HERE
P A G E S
16 - 20
PUT YOUR
COMPLICATIONS
HERE
P A G E S
14 - 15
PUT YOUR
PICTURE
HERE
PUT YOUR
ATTACKS
HERE
THESE ARE FOR
COMBAT
REFERENCE
P A G E S
39 - 40
CONVERTING FROM CHAMPIONS 4TH EDITION.
Its a lot easier than youd think. Take this character sheet and take a good
look at the values in brackets next to each Primary Characteristic (top box)
Thats the math youll need to do on your 4th Edition character to make it fit
into the Fuzion system. Once you have that down, just use those values to
do the math with the second half of the box (Derived Characteristics).
Your powers will fit right into their old slots; just divide their costs by 5. Some
powers, like Killing Attack, wont convert on that basis. In those cases, take
the Active Points, divide by 5, and use those points to buy the appropriate
power.
Your Complications can come right over too. Finally, your skills convert over
on the basis that one 4th Edition point equals roughly 2 Fuzion Skill Points.
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ow t hat you have an idea of what t he
Charact erist ic and Skill ranges are for dif-
ferent kinds of charact ers, it s t ime t o act ually const ruct one. Tot al
Fuzion s flexible st ruct ure allows you t o build a charact er wit h lot s
of dept h and fine t uning, as well as giving you t he abilit y t o add
new Charact erist ics or remove t hem as a campaign demands.
TYPICAL PRIMARY CHARACTERISTICS
I
n a t ypical Tot al Fuzion campaign, charact ers will have 10
Primary Charact erist ics, arranged int o four groups:
MENTAL GROUP
0 Int elligence (INT): How generally bright you are. As a rule, this is more
than sheer intelligence, but also cleverness, awareness, perception, and
ability to learn; mental deficiencies dont become apparent until you hit 1.
O Willpower (WILL): Your determination and ability to face danger and/or
stress. This Characteristic represents your courage and cool.
O Presence (PRE): Your ability to impress and influence people through
your character and charisma; how well you get along with others; how you
interact in social situations.
COMBAT GROUP
O Technique (TECH): Your ability to manipulate tools or instruments. This
is not the same as reflexes, inasmuch as this covers the knack of using
tools. One character might have a high Technique, but might not be able to
fence or juggle. On the other hand, another might have high Reflexes, but
only a fair level of Technique.
O Reflexes (REF): Your response time and coordination, as used in aim-
ing, throwing, juggling. A stage magician, for example, would have a high
Reflex Characteristic. Most importantly, this is the Characteristic that
shows your chance to hit things.
O Dext erit y (DEX): Your overall physical competence, as pertains to bal-
ancing, leaping, jumping, combat and other athletic activities. A gymnast
would have a high Dexterity. Most importantly, this Characteristic is used
to avoid being hit.
PHYSICAL GROUP
O Const it ut ion (CON): How healthy you are. How resistant to shock
effects, poisons and disease. You can be a really big, tough, strong guy
and still get floored by a head cold!
O St rengt h (STR): Your muscle mass and how effective it is for exerting
force. The higher your strength, the more you can lift, drag, etc., and the
more powerful the blows from your fists and other body parts.
O Body (BODY): Your size, toughness, and ability to stay alive and con-
scious due to physical mass, sheer bloody-mindedness and structure or
other qualities. How much damage you can take is derived from this.
MOVEMENT GROUP
0 Movement (MOVE): Your speed of movement; running, leaping, swim-
ming, etc. There is only one Primary Characteristic in this group; the rest
are Derived (pg. 12)
CREATING A CHARACTER
T
o creat e a Fuzion charact er, youll need some CHAR-
ACTERISTIC POINTS (pg. 9 sec ). Primary
Charact erist ics are purchased at a rat io of 1 Charact erist ic
Point s [ CP] for one level of abilit y in t he Charact erist ic. You must
put at least one Point in each Charact erist ic. In general, t he maxi-
mum amount you can put in any one Charact erist ic will be 8 for
humans; however, if you are creat ing an alien or ot her superhuman
(or your GM allows it ), you can put as many point s int o a
Charact erist ic as you want .
5
PRIMARY CHARACTERISTICS
NAME: ___________________
PLAYER: __________________
VALUE CHARACTERISTIC
INT=[INT 3]
WILL=[EGO 3]
PRE= [PRE 3]
TECH=[(DEX+INT) 6]
REF=OCV
DEX=[DEX 3]
CON=[(PD+ED)4]
STR=[STR 3]*
BODY=[STUN 5]
MOVE=INCHES 1.5
*SUPERS=STR5
PTS
2
O
0
O
O
O
O
O
O
O
0
ABOVE: Steve is in a Heroic campaign with 10 Primary
Characteristics. He gets 10x6=60 points. The above example
shows how he allocates those points to create his character.
Above: Heres a typical Primary Characteristic sheet.
1
NAME: ___________________
PLAYER: __________________
VALUE CHARACTERISTIC
INT=[INT 3]
WILL=[EGO 3]
PRE= [PRE 3]
TECH=[(DEX+INT) 6]
REF=OCV
DEX=[DEX 3]
CON=[(PD+ED)4]
STR=[STR 3]*
BODY=[STUN 5]
MOVE=INCHES 1.5
SD=[CON X2] RUN [MOVEX2]
*SUPERS=STR5
PTS
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5
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Key Idea: Adding/ Removing Charact erist ics
F
uzions design allows Referees to change, add, or
remove Characteristics for your individual cam-
paigns. All you have to do is create the new Characteristic,
assign it to one of the four groups and grant the player points
for it based on the average level for Characteristics in the
game. Example: in a Heroic campaign, the average pt. range
is 5-6 points per Characteristic. To add a new Characteristic,
youll give your players 5-6 extra points and allow them to re-
arrange them as desired throughout the whole group.
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eferees should always emphasize the importance of all
Characteristics in their Campaigns (since the cost will be
the same anyway). Dont let your players get away with just hav-
ing good combat abilities; make them deal with problems too!
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DERIVED CHARACTERISTICS
D
erived Charact erist ics are charact erist ics
t hat are creat ed by performing some kind of
simple mat hemat ical operat ion on a charact er s already
exist ing Primary Charact erist ics.
The following Derived Characteristics are common to most
Fuzion campaigns. If your character does not have the exact
Primary Characteristic the Derived Characteristic comes from,
you can either use the Characteristics group value or a one
determined by the GM of your campaign:
0 St un [ BODY x 5] : How much stunning/brawling damage you can
take before you are battered into unconsciousness, calculated as
points. IMPORTANT: At the start, you may elect to move points from
Stun into Hits or vice versa, as long as the total moved is limited to 1/2 of the starting Stun Value. Example: with 35 Stun and 35 Hits, I could
move up to 17 points from Stun into my Hits or up to 17 points from Hits into my Stun.
O Hit s [ BODY x 5] : How much killing damage you can take before you are dying. Any Armor you have may be subtracted from any Killing dam-
age you take. You may move Hit points into Stun and vice versa (see above).
O St un Defense (aka SD) [ CON x 2] : How resistant you are to Stun damage; your SD is subtracted from any Stun damage you take.
O Recovery (REC) [ STR+CON] : This Characteristic determines how fast the character recovers from damage. You get back this many
Stun points each turn when you rest, and this many Hits back for each day of medical attention.
O Run (aka Combat Move) [ MOVE x 2m] , Sprint (aka Non-combat Move) [ Move x 3m] , Swim [ MOVE x 1m] , Leap [ MOVE x 1m] : How far
the character runs (at a rate allowing dodges and evasions), sprints (in a flat-out run), swims, and leaps in 3 seconds.
OPTIONAL DERIVED CHARACTERISTICS
O
ptional Derived Characteristics are Characteristics that may not be present in every Fuzion campaign. In an Old West campaign,
for example, you may not ever need to have a Derived Characteristic for defense against lasers. But because these are derived
from Primary Characteristics, you can always generate an Optional Derived Characteristic when you need one, allowing you to transfer char-
acters between genres. Although these will vary from campaign to campaign, a few typical Optional Derived Characteristics are:
Luck [ INT+REF] : Fate acting on your behalf. Each game session you may take points from this Derived Characteristic and use them in
other places; to add to important die rolls or subtract from damage. When you have used up all of these points, they are gone until the next
game session. Youve run out of Luck.
Endurance (END) [ CON x 10] : This Characteristic represents how long the character can expend energy, whether in physical endurance or
in the use of a special ability (like a superpower or talent). It is spent in the same way as Hits or Stun points. When it runs out, you are
exhausted and cannot do anything more except rest and recover. Generally, 1-2 points of effect, 1 minute or hour of time (or 1 point of
power used) spends 1 END point. END returns whenever you take a Recover Action (pg. 50), which restores as much END as your REC
(see above).
Energy Defense (ED) [ CON x 2] : How resistant you are to damage from lasers, electricity. force beams, and other energy-based threats.
Calculated as points that are subtracted from energy damage only. ED is calculated from the same Primary Characteristic as SD; you can
elect to move points from one to the other when you create the character (not afterwards!). The amount you can move may not be greater
than one half the starting value. Example: With a CON of 6, I have 12 Energy Defense and 12 Stun Defense. I decide to beef up my SD at
the cost of my ED, moving up to a max of 6 points from from one to the other.
Speed (SPD) [ 1/ 2 of REF] : This Characteristic is used to measure a characters reactions. Speed can be used to determine either
when you move during the course of action, or how many things you can do in a specific time period (especially when using an option-
al Speed table such as the one used in Champions, 4th edition).
Resist ance (RES) [ WILLx3] : Your ability to resist mental or psychological attacks or stress; basically your mental Hits.
Humanit y (HUM) [ PRE x10] : Your basic morality and humanity. Used often in games where the character faces dehumanization,
extreme horror or the unearthly. This Derived Characteristic loses points by receiving humanity damage; seeing horrible events, remov-
ing body parts and replacing them with other objects, gaining unearthly powers that separate him from the rest of mankind, etc. For
every 10 points lost from this Derived Characteristic, a corresponding one point is lost from your Presence Characteristic; when it is
reduced to 0, the character becomes technically insane and his actions are taken over by the GM to reflect this.
D
eriving allows Referees t o creat e new Charact erist ics on t he fly, leaving t heir original Charact erist ics
unchanged. This means as you move charact ers bet ween Fuzion campaigns, you ll find it easy t o bot h cre-
at e and generat e new Derived Charact erist ics, even if you didn t have t hem t o begin wit h.
MOVE=INCHES 1.5
SD=[CON X2] RUN [MOVEX2]
ED=[CON X2] SPRINT [MOVEX3]
SPD=[REF2] SWIM [MOVEX1]
REC=[STR+CON] LEAP [MOVEX1]
END=[CON X10] RESISTANCE [WILLX3]
STUN=[BODY X5]
HITS=[BODY X5]
PTS SKILLS
DERIVED CHARACTERISTICS
3
4
0
O
O
O
O
Increasing or Decreasing Charact erist ics (Primary)
Characteristics generally may not be increased or decreased directly. However, certain Talents or Powers that may or may not
be available in your campaign setting may allow you to increase a Characteristic, either temporarily or permanently. Certain
Complications may also decrease a Characteristic. Or, as last resort, you may attempt to convince your GM to allow you to use Option
Points (pg. 13) in increase a Characteristic at a ratio of five OP for every point of Characteristic increase.
5
ABOVE: Derived Characteristics for Steves Character Sheet
(see previous page).
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12
4
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9
12
12
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C A M PA I GN
OPTIONS
I
n any campaign, char-
act ers will need t o get
t he basic Skills, Talent s,
& Perks and Equipment
wit h which t o fight , pro-
t ect t hemselves, and
generally advent ure.
These CAMPAIGN
OPTIONS are usually spe-
cific t o a st yle or genre of game; what works in a science
fict ion advent ure from t he far fut ure would be mind-bend-
ingly out of place in a medieval fant asy set t ing. The pre-
cise list of campaign opt ions available in a part icular
campaign will always vary according t o each GM s deci-
sions. But as a general rule, t hey all break down int o
SKILLS, TALENTS, & PERKS, EQUIPMENT, and POWERS; all of
which are purchased using Campaign Opt ion Point s [ OP] .
CAMPAI GN OPT I ONS
OPTION POINTS
W
hen starting a new character; everything he/she
owns or knows is purchased with OPTION POINTS
(OP). Why is this? The main reason is that it allows players to
accurately scale characters; everything costs Option Points, and
you know what youre getting in relation to something else. This
also makes it harder for players to create characters who are
unfair or unbalanced in relationship to other characters; as long
as you have similar levels of Option Points, you know that any
two characters will be relatively similar in terms of what they
have, know or can do. Opt ion Point s are given t o Players by t he
GM at t he st art of charact er creat ion (still more points will
come from Complications and experience awards).
The following point values are merely guidelines based on the
style of the
c a mp a i g n .
I n d i v i d u a l
campaigns
may have
very differ-
ent numbers.
Aft er char-
act er cre-
at ion, all remaining Opt ion Point s can be convert ed t o money
unit s on a 100 money unit s t o 1 OP basis (whether gold, credits
eurobucks, yen, zolotnies, whatever).
2
Trading Option Points for Characteristic
Points (Primary)
Option Points are not normally interchangeable with
Characteristic Points (which are used only to buy Characteristics)
However, in certain situations (such as superheroic
games or where a character has undergone some
sweeping or fundamental change), you can use Option
Points to raise a Characteristic at a ratio of five Option
Points to one Characteristic Point. These improvement s
must be grant ed by t he GM of t he part icular game you are in.
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CAMPAIGN STYLE OPTION POINTS
EVERYDAY [REALISTIC] 2030
COMPETENT [ELITE, SEMI-REALISTIC.] 30-40
HEROIC [TV ACTION SHOW] 40-50
INCREDIBLE [OLYMPICS, ACTION MOVIE] 50-60
LEGENDARY [BLOCKBUSTER ACTION MOVIE] 60-70
SUPERHEROIC [COMIC BOOKS, MYTHS] 70-100
Buying Powers wit h Power Point s (PP)
B
ecause Powers (pg. 22) can inherently unbalance most
games, you should provide players in superheroic or magi-
cal settings with a separate pool of Points just for buying initial Powers.
This not only gives the GM a better handle on controlling the effects
of Powers on his game, but also makes it easier to improve these
Powers by adding new points to this separate pool.
Import ant : If allowing players to put extra Option Points into this sep-
arate point group, remember that 5 OP= 1 Power Point.
Can t Find t he Power You Want ?
Maybe youre looking in the wrong place. Many superheroic Powers
are actually superhuman Characteristics instead. If you really want to
build a guy with a STR of 25, get your GMs permission to exchange
some of your Power or Option Points for Characteristic Points. Power
points interchange with Characteristics on a 1 to 1 basis; Option
Points on a 5 to 1 basis.
Not Enough Power Point s?
With the permission of the GM, you can add Option Points to your Power
pool at a ratio of five Option Points to one Power Point.
Buying Complex Things wit h Power Point s
W
hile Option Points can be translated into money with which
to buy equipment, complex things (like vehicles) can also
be rated in points independent of their monetary value. After all, a tractor
might cost $50,000., but how useful would it be to your character? Its
not worth 500 OP, thats for sure!
For this reason, most vehicles, mecha and large weapons in
FUZION will have a Power Point value listed separate from their mon-
etary cost, based on the same 5 to 1 ratio used to buy Powers (above)
So if a GM wants his players to buy their own Big Hardware, he should
make sure to give them an extra 100~150 OP to play with!
Inherent Opt ions, Gadget s, & Bought Opt ions
I
nherent options are things that are part of the character;
they are as much a part of him as his Characteristics. They
cannot be taken from him (under most circumstances), but they also
cannot be used by anyone else. Inherent items usually include Skills,
Talents, Perks and (where applicable) Powers, and are always pur-
chased with Option Points.
In contrast, a Gadget is something that is bought with Power
Points just like a Power, but is a distinct, separate thing from the per-
son that created it. This allows it to be used by others, but also means
it can be destroyed or otherwise taken away. When this happens, the
points used to construct the Gadget are not lost per se, but the Gadget
must be then re-acquired or rebuilt via roleplaying. (A quest for a lost
Gadget is a gold mine for any enterprising GM!). Good examples of
Gadgets are magical items, special weapons, or superpowered equip-
ment that is integral to the character (like a utility belt, armor suit or
power source). Anything that is not commonly available (on the shelf)
technology is a Gadget and should be paid for with Power Points.
Bought Opt ions are things that can be paid for with money. Bought
items most often include vehicles and equipment. Unlike Inherent
options, bought options can be used by others. They can also be
destroyed or taken away from a character and must be replaced by
using money or new Option Points gained through Experience (pg. 34).
In general, any piece of equipment that is commonly available (on the
shelf) should be purchased with Option Points or money.
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COMPLI CATI ONS
O
ne way t o get more Opt ion Point s when creat ing a charact er is t o t ake on a few Complicat ionssocial, ment al, phys-
ical, or emot ional sit uat ions/ problems t hat define and enhance your charact er; t hey can also be linked t o various
Lifepat h event s [ pg. 4 - 5] t o add t o a charact er s background. Complicat ions will vary depending on t he campaign. The
Value of a Complicat ion is based on it s FREQUENCY, INTENSITY AND IMPORTANCE:
PSYCHOLOGICAL COMPLICATIONS
These involve your Ment al Problems and flaws:
ABSENT MINDED .You have st range lapses of memory. You oft en: Forget
generally known facts (5). Forget friends, family (10). Forget your own identity (15).
BIPOLAR. You are a classic manic/ depressive, prone t o fit s of errat ic, up moods punc-
t uat ed wit h severe t errifying depressions. You are oft en: Moody (5). Liable to lie
around and mope (10). Liable to run around frenetically risking life and limb or sink
into a miserable stupor (15). Suicidal (20).
DELUSIONS. You believe t hings t hat are not real. You may hear voices, t hink aliens are
aft er you, or t hat you are God. You will: Risk ostracism, embarrassment (5). Risk hos-
pitalization, bodily harm or financial/social ruin (10). Risk life & limb (15) .
MASOCHIST. You hat e yourself, and will go out of your way t o injure yourself. To do
t his, you may: Seek verbal abuse (5). Seek minor physical abuse (10), Seek major
physical abuse (15). Seek life threatening abuse (20).
PHOBIA. You have a phobia; and unreasoning fear of some common t hing, such as
dogs, height s, sounds or color. When faced wit h your phobia, you feel: Discomfort
(5). Paralyzing Fear (10). Berserk Terror (15). Catatonic (20).
PARANOIA (just because you t hink t heyre aft er you...). You t hink you have enemies,
everywhere. Somet imes you are focussed on one foe, ot her t imes, t here may be
legions. You react t o your paranoia by: Incoherently ranting (5). Compulsively working
on defenses against Them (10). Risking incarceration, bodily harm, social or financial
ruin to stop Them (15). Risking life & limb (20).
SPLIT PERSONALITY. Youre t wo, t wo, TWO people in one! [ GM cont rols t his personali-
t y, has charact er sheet for it , et c.] . Your ot her self: Likes you (5). Is neutral to you
(10). Hostile to you (15). Dangerous to you in actions (20).
PERSONALITY TRAITS
It s t he lit t le t hings t hat count ; your good & bad habit s,
basic t rait s and charact erist ics.
AIRHEAD. Oh Wow! You re just nat urally spacy. In general, you: Misplace minor, triv-
ial things (5). Misplace or forget to do important things (10). Misplace or forget to
deal with dangerous things (15). Dangerously oblivious to everything; the GM never
asks you to make a perception roll unless you request it (20).
BAD TEMPERED. You re just irrit able, all t he t ime. When your t emper flares: Youll
risk embarrassment, or financial loss (5). Youll risk incarceration, bodily harm or
financial/social ruin (10). Youll risk life & limb (15).
COWARD. You lack nerve, especially in combat . When faced wit h danger: You trem-
ble at anything you imagine as danger (5). You freeze up and cant react (10). You
try to run as far away as possible (15).
OBSESSED. You just can t get t hat special (t o you) person or t hing out of your mind.
You: Talk about it all the time and will risk embarrassment, or financial loss over it
(5). Youll risk incarceration, bodily harm or financial/social ruin over it (10). Youll
risk life & limb over it (15).
SHY. You hat e dealing wit h ot hers. You: Refuse to speak to new people (5). Avoid
all interactions with new people (10). Will physically remove self from situations
involving new people (15).
STUBBORN. You just hat e t o give int o anyone. To prove you re right : Youll risk
embarrassment, or financial loss (5). Youll risk incarceration, bodily harm or finan-
cial/social ruin (10). Youll risk life & limb (15).
BERSERKER. You can t cont rol your fight ing rage you rabidly: Attack whatever set
you off (5). Attack anyone within range except friends (10). Attack anyone in range
(15). Attack anyone in range and wont stop until subdued forcibly or exhaust-
ed/stunned (20).
UNLUCKY. Things never go your way; you have const ant disast ers. Travel and
advent ure only hold for you: Inconvenient misfortunes (5). Costly or dangerous
misfortunes (10). Very costly or dangerous misfortunes (15). Deadly, life threat-
ening dangers (20).
FREQUENCY
J
ust how oft en does your problem impact your life? The
answer is the problems Frequency; how often the GM can
inflict it upon you as part of the trade for those extra OP. This table
works for all complications:
INTENSITY
I
nt ensit y reflects how hard it is to overcome the complication,
or just how much it affects you. Each Complicat ion has it s own
Int ensit y rat ing writ t en in parent hesis ( ) right aft er it , but we also pro-
vide you with a handy table of general roleplaying guidelines:
Example: Stubborn: Risk incarceration, bodily harm or financial/ social ruin
[10] means the Intensity of this Complication will get you 10 points.
IMPORTANCE
I
mport ance rates how important the Complication is to the char-
acter and the Campaign. For example, taking Foreigner in a
place where everyone is from another place is pretty valueless, but in a
xenophobic environment, it takes on major importance. Another measure
of Importance is its effect on your characters survival; if it can kill you, its
generally more important than something that may complicate your role-
playing.The final application is up to the GM.
TO DETERMINE A COMPLICATION S VALUE
T
o determine the value of a Complication, add together the
Frequency Value, the Intensity Value, and multiply the result-
ing total by the Importance. Example: I take Responsibility as a
Complication. I decide that this affects me Frequently (10), and I decide
Im responsible for the care of my aged Aunt Meg. Since she is very old,
shes considered to be Challenged (Intensity 10), but since Im not in
any danger and my skills arent affected (divide by 5), taking care of my
aged aunt is worth (10+10)/5 = 4 Points. But if Aunt Meg was con-
stantly exposed to extreme danger that I had to rescue her from, I could
milk the situation for up to 20 points! Good ol Aunt Meg!
IMPORTANCE & VALUE GUIDELINE
MINOR [ di vi de by 5] Minor effect on combat or damage, with
minor (-1) effect on skills or world reaction.
MAJOR [ di vi de by 2] Major effect on combat (-3), or 1 and half
times damage, serious effect on skills or
world reaction, or puts character into danger.
EXTREME [ x1] Extreme effect on combat (-5), or 2x dam-
age, or extreme effect on skills or world reac-
tion, or puts character into extreme danger.
INTENSITY/ VALUE GUIDELINE
MILD [ 5] May roleplay to overcome it, or make Everyday
WILL+Concentration Roll to overcome it
STRONG [ 10] Must roleplay it and make Exceptional
WILL+Concentration Roll to overcome it
SEVERE [ 15] Must roleplay it and make Incredible
WILL+Concentration Roll to overcome it
EXTREME [ 20] Must roleplay it and make Legendary
WILL+Concentration Roll to overcome it
FREQUENCY VALUE GUIDELINE
INFREQUENTLY 5 Once every few gaming sessions
FREQUENTLY 10 Once every gaming session
CONSTANTLY 15 More than once every gaming session
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COMPL I CAT I ONS
PHYSIOLOGICAL LIMITATIONS
These are Physical problems you must cope wit h:
AGE. You are eit her younger t han usual or older; t his is reflect ed in your
charact erist ics: Very old/young: Reduce any 2 Characteristics (except Mental Group)
by 2 (10). Extremely old/young: Reduce Reduce any 3 Characteristics (except Mental
Group) by 3 (15).
DYSLEXIA. You see let t ers and numbers as a jumble, or reversed. This means you:
Read very slowly (5). Cannot read or write (10).
EPILEPSY. You fall int o convulsive fit s t hat incapacit at e you. What set s of f t he fit (as
det ermined by t he GM) is: Uncommon (5). Common (10). Very Common (15).
MISSING LIMB. Ouch! That hurt ! Youre missing: 1 or more fingers (5). A hand (10
each). An arm (15 each).
REDUCED HEARING. You are hard of hearing. Generally, t o make a hearing based
Percept ion check, you will need: To beat a Target Number 4 points higher than every-
one else's (5). A Hearing aid just to hear at all (10). New ears; youre totally deaf (15).
REDUCED MOBILITY. You are unable t o get around normally. Your Movement : Is reduced
by quarter (5). Is reduced by half (10). Is reduced to dragging by arms at a MOVE of 1
(15). Nonexistent; youre a total quadriplegic; unable to move below the neck (20).
REDUCED SIGHT, YOUR EYESIGHT IS IMPAIRED IN SOME WAY. YOU: Are color blind (5). Need glass-
es (10). Are nearly blind or one-eyed (15). Are totally blind (20).
UNCONTROLLABLE CHANGE. You are prone to uncontrollable changes; these may be physi-
cal or mental (depending on what you negotiate with the GM). What sets off the
change is: Uncommon (5). Common (10). Very Common (15).
VOCAL IMPAIRMENT. Your voice is somehow damaged. When you speak, you can: Only
whisper, stammer or stutter (5). Only make sounds, but cannot speak (10). Cannot
make a sound (15).
VULNERABILITY. Youre suscept ible t o a cert ain sit uat ion or subst ance and t ake ext ra
damage when exposed t o it . The subst ance or sit uat ion is: Uncommon (5). Common
(10). Very Common (15).
SUSCEPTIBILITY: You are harmed or t ake damage from a cert ain sit uat ion or subst ance
t hat is harmless t o most people. The subst ance or sit uat ion is: Uncommon (5).
Common (10). Very Common (15)
COMPULSIVE BEHAVIORS
These are behaviors you must act upon; you just cant
help yourself.
ADDICTION/ DEPENDENCE. You must have a part icular subst ance or sit uat ion or you
will suffer severe ment al or physical duress. The subst ance/ sit uat ion you need
is: Common (5). Uncommon (10). Rare (15). Very Rare (20).
HONESTY. You always t ell t he t rut h, even if it hurt s. To be honest , you ll even: Risk
expulsion, embarrassment, or financial loss (5). Risk bodily harm or
financial/social ruin (10). Risk life & limb (15).
IMPULSIVENESS. You just can t help yourself; you always jump int o t hings wit hout
t hinking. To follow a whim, you ll: Risk expulsion or embarrassment (5). Risk bod-
ily harm, social or financial ruin (10). Risk life & limb (15).
INTOLERANCE. You re bigot ed and int olerant of t hose who are different from you.
When you encount er t hem, you are: Civil but distant (5). Rude and verbally abu-
sive (10). Violently abusive (15). Abusive even at risk of life and limb (20).
JEALOUSY. You are jealous t o t he ext reme. Towards t he one you love , you are:
Obsessed and watchful (5). Confrontative and accusatory (10. Physically violent
(15).
KLEPTOMANIA. You st eal t hings compulsively. You can t help it ; you ll even: Risk
arrest or embarrassment (5). Risk bodily harm or financial/social ruin (10). Risk
life & limb (15).
LECHEROUS. You can t resist grabbing or pawing someone you find at t ract ive, or at
least making lewd comment s. You ll even: Risk expulsion, embarrassment, or finan-
cial loss (5). Risk bodily harm or financial or social ruin (10). Risk life & limb (15).
RESPONSIBILITIES
These are t hings you have chosen t o deal wit h, no mat -
t er how much t rouble t hey cause. Codes of Honor,
Family Mat t ers; t hese are all Responsibilit ies:
CODE OF HONOR. These are t he personal rules you will not break, no mat t er
what . A Code of Honor might be a code against killing, never at t acking from
behind, or never suf fering an insult wit hout an answer in blood. To keep your
Code, you will: Risk expulsion or embarrassment (5). Risk bodily harm or finan-
cial ruin (10). Risk life & limb (15).
SENSE OF DUTY. You always do t he Right Thing, and follow a higher Moral Code
t owards t hose you feel responsible for. You will do t his: For your friends (5). For a
special group/organization (10). For all Humanity (15). For all Life Itself (20).
VOW. This is a promise you must keep, no mat t er what . It could be t o prot ect
someone, follow an ideal, or just get t hat st upid Ring int o t hat dist ant volcano. To
fulfill t his promise, you ll: Risk Expulsion or embarrassment (5). Risk bodily harm or
financial ruin (10). Risk life & limb (15).
DEPENDENTS. These are t hose who need your prot ect ion and help. They could
include children, family, or friends. Generally, t hey are: Equal to you in abilities (5).
Challenged, or otherwise weaker than you (10). Have special problems, require-
ments or dangers associated with them (15).
SOCIAL COMPLICATIONS:
These are t hings wit h serious Social and Societ al con-
sequences for you:
PUBLIC FIGURE. You are a figure in t he media limelight ; you can t make a move wit h-
out get t ing at t ent ion: You are newsworthy and your activities rate an article if a
reporter is nearby (5). You frequently make headlines and people always notice your
actions on the street (10). Your every action makes news and you have reporters fol-
lowing you everywhere (15).
BAD REP. People know about you. At least , everyones heard a st ory or t wo, even
if unt rue. When you are ment ioned or seen, you are: Frequently recognized (5).
Always recognized (10).
SECRET IDENTITY. You are t rying t o hide your act ivit ies under a secret ident it y or ot her
smoke screen. You current ly are: Living a normal life, unnoticed by anyone (5). Are
bothered by a single person trying to uncover your real identity (10). Everyones trying
to uncover your real identity (15).
POVERTY. Money is hard t o come by for you, harder t han for most . You are, financial-
ly- wise: Poor, with just enough for a bed and a few meager meals (5). Dead Broke
and probably on the street with barely enough to eat (10). In debt, with others active-
ly seeking to collect what little you have (15).
PERSONAL HABITS. People just can t st and you. Maybe it s t he bad breat h or t he nose
picking, but t hey find you: Annoying (5). Disgusting (10). Horrible (15).
OPPRESSED. You are part of an oppressed or ot herwise downt rodden group. In your
societ y, you are: Snubbed; others ignore or refuse to deal with you (5). Oppressed;
there are laws controlling where you live, work or can travel (10). Outcast; youre a total
non-person (15). Enslaved; youre treated as property and can be sold or mistreated
at will (20).
DISTINCTIVE FEATURES. You st and out and are not iced in any crowd, wit h feat ures t hat
are: Easily concealed (5). Concealable with Disguise or Performance skills (10). Not
concealable (15).
OUTSIDER. Youre not a local, and st and out like a sore t humb, at t ract ing at t ent ion
bot h unwelcome and possibly dangerous. You are obviously: From distant place (5).
From very distant place (10). Never before seen in these parts (15).
ENEMIES: Hunt ed and Wat ched
These are forces which are act ively working against you.
Your Enemys value is det ermined by t hree t hings: t heir
Capabilit ies, t heir Ext ent , and t heir Int ensit y of enmit y against you:
CAPABILITIES. What can t hey do t o you? Are t hey: Less powerful than you? (5). As pow-
erful as you? (10). More powerful than you? (15). Have access to powerful weapons,
powers or hardware? (20).
EXTENT. How far can t hey reach? Are t hey: Limited to single town or area? (5). Limited
to a single country? (10) Worldwide in their influence? (15) Interdimensional or Galactic
(20)
NOTE: Inst ead of using t he normal Int ensit y t able, use t he following
scale:
INTENSITY. What do t hey want from you? Are you: Being watched? (divide by
5). Being hunted for capture or imprisonment? (divide by 2). Marked for
death? (1).
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SKI L L S
T
he first t hing most charact ers will want t o buy wit h t heir Opt ion Point s
are Skills. Skills are t hings t he charact er knows or can do; t hey repre-
sent his or her level of knowledge and accomplishment . Skills are normally
rat ed from one t o t en, and are used in game play by adding t he level of t he
Skill t o t he level of t he most applicable Charact erist ic t he skill is relat ed t o.
T
he good news is, every character gets a free starting group of skills to
begin with, so that he wont be totally helpless in his new environment:
Everyman Skills.
EVERYMAN SKILLS
E
veryman skills are things generally known by everyone in all specific cul-
tures or time periods: Percept ion, Concent rat ion, Educat ion, Persuasion,
At hlet ics, Teacher, Local Expert (Knowledge of your area), Hand-t o-Hand, and Hand-t o-
Hand Evade. These are given free to all characters by the GM, and have an automatic
starting level of 2; about what the average person would know about his world. Each
can be improved by adding Skill levels on an individual basis. An individual GM may wish
to add or remove skills from the Everyman category to suit his particular game; in a far
future setting, for example, everyone may use computers, but only special people may
have any athletic skills. The Everyman skill category gives you the flexibility to tailor the
level of your culture as desired.
GENERAL SKILLS
U
nlike Everyman Skills, General Skills are purchased at the cost of one
Option Point for every level of skill; for example, to have 4 levels in
Firearms would cost 4 OP.
Buying a skill generally gets you the ability to do pretty much everything described by
that skill. However, some
campaign settings may
require that you specify
how a skill will be used
(for example, picking
what kind of Scientist
(Physicist, Chemist, etc.)
you intend to be. In these
cases, you may need to
take additional special-
izations of that skill to
be able to use it in other
ways (for example, Sci-
entist [Physicist] and
Scientist [Chemist].
The list of possible
skills one could encounter
in a Fuzion game is as
wide as the possible cam-
paign settings.
What s compiled on
t he next page are t ypi-
cal skills applicable t o
many superheroic set -
t ings or modern act ion
genres. Feel free t o
use t hese as a guide-
line for your adven-
t ures as each Fuzion campaign will usually have it s own list .
2
SKILL
You dont know how to do this task at
all.
Youve learned the basics of this
task, and can do this thing most of
the time, though not very well. Youre
an apprentice or a beginner.
You are well trained and practiced in
this skill, and can perform it well in
everyday circumstances. You can
handle unusual applications of the
skill with some difficulty. Youre con-
sidered a professional.
You are a master of this skill, and are
capable of unusual applications of
the skill. You are considered a master
craftsman.
A skill at this level means youre one of
the very best in the world. You are at
ease with unusual applications of the
skill, or even new applications. This is
entering the realm of fiction, of amazing
skill thats not quite impossible!
A skill at this level puts you in the realm
of the greatest practitioners of this skill
in history. You are pushing forward the
boundaries of the skill and what it can
be used for, and have entered the
realm of genius and of fiction.
Skills at this level are better than any-
one could believe in the real world.
This realm belongs to comic books,
science fiction, fantasy or mythology.
LABEL
CHALLENGED
EVERYDAY
COMPETENT
HEROIC
INCREDIBLE
LEGENDARY
SUPERHEROIC
VALUE
0 OR LESS
1-2
3-4
5-6
7-8
9-10
MORE THAN
10
S
kills are like Charact erist ics; t hey
have a range of effect iveness t hat is
relat ed t o how much t hey cost . Heres a
simple guideline to skill levels in the
Fuzion system:
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ACTION
Attack
Block
Dodge
Get Up
Grab
Run
Sprint
Other Action
Throw
Abort
Aim
Choke Hold
Disarm
Dive for Cover
Draw & Attack
Entangle
Escape
Haymaker
Move Thru
PTS SKILLS, TALENTS & PERKS ROLL
ABOVE: Steves Character Sheet with Skills
3 Perception 11
4 Concentration 7
2 Education 10
6 Persuasion 12
6 Athletics 13
2 Teacher 8
4 Local Knowledge 12
2 Hand-to-Hand 10
2 Hand-to-Hand Evade 9
5 Firearms 13
6 Swordplay 14
42 Total Points
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SKILL LIST
GENERAL SKILLS EXPLANATION
ACROBATICS The ability to perform flips, jumps, and rolls like a cir-
cus acrobat. You can also jump and flip over an obsta-
cle, landing on your feet, ready to fight. (DEX)
ACTING The ability to act; to assume a role or character.
Someone who is skilled in this can fake moods or
emotions, or hide his true identity. (PRE)
ANIMAL HANDLER The skills of animal handling, training, and care as
applicable. (INT)
ATHLETICS Basic Athletics skills; dodging, escaping, throwing,
swimming. (DEX)
AUTOFIRE WEAPONS Use of machine-guns. full-autofire weapons and
attacks, etc. (REF)
BRIBERY A character with this skill knows when to bribe some-
one, how to approach him, and how much to offer.
(PRE)
BUGGING The ability to properly implant and operate listening,
visual, or other sensing devices (bugs.) (TECH)
BUREAUCRATICS You know how to deal with bureaucrats, cut out red
tape, who to talk to, how to reach them, and how to
extract information from bureaucracies. (PRE)
BUSINESS Knowledge of basic business practices, laws of supply
and demand, employee management, accounting,
procurement, sales, marketing. (INT)
CLIMBING Ability to climb unusually difficult walls, trees, and
buildings, as long as there are handholds. The basic
climbing speed is 2 m/y per phase. (STR)
COMPUTERPROGRAMMING The ability to program and operate computers. (TECH)
CONCEALMENT You can hide things and find things that other people
have hidden like important papers, weapons, jew-
els, artifacts, drugs, and so forth. (INT)
CONCENTRATION The abilities of focus and mental control. This would
encompass feats of memory, recall, physiological con-
trol, and Mental Powers. (WILL)
CONTORTIONIST The ability to manipulate your body to get out of ropes
and similar bonds. You may also contort your body to
fit into generally inaccessible places or spaces. (DEX)
CONVERSATION This ability allows you to extract information from
people with careful conversation. The use of this skill
takes time, and if the roll is missed, the subject real-
izes he is being pumped for information. (PRE)
CRIMINOLOGY You know how to look for clues, dust for fingerprints,
examine evidence, do ballistic tests, examine records,
search through files, and so on. (TECH)
CRYPTOGRAPHY The ability to solve simple ciphers and encrypt or
decode messages. (INT)
DEDUCTION This is the art of taking several facts and leaping to an
inobvious conclusion. This skill should be used spar-
ingly. (INT)
DEMOLITIONS The ability to properly use, handle, set, and defuse
explosives (TECH)
DISGUISE The ability to change a characters appearance
through makeup, costumes, body language, and facial
expression. (TECH)
DRIVING Driving cars, motorcycles, jeeps, trucks, tanks, hover-
craft, and other ground vehicles. Generally, this skill
must be purchased for one class of vehicles. (REF)
EDUCATION General knowledge, such as math, history, science,
trivia, or current events. (INT)
ELECTRONICS The ability to identify, understand, repair, and rewire
electronic devices. (TECH)
EXPERT Any one field of knowledge: stamps, gardening, Bay
City Police Department, paranormal law, and so forth.
This can be a hobby, or an in-depth knowledge of a
specific field or area. (INT)
FIREARMS Firing semi-automatic pistols, revolvers, rifles, shot-
guns, and crossbows. (REF)
FORENSIC MEDICINE This skill lets the character make inferences from a
corpse about the cause of death, how long the corpse
has been dead, and so forth. (TECH)
FORGERY The ability to create false documents, identification,
currency, and so forth. (TECH)
GAMBLING The ability to win gambling games that require some
skill, such as blackjack, poker, and more exotic games.
A character may also use this skill to cheat. (TECH)
GUNNERY Firing vehicle-mounted weapons, mecha weapons,
ship-mounted weapons and artillery. (REF)
HACKING Skills of electronic intrusion into computer systems,
including illegal entry and virus code writing. (TECH)
HANDTOHAND Basic skill at fighting with your hands. Adding Martial
Arts (page 30 - 31) allows the character to use Martial
Arts maneuvers and actions. (REF)
HANDTOHANDEVADE Basic skill at getting out of the way of someone who
is trying to hit you. This skill is used for defense when
you are being attacked by someone using the Hand-to-
Hand Skill. (DEX)
HEAVY WEAPONS Use of military weapons such as RPGs, mortars, rock-
ets, hand-held missiles, etc. (REF)
HIGHSOCIETY The knowledge of upper-class culture: what clothes to
wear, what are considered sophisticated drinks, and
how to mingle with royalty and other VIPs. (PRE)
INTERROGATION The ability to forcibly extract information from people.
The character knows how to avoid leaving marks, can
judge how close a victim is to death or breaking, and
is an expert at manipulating subjects into revealing
desired information. (PRE)
INVENTOR This skill enables the character to design and con-
struct new devices. To use Inventor, the character
needs the complementary science skills in the field he
is working in. (TECH)
LANGUAGES Must specify one particular language group (or dialect,
computer
code, type
of sign lan-
guage or
hand sig-
nals). Must
specify pri-
mary lan-
guage (see
chart) in the
family; all
others in
that group are at 1/2 of primary. (INT)
LIP READING This skill enables the character to read someones lips
in order to tell what he is saying. The character must
be able to see his targets mouth clearly. (INT)
SOME (LOOSE) LANGUAGE FAMILIES
LATIN-BASED: French, Spanish, Italian,
Portuguese
CHINESE: Mandarin, Cantonese, Hakka, Thai
NORTH ASIAN: Japanese, Korean
SOUTH ASIAN: Thai, Burmese
SLAVIC: Russian, Polish, Czech
GERMANIC: German, Dutch, English, Afrikaans,
Yiddish, Swiss
SCANDINAVIAN: Danish, Norwegian, Swedish.
MID-EASTERN: Arabic, Persian. Hebrew, Berber.
COMPUTER: BASIC, C++, Fortran, Cobol.
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LOCAL EXPERT Knowledge of an area; whos who, where things are,
general customs, schedules, and peculiarities of the
environment. (INT)
LOCKPICKING This skill allows the character to open key, combina-
tion, electronic, and magnetic locks. (TECH)
MECHANICS Skill with mechanical devices and the knowledge of
how to repair, replace, and build them. (TECH)
MELEE WEAPONS Using all different types of melee weapons, such as
knives, clubs, axes, swords, spears, etc. (REF)
MELEE EVADE Basic skill at getting out of the way of someone who
is trying to strike you with a weapon. This skill is used
for defense when you are being attacked by someone
using the Melee Weapons Skill. (DEX)
MIMICRY The ability to perfectly imitate someone elses voice.
(PRE)
NAVIGATION Knowing how to take sightings, use maps and charts,
plot courses, work from wind, weather, and other
guides. (INT)
ORATORY The ability to speak to an audience and to deliver a
convincing presentation. (PRE)
PARAMEDIC This skill enables the character to stop bleeding, repair
damage, and generally keep someone alive. (TECH)
PERCEPTION The skill of observation, perception and spotting hidden
things (like clues), detecting lies and emotions.
PERSUASION The ability to convince, persuade, or influence individ-
uals. (PRE)
PILOT Flying prop aircraft, civilian jets, military jets, heli-
copters, etc. A specific class of vehicle must be chosen
for this skill. (DEX)
PROFESSIONAL The ability to perform a certain profession (such as
artist, actor, doctor, hockey player, mason, secretary,
taxi driving, etc.) Obviously, certain other skills will
greatly enhance the characters ability to practice his
profession. (INT)
RANGEDEVADE Basic skill at getting out of the way of someone who
is trying to shoot you with any type of ranged weapon,
be it a pistol shot, an energy blast, a thrown car, or
whatever. This skill is used for defense when you are
being attacked by a ranged attack. (DEX)
RESEARCH Skills in using libraries, databases, records, as well as
uncovering information from obscure or uncommon
sources. (INT)
RIDING This skill enables a character to ride a living creature
under difficult circumstances. The type of animal (usu-
ally horse) must be specified when this skill is pur-
chased. (DEX)
SCIENCE Knowledge of lab techniques, how to design experi-
ments, how to write scientific papers, test hypotheses,
etc. for your appropriate field of science. Must specify
your area of study when this skill is purchased. (INT)
SECURITY SYSTEMS The ability to recognize and evade various types of
alarms and traps. The character also knows how to set
up alarms and traps, given the proper time and equip-
ment. (TECH)
SEDUCTION The ability to gain others trust by offering companion-
ship or favors. (PRE)
SHADOWING The ability to subtly follow someone. Also the ability to
spot and lose a tail. (INT)
SLEIGHT OFHAND The ability to palm items, fool the eye, perform magic
tricks, etc. (REF)
STEALTH The ability to hide in shadows, move silently or avoid
detection in combat situations. (DEX)
STREETWISE This skill gives the character knowledge of the seamy
side of civilization: he knows how to find the black
market, talk to thugs, gain information, and so on.
(PRE)
SURVIVAL This skill enables the character to live off the land, find
food and water, identify dangerous plants and ani-
mals, and so on. (INT)
SURVEILLANCE The ability to set up a static surveillance of a subject
without having it detected. (INT)
SYSTEMS OPERATIONS This skill allows the character to operate sensing and
communications devices. The character should choose
what type of system he knows how to operate (such as
Radar, microwave transmitters, LANs, etc.) (TECH)
TACTICS The ability to fight effectively and efficiently. A char-
acter with this skill is an expert at combat, and usual-
ly knows what must be done to win a battle. (INT)
TEACHER The ability to impart information or skills to other. (PRE)
TRACKING The ability to follow a trail by observing tracks, marks,
broken twigs, and so forth. (INT)
TRADING The ability to strike a good bargain with a merchant or
customer. (PRE)
USE POWER The ability to use a paranormal power or supernatural
skill. This must be bought for the various groups of
powers the character might have, such as his attack
Multipower, his flight, and so forth. Generally, this skill
can be bought for any group of powers that are con-
nected by a common special effect. This skill is used
with attack powers to make attacks, to operate certain
powers (for example, Use Flight would allow a charac-
ter to make radical flight maneuvers, etc.) and is also
used when trying to use a power in a clever way (for
instance, varying the frequency of your force field to
match another force field, or similar pseudo-science).
The Technique Characteristic should be used when
making Skill Rolls for Use Power, though other Stats
may be used if the GM decides the situation warrants
(for instance, using Will in a contest of Power versus
Power in a classic comic book or magical confronta-
tion). The Power Points in the Power could even be
used as the Characteristic if the GM feels the situa-
tion is appropriate. (Varies)
VENTRILOQUIST The character can make his voice sound as if its com-
ing from somewhere other than himself. (PRE)
WARDROBE ANDSTYLE A grasp of fashion, wardrobe, and personal grooming.
A character with this skill knows how to show off
clothes and look his best. (PRE)
WEAPONSMITH The character knows how to build, maintain and repair
weapons of various types. The class of weapon (mus-
cle-powered, firearms, energy weapons, other) must
be specified when this skill is purchased. (TECH)
SKILL LIST
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TALENTS
T
alent s are an innat e abilit y, (but not nec-
essarily superhuman) t hat cannot nor-
mally be learned or t aught , such as a bump
of direct ion or t he abilit y t o see in t he dark. The list of
Talent s below is a general one; which ones are available
depends on each GM s decisions about t he campaign set -
t ing. Each one of t hese Talent s cost s 3 point s each. If lev-
els (indicat ed by a +) can be t aken in t he Talent , each addi-
t ional level will cost anot her 3 OP:
TALENT NAME DESCRIPTION
ACUTE SENSES: One of your five senses (sight, sound, smell,
touch, taste) is extremely acute. If the sense is
touch, you can read print with your fingertips,
feel tumblers moving in a lock, and determine
subtle differences in materials by feel. If the
sense is smell, you can instantly detect people
or substances by scent alone and can track
them like a bloodhound. If the sense is sight, you
automatically gain a +1 bonus in all sight related
Perception checks, and treat all ranged attack
modifiers as being 2 points less than normal. If
the sense is taste, you can perceive subtle addi-
tions to food and detect harmful substances
with the barest taste.
AMBIDEXTERITY: You can use tools and weapons with either hand
at no penalty (normally -3 for using off-hand).
ANIMAL EMPATHY: Animals like you; they will never harm or attack
you unless severely provoked. You always seem
to attract whatever animals are common to the
area, and they will immediately gravitate to your
side, although they may not necessarily do what
you ask them to.
BEAUTIFUL/
HANDSOME: You are extremely good looking; people will auto-
matically stop and stare at you when you pass,
and you are generally surrounded by admirers.
In addition, you automatically have a +1 bonus
to your Persuasion, Performance, and Ward-
robe/Style skills for each level taken. +
BLIND REACTION: You can counterattack (in hand to hand only) with
no negative modifiers for darkness or being
obscured (-4), even if you can't see or hear your
opponent.
COMBAT SENSE: Your reflexes are keyed for danger; you auto-
matically react faster to danger than anyone
else; for every level taken (up to 5) you may add
+1 to your Initiative rolls (in combat only).+
COMMON SENSE: You always look before you leap; the GM must give
you warning whenever youre about to do some-
thing particularly foolish, even if there are no per-
ceptible clues present. He doesnt have to speci-
fy the danger, just that "this might not be a smart
idea..."
DIRECTION SENSE: You are never lost; always know where North is
and can orient yourself easily without any exter-
nal cues.
DOUBLE JOINTED: You can bend your limbs and joints in impossible
ways. You can fit into any space equal to half your
height and width and it is impossible to tie you up
or entangle you with a single rope; you can only
be restrained using restraints like cuffs, shack-
les, or nets.
EIDETIC MEMORY: You never forget anything you have read, seen,
heard, smelled, or touched.
HIGH PAIN
THRESHOLD: You are especially resistant to pain and shock.
When wounded, you will reduce the amount of
STUN taken by 2 points each time and the
effects of Impairing wounds (when used) by -2.
IMMUNITY: You are immune to the effects of one specific
poison or disease group (must specify).
INTUITION: You have an uncanny feel for hunches; the GM
will give you a chance to make a Perception roll
whenever he thinks you might get a hunch, even
if there are no perceptible clues present.
LIGHTNING
CALCULATOR: You can automatically do complex mathematical
operations in your head without using any aids.
LIGHT SLEEPER: You wake instantly from even the lightest touch
or smallest sound (no Perception check
required).
LONGEVITY: You are extremely long lived, but do not show any
appreciable signs of aging. No matter how old you
are, you always look and feel as a person half
your age.
NIGHT VISION: You can see in all but absolute darkness.
PERFECT PITCH: You always know if something's in tune, and
automatically gain at +3 bonus in any musically
related task (singing, playing instruments, etc).
RAPID HEALING: You heal extremely fast, recovering an extra 3
Hits per time unit in addition to your normal
healing rate.
SCHTICK: A schtick is a special habit or personal affec-
tation that has little or no actual effect on
skills or combat abilities. Examples might be:
always having a wind wafting your hair or cape
dramatically, always having dramatic lighting
striking your face, being able to toss your hat
on a hook when you walk in; always having a
cigar hidden somewhere on your person, etc.
Schticks must be okayed by the GM and
should never have an important combat or
skill applicationalways shooting the gun out
of the bad guys hand would be a very dan-
gerous schtick to allow.
SIMULATE DEATH: You can lower your heart rate and breathing to
such a low level that it is a Legendary
Difficulty to tell whether you are dead or not.
SPEED READER: You can read one page of any normal text that
you are familiar with in three seconds (you can
read a 200 page book in 10 minutes).
TIME SENSE: You always know what time it is, always know
how much time has elapsed between the pre-
sent and the last time you checked.
TALENTS
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erks are useful it ems, privileges, or cont act s a charact er has access t o in a cam-
paign. Perks can be special licenses or symbols of authority, friends, favors or fringe
benefits accruing from a profession. They are purchased with Option Points just like any
Skill, and function as a value gauge of how powerful the Perk is (1 being lowest, 10
being bestthe GM is the final arbiter of
a Perks worth on the 1~10 scale); level 8
or 9 should really mean something!
Perks are extremely campaign dependent
and should be created for each campaign indi-
vidually. Many Perks have mixed benefits, both good or bad, and game play should reflect this.
Think about it: A Mafia Godfather Contact might require a favor of YOU someday too!
Once the GM has established the level of the Perk, he must decide just how much impact
that perk has on the world; for example, in
a superheroic game, being the head of a
huge corporation would be a character
affectation; in a cyberpunk campaign, that
same status would have SERIOUS impact.
The impact is matched to the chart below
and the basic cost for the Perk (listed below)
is multiplied by the value indicated. This will
be the final cost.
PERK NAME [ COST PER LEVEL] DESCRIPTION
MEMBERSHIP [ 1 PER LEVEL] You can call upon the resources of an organization, person, government,
or groupbut you also have responsibilities. The level of Membership represents your
characters status in the organization, not the influence of the group (thats what the
multipliers above are for). For example: A Membership of 1 at in the FBI would make
you a janitor, but at 10 youre the Directors right-hand man. A version of this is
Aut horit y, in which the character is an agent of the law and has the power to arrest,
detain and use deadly force.
LICENSE [ 1 PER LEVEL] The character has a legally sanctioned right to do things that would nor-
mally be considered illegal (license to kill, to collect taxes, hunt criminals, etc).
Licenses are individual cases, granting YOU authority rather than loaning you use of
the authority of a group (as above)you get no resources, but you also dont have so
many responsibilities. By example: a license to sell arms might cost 2; A Private
Investigators license 4; a Bounty Hunters license might cost 6; a CIA or secret ser-
vice agents license 8, a Federal Marshals license costs about 9, and having an
unconditional license to kill might cost 10.
CONTACT [ 1 PER LEVEL] You know someone who can (and generally will) help you through money,
power or sheer skill, and this help is usually off the record. A mercenary wholl occa-
sionally back you up in a fight costs 3, a local Yakuza Boss costs 6, the head of the
FBI costs 9. Remember that the level of the contact is based on several factors: a stu-
dents not much, but a student whos willing to die for you
FAVOR [ 0.5 PER LEVEL] A one shot Contact; you can make use of this contact only once, but
they MUST do what you ask (as long as its appropriate). Note that its often useful to
have favors from a lot of people in different areas rather than one contact who does
everything.
RENOWN [ 1 PER LEVEL] Your reputation, usually in a favorable light. People go out of their way to
curry favor with you, or to at least avoid getting on your bad side. At 3, most local peo-
ple know you; at 6 youre nationally known; at 9 youre an international figure.
WEALTH [ 1 PER LEVEL] Characters are assumed to be lower middle class, but wealth boosts your
lifestyle. Spending 1 OP places you comfortably in the middle class, capable of buying
common things and living in a decent place. Level 2 is upper middle class; you can
buy most everyday things and live in a very nice place. At levels 3~4, you are well to
do and have more than enough money to support yourself; you need work only occa-
sionally, can afford costly hobbies, and have an expensive home. At 6 youre rich; you
dont have to work at all, can afford large purchases like cars or vacations, and live in
a very expensive home. At 9, youre a millionaire, can live anywhere and buy almost
anything you want. The GM might let you exceed Wealth 10, making you a billionaire!
PERKS & PRIVILEGES
PTS SKILLS, TALENTS & PERKS
8 FBI Membershi p
2 Wealth (Upper Middle Class)
MONEY IN FUZION
Generally, players with
wealthy characters are dis-
couraged from keeping track of
their money directlyits a lot of
tedious bookkeeping. However, there
may be times when youll absolutely
NEED to know if you can buy that
Caribbean island. In this case, you
might use the following rule: At Wealth
1, the player has a disposable income
of $1,000 per week; this value dou-
bles for each additional level of
Wealththis means at Wealth 10, you
could spend over 2 million dollars a
year! Referees should be REALLY care-
ful letting this rules cat out of the bag!
CAMPAIGN STYLE MULTIPLY PERK BY
VERY HIGH IMPACT..................................................X4
HIGH IMPACT .........................................................X3
MODERATE IMPACT ..................................................X2
LITTLE OR NO IMPACT ..............................................X1
IMPROVING DERIVED STATS
It is possible to increase the value of
a Derived Stat beyond its starting
value. The chart shows what you get
for each 5 Option Points spent. Of
course, you can also use Character
Points to buy up Derived Stats as
well. In general, however, youd be
better served just to increase the
Primary Stat from which the Derived
Stat is figured, unless there is some
reason why you cant (or shouldnt.)
Note that normal humans have stat
maximums for Derived Stats, much
as they have Stat maximums for
Primary Stats. In the case of Derived
Stats, these maximums are figured
from the maximum value of the
Primary Stat(s) involved. For example,
the maximum stat for a normal
human in the Champions: New
Millennium campaign is 7. The maxi-
mum Derived Stats for that normal
human would be SD & ED of 14, SPD
of 4, RES of 14, REC of 14, END of
70, STUN of 35, and HITS of 35. A
character may buy his Derived Stats
up beyond this maximum, but he
must have some kind of reason
(super-powers, magic, etc.) to exceed
those numbers.
For 5 OPs or 1 CP, you can increase
your Derived Stats by choosing one of
the following:
+2 SD & +2 ED
+1/2 SPD (Requires 2 CP or 10 OP
to increase by +1)
+1 REC
+10 END
+3 Resistance
+5 STUN
+5 HITS
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ear is just one more thing your character will need to adventure. The list below is a sample of types of personal hardware used in the
Champions setting; it is by no means exhaustive. NOTE: The values given here are in Opt ion Point s; to derive money costs, multiply the
OP cost by 100 monetary units. Also note some costs are in 10th points.
HIGH TECH OP
BINOCULARS .................................................................1
For long distance observation. 30x power.
BUG .........................................................................6
Miniature listening device. Will transmit any sound within
10m/yds to a receiver up to a km away.
BUG DETECTOR .............................................................9
Will detect any active or passive listening device within
10m/yds Will determine location of bug, but not location
of receiver.
CAMERA ......................................................................1
Records still images on film. 24 exposures.
CAMOUFLAGE COVERALL..................................................2
Khaki overclothing, patterned to match Urban, Snow,
Jungle, Forest, or Desert environments (specify). Adds
+2 to any Stealth attempt.
CAMP STOVE.................................................................1
Runs on pressurized gas for 3 hours. Takes about 5 min-
utes to boil water.
CANTEEN....................................................................01
Holds 2 quarts.
CD PLAYER...................................................................1
Plays compact laser-discs. About the size of a paperback
book.
CELL PHONE.................................................................3
Cellular network phone. Range 10 km.
DIVING GEAR ................................................................5
Includes swim fins, wet suit, weight belt, aqualung and
mask. Tanks good for 3 hours. Can be used down to
60m/yds.
DRIED FOOD (WEEK) ......................................................1
For one man. Prepackaged, just add water. 5 lbs.
ELECTRICIANS TOOL KIT...............................................05
Pocket soldering iron, parts, multimeter, etc. Required
for Electronics tasks.
FIRST AID (MODERN) ...................................................01
Bandages,scalpels, disinfectants. Required for First Aid
attempts.
FLASHLIGHT.................................................................01
Battery powered, good for 8 hours. Lights up to
20m/yds.
GEIGER COUNTER...........................................................9
Detects intensity/direction of radiation up to 10m/yds.
IR GOGGLES & FLASH....................................................5
Allows user to see in dim light, using flash (Illuminates up
to 15m/yds).
JAMMER.......................................................................6
Will jam any active or passive listening device within
10m/yds of user.
LANTERN....................................................................05
Lights up to 40m/yds. Batteries last 8 hrs., gasoline for
6.
LIGHTER.....................................................................01
Fast fires (2 minutes by this method). Good for 100
lights.
MECHANICS TOOL KIT....................................................1
Wrenches, pliers, screwdrivers, etc. Required for
Mechanical tasks.
MOVIE CAMERA ............................................................1
Records color images and sound on film.
NYLON ROPE.................................................................1
100m/yds. Can hold up to 500 lbs.
PERSONAL COMPUTER ..................................................10
8 x 12 x 2 laptop with LCD screen. 2 meg, with 100
meg memory (about 100,000 pages of information). 3
hour battery charge; recharge in 3 hours.
RADIO..........................................................................1
Portable CB walky-talky. Range about 20 miles, 24
bands.
SKATES........................................................................1
For rapid travel on ice (reduces terrain type from Rough
to Normal).
SKIS............................................................................2
For snow travel (reduces terrain from Rough to Normal).
SNOWSHOES..................................................................1
For movement over deep snow (reduces terrain from Very
Rough to Rough).
TAPE RECORDER............................................................1
About the size of a cigarette pack. 2 hours of audio on
tape cassettes.
TENT (NYLON) ...............................................................1
Holds four. Can be set up in five minutes.
TOOLKNIFE..................................................................05
Classic Swiss army knife (DC.5). Saw, screwdrivers,
tweezers, awls, etc.
UTILITY BELT...............................................................02
Belt or harness with pouches. Can be used to carry up to
6 objects or devices up to the size of a large paperback
book. or a total combined weight no greater than 10kg.
VIDEO CAMERA .............................................................3
Records color images and sound on video tape. Can
replay tape images through viewfinder monitor. Each
tape lasts 4 hours.
WRISTWATCH ..............................................................05
Digital time keeper with alarm, day, date. Two years on a
battery.
SUPERTECH OP
ANALYZER ..................................................................10
Hand-held scanner about the size of a hardback book.
The scanner sweeps 100m/yds around the user, exam-
ining life signs, technology traces, emissions, sounds,
etc., reporting on what it observes on its LCD screen.
Adds +2 to any Awareness, Understand Technology,
Tracking or Survival skills.
ANTIGRAVITY MODULE...................................................10
Small 1x1x1 cube with antigravity unit inside. Handles
are on either side. Can lift up to 200 lbs. for 4 hours on
a power cell.
COMMUNICATOR.............................................................1
Small radio (headset or matchbox-sized handheld).
Range is 1000km. A communicator can reach a ship in
orbit, as long as the ship is directly overhead and not
blocked by more than a meter of concrete or metal.
FIRST AID KIT (FUTURE) ...............................................05
Laser scalpels, dermal staplers, nano-clamps, air hypos
and other high tech medical devices. Required for
Physician or First Aid skill attempts.
FOOD PACKS (WEEK) ......................................................1
Compressed food for one man. Requires no heating or
water; just rip open the seal and it heats in 2 minutes.
GILL MASK...................................................................5
Facemask and collar unit equivalent to an aqualung.
Allows user to breathe freely underwater for up to 72
hours down to 200m/yds.
HOLOCHIPS (10) ...........................................................1
Futuristic equivalents of tapes, music, and books.
HOLORECORDER.............................................................2
Futuristic equivalent of a video recorder. Can record up to
10 hours on a single chip. Projects hand-sized holo
image for playback.
INERTIAL COMPASS.........................................................3
Small device about the size of a pack of cigarettes.
Records directions travelled and replays instructions and
map on LCD screen. Will always locate North. Adds +2
to any Navigation skill.
MACROGLASSES.............................................................1
Futuristic equivalent of binoculars, with digital range read-
outs, image enhancement, still recording of up to 10
images (stored on holochips).
MEDICAL SCANNER ........................................................3
Hand-held scanner the size of a paperback book.
Examines patient, gives procedures and diagnosis on
LCD screen. Adds +2 to any First Aid skills.
MUSIC SYNTHESIZER......................................................2
Any type of electronic music device; can include key-
boards, drum pads, stringed instruments, and MIDI wind
instruments. 10 hours per power cell.
POWER CELLS (6) .........................................................1
The batteries of the future, used to power most small
devices and weapons. Come in packs of 6, each with a
jack for wall. Recharging; takes 1 hour to recharge a sin-
gle cell. Every Future electronic device uses one power
cell, which will run the device for 10 continuous hours.
RESPIRATOR .................................................................1
Breathing mask for filtering out smog, toxic atmos-
pheres, etc. Oxygen (1 hour) bottle included.
SNEAKSUIT....................................................................3
Futuristic equivalent of camouflage, the sneaksuit mim-
ics the background of whatever the wearer is passing in
front of. Adds +2 to any Stealth attempt.
SURVIVAL DOME ............................................................3
Light, self-inflating habitat for four. Air tight, can even be
used in space (although air must be provided for breath-
ing). Takes five minutes to set up.
TECHNICAL SCANNER......................................................5
Hand-held scanner about the size of a paperback book.
Readout examines mechanical/electronic hardware and
gives repair procedures and problems on LCD screen.
Adds +2 to any Electronics, Mechanics, Tinkering,
Cybertech, FTL Tech, Gravitic Tech, or Hyper Energy Tech
type skills.
UNIVERSAL TRANSLATOR................................................12
Translates unknown languages and provides English
equivalents through attached earphones. When spoken
into, translates your words back via digitized voice. Takes
three turns to translate a simple language; six turns to
analyze and translate a complex one. Note: on a roll of 6
on 1D6, any previously unknown language is untranslat-
able.
VIDEO COMMO..............................................................3
Two-way TV communicator about the size of a pack of
cigarettes. Range is equivalent to a standard communi-
cator, with same limits.
GEAR & EQUIPMENT
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owers are abilit ies far beyond t hose of
mort al menfor example, flying or fir-
ing bolt s of energy. The Powers list ed in t his sect ion can be
used t o simulat e t he powers of a superhero, t he spells of a
sorcerer, or even t he abilit ies of an alien.
Could it be Magic?
Well, yes, it could be. Any ability sufficiently advanced
can be construed as magic instead of superpowers. An
Energy Blast can be called a laser bolt or a sorcerous fire-
balldepending on what you want to call it. The beauty of the
Fuzion system is that it simply defines the game effect of a
power; you get to decide how it was created and what it looks like
in short, its Special Effect s.
SPECIAL EFFECTS (SFX) IN
CHAMPIONS
S
pecial effects (SFX) are very important in
superheroic adventures. The special
effects of a power define what it is and how
its created, and help distinguish one power
from another power. For instance, three dif-
ferent characters could all have 12 dice of
Energy Blast, but each might have different SFX: One is fire, another
uses electricity, and the third fires a sonic attack. Each type of spe-
cial effect can have extra benefits or limits beyond the basic power
description; exactly what is up to the GM. Most powers should have
some special effect designated for the power.
Each of these categories is very general; within each category
there can be many types of special effect, related but different. The
only limits are your imagination.
Common SFX in Champions: The New Millennium
Biochemical: This category includes acids, venoms, poisons,
diseases, drugs and other chemicals. Biochemical attacks can often
be unusual ones, such as Drains. Biochemical attacks are some-
times manifested as gasses, which might be affected by high winds
or extreme temperatures.
Cold/ Ice: Everything related to extreme cold, including freezing
blasts of supercold materials, ice, or other such effects. Cold attacks
can work against physical or energy defenses, depending on what
you decide when you buy the power. Cold powers are usually less
effective in high-temperature environments.
Elect ricit y: The classic electrical bolt, lightning, sparks, and
zaps. Any combination of amperage and voltage would be in this cat-
egory. This is the classic attack against energy defenses. Electrical
powers may have greater effect against delicate electronics, and
less effect against well-insulated targets.
Gat e Key Power: This fundamental force indirectly powers many
other effects, but some rare items, people or phenomena tap it
directly. This power is rarely seen in its raw form, but when it is, its
unlike anything else.
Heat / Fire: Everything connected with high temperatures, such
as flames, hot metal, or hot gasses. Fire can start fires in flamma-
ble materials, which is sometimes handy and sometimes can cause
excess property damage or threaten innocent lives. Heat powers are
usually less effective in low-temperature environments.
Kinet ic: This category includes all physical force, such as punch-
es, clubs, rocks, chunks of ice, or anything that creates a solid thump
on target (works against Stun Defense or Killing Defense rather than
Energy Defense or Energy Killing Defense). This can include force-
blasts or telekinetic attacks if you choose to define them that way.
Light : This category is electromagnetic radiation in the visible or
near-visible spectrum, from infrared to ultraviolet. This includes
lasers, high intensity flashes, and similar effects. VIPER and UNTIL
blasters fall into this category. Light attacks are often less effective
in very dusty or smoky environments.
Magic: A catch-all term to describe mysterious forces used to
produce a wide variety of effects. Its important to note that magic
can be used to create many different special effects; for instance,
magic could be used to create a lightning bolt. That bolt should be
considered Lightning, not Magic, in terms of special effects.
Magnet ism: This covers magnetic and paramagnetic effects,
and is often connected with force fields and telekinesis. Magnetic
attacks often work against physical defenses rather than energy
defenses. Magnetic powers are often less effective against non-
metallic substances, and more effective against magnetic materials
such as iron.
Psionics: This force is psychic power or mental forces; the raw
power of the mind. Mental powers are usually (but not always) cre-
ated by psionics, and have a psionic special effect. Psionic attacks
usually work against mental defenses.
Radiat ion: This includes ionizing radiation such as gamma rays,
and radiation from radioactive materials, as well as more bizarre
forms of radiation emanated by comic book materials. Essentially,
all short wavelength electromagnetic radiation falls into this cate-
gory. Radiation attacks most often work against energy defenses.
Sonics: Pressure waves of all varieties (including infrasound and
ultrasound) are in this category. This category of effects would not
work at all without a medium of transmission, so it wont function in
a vacuum. Sonics would generally be less effective in a low pres-
sure environment, and more effective in a high-pressure environ-
ment. Usually Sonic attacks affect Stun Defense or Killing Defense.
Handling SFX
Special effects can and should be used to make adventures more
dramatic, and sometimes to help characters overcome problems. Its
a classic comic book bit the hero manages to defeat the villains
plot by tuning his energy blast to just the right frequency to deactivate
the force field, or some such pseudo-scientific explanation.
Special effects can let a character do a little bit more than the
basic power description suggests, or sometimes they can restrict a
power somewhat. For instance, sonic effects just wont work in a
vacuum, but the GM may let you do some extra damage with a sonic
effect under water. Its up to the GM how much or how little SFX can
affect a power. The GM can have the player make a Power Skill roll
to see if special effects can be used to help; this is often based on
Technique, but can be based on other stats. If you want to make a
raw power vs. power contest, you can base the Power skill on the
number of points in the power instead of on a characteristic.
Designing New SFX
The list of SFX provided is a basic one which the GM can add to
if needed. A new character invented by the GM may have completely
new special effects; the Power Cosmic, for instance, which is unlike
any other power. Or existing special effects categories can be split
into two or more categories. Magic, for instance, is very broad, and
might be easily split into two or more different types of magic.
SUPERPOWER PLUG-IN
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SUPERPOWER PLUG-IN
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he Fuzion Power Plug-in is designed t o creat e
simplified superpowers t hat can be convert ed in
and out of t he HERO Syst em. While not int ended t o have all t he
sophist icat ion of it s parent syst em, t his plug in allows Referees
and players t o easily creat e superpowers for t heir Fuzion cam-
paigns.
IMPORTANT!: This is a powers list, not the full HERO power
construction system. All of the powers in this Plug-in were
created by dividing their HERO System cost by 5; we tried
to avoid fractions wherever possible, which is why some of
the powers, like the Explosive Blast, have costs like 3
points for 2 dice of effect. Not all the Powers are included
here, and in the interest of simplification, we have also
ignored Advantages, Limitations and other more specialized systems. If
these are important to you, you can construct the entire Power as in 4th
Edition HERO and convert it to Fuzion as desired.
The Plug-in Powers List (pgs. 24 - 28) is organized by functionality. Each
power is organized by type, such as attack, defense, movement, etc. This
makes it easy to find the type of power you want. Within each power group,
the powers are organized alphabetically.
From Champs 4t h Edit ion t o Fuzion and Back Again
To creat e your own 4t h Edit ion powers for FUZION, follow t he st eps below:
Build the power as per the 4th Edition HERO System Rules on pages 51
thru 89. (Thats basically what we did.)
Divide the real cost by 5. Try to avoid fractions in your final cost; if you end
up with a fraction, increase the effectiveness of the power to get an even num-
ber or round the fraction up (this is one reason improving powers costs 5 to
1to match 4th ed powers later on).
To convert Fuzion Powers t o HERO
Multiply the final cost by 5. Then factor in any Advantages, Limitations
or other systems to fully convert the power.
Power Building 101: An
Example
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et s say we want t o build
Fuzionman, t he Mast er of
Nuclear Force. We first should
decide exact ly what Fuzionman s
powers are. We set t le on t he fol-
lowing:
FUZION POWER BLAST (equal to the power of a cannon).
FUZION POWER SHIELD (Can stop anything up to a heavy
handgun).
ELECTRON SPEED (Allows Fuzionman to fly as fast as a
supersonic jet).
NUCLEAR VISION (Fuzionman can see through almost any
material).
Now lets build Fuzionmans powers. Well start with
the Powers List (pg. 24 - 28). Fuzion Power Blast is an
Attack Powerthe closest thing we can find is an Energy
Attack. We decided that a cannon is equal to DC16. At a
cost of 1 PP per 1 DC, this means his Atomic Power Blast
costs 16 PPs. Its range is 10 times the cost160 m/yds.
The Power Shield is a Defensive Power; we decide
its best described as a Force Field. We decide that
since a shotgun can deliver an average of 20 pts. of
damage, Fuzionman's shield must stop this much at
least. At 2 PPs per 5 pts. of resistance, the Power Shield
will cost us 8 PPs.
Elect ron Speed is a Movement power. We decide
Supersonic Flight is the best way to do thisif our jet
plane can move at Mach 1, then 2 PPs buys us that one
Mach. Plus, since Supersonic Speeds are only for non-
combat movement, well also buy Flight for 10m/yds
per phase plus an extra Non-combat multiple. The final
cost will be 4+2+1 =7 PPs.
Finally, the Enhanced Sense of Nuclear Vision trans-
lates nicely as N-Ray vision, with a base cost of 4 PPs.
Fuzionmans total powers will cost us 16 + 8 + 7 + 4 =
35 PPs.
So much for Fuzionman in Fuzion. But how about in
HERO? Simple: converting this value to HERO will cost
us 5 times as much, raising this total to 175 points
(which we can buy down with various Limitations and
Frameworks available in the full HERO system).
How Many Point s for Powers?
A
s a rule Referees should always give points for powers to char-
acters as a separate pool. This allows greater control over the
power level of the
campaign and helps
focus the effect that
paranormal abilities
have on the game
universe. The Dial at
left is a good way to
determine the extent
of powers on a cam-
paign by providing guidelines for their frequency and impact on everyday life.
POWER LEVEL OF UNIVERSE POINTS
POWERS UNHEARD OF [ALMOST REALITY] 5-10
POWERS UNCOMMON [PARANORMAL IS KNOWN ABOUT] 10-20
POWERS ARE SPECIAL [HEROES ARE RARE] 20-30
POWERS COMMON [TYPICAL COMIC BOOK] 30-40
POWERS ARE EVERYDAY [A POWER-BASED SOCIETY] 40-50
COSMIC POWERS [OFF THE SCALE] 60+
Not Enough Power Point s?
With the permission of the GM, you can add Option Points to your
Power pool at a ratio of five to one Power Point.
Can t Find t he Power You Want ?
Maybe youre looking in the wrong place. Many superheroic Powers
are actually superhuman Characteristics instead. If you really want to build
a guy with a STR of 25, get your GMs permission to exchange some of your
Power (or Campaign) points for Characteristic Points. Power point s int er-
change wit h Charact erist ics on a 1 t o 1 basis; Opt ion Point s on a 5 t o 1
basis.
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Unusual Uses of Powers
U
nusual uses of Powers in Fuzion can be deter-
mined by using the Use Power skill in con-
junction with the most appropriate Characteristic. Attack
and Movement Powers are generally used with the REF or
DEX Characteristic; Defensive, Adjustment, and Sensory
Powers with INT, Size powers with CON. However, the most
appropriate Characteristic to use (if a roll is required) is up
to the GM of your campaign.
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At t ack Powers
Not e: Some of the attack powers are more powerful than others, such as
an Armor Piercing Blast compared to an Energy Blast. To balance the cost
of such powers, a certain number of dice are subtracted from the power
after it is purchased.
Example: Fuzionman decides that he needs a new attack, an Atomic Burst.
He buys it as an Explosion, and puts 12 points into it. This would normally
give him 12D6 of Explosion. However, he needs to subtract 2D6 from the
power level, to make his Atomic Blast a 10D6 Explosion with a cost of 12
points.
Affect s Desolid
This is an Energy Blast that can hit targets that are desolid (see Other
Powers) as well as normal targets. Affects Desolid attacks follows all of the
normal rules for buying an Energy Blast.
Affect s Desolid Cost : 1 PP per 1D6 of damage, subt ract 2D6 from t he
final t ot al. Cost s END.
Area At t ack
This is an Energy Blast that affects an circular area. Area Attacks follow all
of the normal rules for buying an Energy Blast, but use the Area Affect To-
Hit rules. (See Ranged Attacks.)
Area At t ack Cost : 1 PP per 1D6 damage in a 1m radius, subt ract 4D6
from t he final t ot al. Cost s END.
Armor Piercing Blast
This is an Energy Blast that cuts through the targets defenses. Armor
Piercing Blasts follow all of the normal rules for buying an Energy Blast.
However, when a target is hit with an AP Blast, his defense is halved (See
Damage.)
Armor Piercing Blast Cost : 1 PP per 1D6 of damage, subt ract 3D6 from
t he final t ot al. Cost s END.
Darkness
With this power, the character can create a field that is impervious to one
sense (usually normal sight). This can be centered around the character, or
at range as an attack action. A character who cannot perceive his opponent
is 1/2 DEX, 1/2 REF in Hand to Hand, and 0 REF in ranged attacks. If the
character can make a Perception Skill roll against a Target Number of 20 he
becomes -1 DEX and 1/2 REF in all cases.
Darkness Cost : 2 PPs for a 2m/ yd radius Darkness Field t o one sense,
+1 per each addit ional sense, +2 per each addit ional sense group, +1m
radius for +1 PP A Const ant Power (st ays up as long as you spend END
on it ). Cost s END.
Energy Blast
A character with this power can make a ranged STUN attack up to 10m/yds
for every point spent on the power (Example: spending 20 points gives you a
200m/yd ranged energy blast). The exact nature of the energy in the blast is
left up to the player. The nature of the attack must be determined when the
power is purchased; it can be lighting, a blaster bolt, lasers, sonics, a magic
blast, or anything else. It does not even have to cause any Collateral or SDP
damage at all. Energy Blast normally affects ED (if that optional Characteristic
is being used), but it can be designated to affect SD, depending on the spe-
cial effect. Once again, this must be determined when the power is purchased
and cannot be changed later. You must make a Ranged Attack to hit with this
attack.
Energy Blast Cost : 1 PP per 1D6 of damage. Cost s END.
Ent angle
This power can be used to restrain an opponent or create a barrier. An
Entangle can be webbing, ice bonds, turning the ground to mud, or anything
else the player can think of. An Entangled character can use his STR or any
other non-gadget attack to break out of the hold.
Ent angle Cost : 2 PPs per every 1D6 (roll whenever ent angle is used) of
Hit s and 3 PPs of PD t he Ent angle has. Cost s END.
Explosion
This is an Energy Blast that explodes. Explosions are more effective at the
center, and get less powerful as you move away from the origin point. When
determining damage for an Explosion, remove the highest die of damage for
each 2 meters from the center the target is. Explosion attacks follow all of
the normal rules for buying an Energy Blast, but use the Area Affect To-Hit
rules. (See Ranged Attacks.)
Explosion Cost : 1 PP per 1D6 of damage, subt ract 2D6 from t he final
t ot al. Cost s END.
Find Weakness
This power acts somewhat like a skill; it is the ability to strike at the weak
points of a targets defenses. A successful Find Weakness check (1
Action) against a Target Number of 20 will automatically cut the targets
defenses in half. This power can be used more than once on the same
target, but each successive roll raises the Target Number by +2. If you
miss a Find Weakness check on a target, you may not use Find Weakness
on him again for that battle. Find Weakness is normally purchased for a
single kind of attack. Find Weakness does not use any Characteristic
when making a skill check; it is resolved by rolling 3D6 and adding that
to the Find Weakness skill.
Find Weakness Cost : 2 PPs for a base value of 10; add +1 t o your roll for
each addit ional 1 PP To use Find Weakness on a group of relat ed at t acks
cost s an addit ional +1 PP for each. To use it on all your at t acks cost s +2 PPs
Find Weakness uses no END.
Flash
This power allows the character to flash an opponents senses, rendering
them unuseable (as in Darkness) Flash normally affects a single sense; addi-
tional senses and sense groups may be purchased. Flash is resolved as a
normal Ranged Attack, but it ignores normal defenses (see Flash Defense.)
Flash Cost : 3 PPs per 2 Phases of Flash of a single sense. To affect addi-
t ional senses cost s +1 PP per sense; sense groups cost s 2 PPs per sense
group. Cost s END.
Ranged Killing At t ack
This allows the character to make a Killing Attack at range. (See Ranged
Attacks.) Like an Energy Blast, the special effects of a Killing Attack can vary
from a bullet to a laser beam to whatever else the player might desire. Killing
Attacks are resolved against the Defense value of the target (See Damage.)
This Power can also be defined as a Hand t o Hand Killing At t ack; in
these cases, the character trades range for a damage bonus of 1 addition-
al die for every level of Strength, up to a maximum of twice the number of
dice originally generated by the attack.
Killing At t ack Cost : 1 PP per 1D6 of damage, subt ract 2D6 from t he final
t ot al. Cost s END.
Telekinesis (TK)
A character with this power can manipulate objects at a distance and exert
a STR at range. The TK STR is separate from the characters STR, and is
defined when this power is purchased. TK can be used to punch or squeeze,
but there is no action/reaction with this power; a character could not use
his TK to grab a flying character and be dragged along, for example.
TK can also move objects at a speed equal to what could be moved at
that STR level normally (1/4th of weight maximum at that STR, as on pg. 146).
Telekinesis Cost : 3 PPs per 2 STR; +2 PPs for t he abilit y t o make fine
manipulat ions wit h t hat STR. Cost s END.
Defensive Powers
Not e: Any power that gives your character Killing Defense can be defined as
giving your character Stun Defense instead. This must be determined when
the power is purchased. If Energy Defense is being used, then Armor, Force
Field, and Force Wall provide an amount of Energy Killing Defense equal to
the Killing Defense provided. If such powers are defined as providing Stun
Defense, then they also give an additional amount of Energy Defense equal
to the Stun Defense provided.
Remember: you will always use the highest value of either Stun Defense or
Killing Defense (respectively) vs. a Stun attack in combat.
Armor
With this power, the character has some kind of inherent physical defense
against Killing and Stun Attacks; thick skin, armor plates, etc. Armor does-
nt need to be turned on; its always in effect (aka a Persistent Power).
Armor Cost : 1 pt for +2 Killing Defense. Armor uses no END.
Danger Sense
This power gives a character a "sixth sense" about danger. At its most basic
level, Danger Sense will prevent the character from being surprised in com-
POWERS LIST
NOTE: ALL RANGED ATTACK POWERS HAVE A RANGE EQUAL TO 10M/YDS FOR EACH POINT
INVESTED IN THE BASE POWER, UP TO 50M/YDS. IF RANGED ATTACKS ARE MADE, USE
REF+USE POWER SKILL TO DETERMINE OUTCOME. END-USING POWERS USE 1 POINT OF
END FOR EVERY 2 POINTS OF POWER USED OR EACH PHASE OF DURATION.
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bat, while at more powerful levels, Danger Sense can alert the character
to any threat to his person, or even his world. Normally, Danger Sense just
gives the character the "feeling" of being in danger. If the hero reacts, he
is allowed his full DEX+Skill; he could also attempt to dive clear of a trap,
etc. If the characters rolls 12 more than he needs to succeed, the true
position and type of danger are known.Danger Sense checks are make
automatically, at the request of the GM. The character must make a suc-
cessful Danger Sense check against a target number of 20.
Danger Sense Cost : 2 PPs for a base value of 10, +1 t o your roll for each
addit ional 1 PP; +1 addit ional PP t o have t he power work out of combat
against at t acks he could normally sense; +1 addit ional PP t o allow t he
power t o work against any at t ack. Sense Danger in t he immediat e area
for +1 pt ; Sense Danger in t he general area for +1 addit ional PP; Sense
Danger over any area for +1 addit ional PP Uses no END.
Flash Defense
This power lessens the effect of a Flash attack. Each point of Flash Defense
subtracts one Phase from the duration of a a successful Flash attack. Flash
Defense only affects one sense group; to cover other senses, the points
from this power must be allocated among the six sense groups as desired.
Flash Defense Cost : 1 PP for 5 PPs of Flash Defense. Uses no END.
Force Field
This power creates a field around the character that can absorb damage.
A Force Field provides defense against Killing Attacks.
Force Field Cost : 2 PPs for 5 PPs of Killing Defense. Cost s END. A
Const ant Power.
Force Wall
The ability to project a barrier at a distance. This barrier acts like a wall and
has SDP (C:NM, page 150;3). A Force Wall may or may not have a Stun
Defense, a Killing Defense, and/or extra area. Force Walls stop damage as
per a normal wall. However, if the Force Walls SDP is reduced to zero (or
below), the Force Wall is destroyed. A Force Wall can also be used to sup-
port a weight equal in STR to the number of Power Points invested in SDP
Dice and Defenses. Example: a 3 point Force Wall could be used to sup-
port 100kg (assuming an Incredible level campaign).
Force Wall Cost : 1 pt . per 1d6 of SDP in a wall 2 m/ y wide. +4 SD & ED
for +1 pt ; +3 KD & EKD for +1 pt ; +4 m/ y widt h for +1 pt . Minimum SDP
is 1d6. Force Wall cost s END. A Const ant Power.
Invisibilit y
This power can be used to turn invisible to one sense (usually normal sight).
Invisible characters have a fringe effect around them. An invisible charac-
ter with a fringe can be spotted with the affected sense at a range of 2 m/yds
or less.
In combat, Invisibility often makes the character harder to hit. If an oppo-
nent cannot make a successful Perception check, then he is at 1/2 (REF +
Levels) in hand-to-hand, and 0 (REF + Levels) at range vs. the character. If the
opponent can make a non-targeting PER Test, he is at 1/2 (REF + Levels) in
both hand-to-hand and ranged combat. If the Invisible character is making a
visible attack, the attackers only takes a -1 to his REF, even at Range.
Invisibilit y Cost : 4 PPs t o be invisible t o one sense, +1 PP for each addi-
t ional sense; +2 PPs for each addit ional Sense Group, +2 PPs ext ra for
No Fringe Effect . Cost s END. A Const ant Power.
Knockback Resist ance
A character with this power takes reduced Knockback from attacks. Each
point of Knockback Resistance subtracts 5 meters of Knockback from all
attacks.
Knockback Resist ance Cost : 1 PP for -5 met ers of Knockback.
Knockback Resist ance uses no END.
Lack of Weakness
It is much harder to spot a weakness with Find Weakness on a character
with this power. Each point of Lack of Weakness adds to the Target Number
for Find Weakness Skill Checks.
Lack of Weakness Cost : 1 PP t o raise t he Target Number of Lack of
Weakness Rolls against t he charact er by 5. LoW uses no END.
Life Support
This power allows the character to operate in unfriendly or deadly environ-
ments without harm.
Life Support Cost : See t he list below. Life Support uses no END.
Breat he in an unusual environment (Under wat er, in Met hane, et c.): 1
PP per environment
Self-Cont ained Breat hing: 2 PPs
Doesn t need t o eat , excret e, or sleep: 1 PP
* Safe Environment : 1 PP each (Vacuum/ High Pressure, High
Radiat ion, Int ense Heat / Cold)
Immunit ies: 1 PP each (Disease, Aging)
Ment al Defense
Characters who are resistant to Mental Powers use this power. A charac-
ter with Mental Defense can resist some of the effects from Ego Attack,
Mental Illusions, Mind Control, Mind Scan, and Telepathy. See Mental
Powers for more information.
Ment al Defense Cost : 1 PP per 5 PPs of Ment al Defense. Ment al Defense
uses no END.
Missile Deflect ion & Reflect ion
A character with this power can block incoming ranged attacks. (See
Ranged Combat and Actions.) The Block is made as per the normal block-
ing rules; use the characters DEX plus any Skill Levels with Missile
Deflection he might have. To Reflect an attack, first make a successful
Block, and then a standard to-hit roll against the target.
Missile Deflect ion Cost : Check t he t able below. Missile Deflect ion and
Reflect ion cost s no END t o use.
Deflect Thrown Object : 1 PP
Deflect t he above and Arrows and Project iles: 2 PPs
Deflect t he above and Bullet s & Shrapnel: 3 PPs
Deflect t he above and Energy Beams: 4 PPs
Reflect At t ack back at at t acker: +4 PPs
Reflect At t ack back at any t arget : +6 PPs
Power Defense
A character with this power is especially resistant to Adjustment Powers.
Subtract the characters total Power Defense against any incoming offensive
Adjustment power before dividing the Attacks die roll.
Power Defense Cost : 1 PP per 5 Power Defense. Cost s no END t o use.
Movement Powers
Movement Powers are those Powers which help the character get from place
to place. All characters start with running, sprinting swimming, and a running
leap; see Characteristics for details. These movement powers can supple-
ment those starting values, or add new modes of movement.
There are two types of movement: a Run (or Combat Movement ), and
a Sprint (or Non-Combat Movement ). The former involves ducking, weav-
ing, and watching out for enemy attacks. It is normally equal to two times
your current MOVE Characteristic (in m/yds). A character has no penalties
to his DEX or REF when Running.
A character may also move as fast as he can, in a Sprint (aka Non
Combat Movement). This has the advantage of increasing the characters run-
ning speed, but halving his DEX +Skill levels as well as reducing his REF to 0
at the same time. Your basic Sprinting speed is calculated when you create
your character, and is normally 3 times your current MOVE (in m/yds)
A character can also increase his non-combat speed by buying Non-
Combat Movement Mult iples (NCMs). Each NCM costs 1 point and doubles
the non-combat speed of a specific type of movement. Example: Speeder has
a MOVE of 20, giving him an Sprint (Non-Combat Move) of 60 (or three
times his MOVE). He decides to buy two levels of non-combat movement
multiples for his Sprint. His non-combat move jumps to 120 (60x2), then
240 (120x2).
Clinging
This power allows the character to cling to walls and sheer surfaces and
move on them as if they were level. A character with Clinging subtracts
1D6x2 in meters of Knockback, so long as he is in contact with a level sur-
face. Moving along a surface is always at your normal Running movement.
Clinging Cost : 2 PPs for Clinging. Clinging uses no END.
Fast er-Than-Light (FTL) Travel
This movement power allows the character to travel faster than light in space,
but not in atmosphere or planet surfaces. Life Support works well with this
power.
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FTL Travel Cost : 2 PPs for t he abilit y t o t ravel 1 Light Year (LY) per year; 3
PPs t o t ravel 8 LY per year (about t wo a season); 4 PPs t o go 32 LY per
year (about one a week); 6 PPs t o t ravel 1000 LY/ Year (about 3 LY a day).
FTL uses no END.
Flight
With this the character can fly through the air. With Flight, the character can
hover in place, gain altitude, etc. Flight Movement is not derived from your reg-
ular MOVE and begins at 0. A character may make a Sprint of 1.5x his Flight
Movement.
Flight Cost : 1 PP per 5 m/ y of Flight Movement ; +1 PP per x2 NCM.
Flight cost s 1 END per every 10 m/ y moved. A Const ant Power.
Gliding
A character with this power can glide through the air. A Gliding character has
some control over his movement, but not the total control provided by Flight.
A Gliding character must drop 2 meters per Phase to maintain his forward
Gliding Velocity. Gaining altitude is under the Refs control; doing it slowly by
using thermals is usually easy. Gliding Movement is not derived from your
regular MOVE and begins at 0. A character may make a Sprint of 1.5x his
Gliding Movement.
Gliding Cost : 1 PP per 10 m/ y of Gliding Movement ; +1 PP per x2 NCM.
Gliding uses no END.
Running
A character with this power can run faster than normal. It does NOT add direct-
ly to the characters MOVE characteristic. Instead, Running increases the
characters figured Run and Sprint stats.
Running Cost : 1 PP per +5 m/ y of ext ra RUN and +7.5 m/ y of ext ra
SPRINT; +1 per x2 NCM. Running cost s 1 END per each 10 m/ y moved.
Superleap
This power supplements a characters natural leap.
Superleap Cost : 1 PP per 10 m/ y of ext ra Leaping; +1 PP per x2 NCM.
Superleap cost s 1 END for each 10 m/ y leapt .
Supersonic Flight
This power allows a character to fly (non-combat only) at Mach speeds
(>750mph). Acceleration is at a rate of 200mph/phase.
Supersonic Flight Cost : 2 PPs for each Mach level, up t o Mach 4 (at mos-
phere) or Mach 10 (space). Flight cost s 1 END for each 100km of Flight .
A Const ant Power.
Swimming
This power allows the character to swim faster than normal. It does NOT
add directly to the characters MOVE characteristic. Instead, Swimming
increases the characters figured Swim characteristic.
Swimming Cost : 1 PP per 10 m/ y of Swimming Movement ; +1 PP per
x2 NCM. Swimming cost s 1 END for each 10 m/ y swam.
Swinging
A character with this power can swing great distances from a line. The char-
acter can also swing up to a certain location by attaching a line. To use
Swinging the character must be able to attach his swinglines to high build-
ings, trees, cliffsides, or other high things. Swinging starts at a 0 move.
Swinging Cost : 1 PP per 10 m/ y of Swinging Movement ; +1 PP per x2
NCM. Swinging uses no END.
Teleport at ion
A character with this power can disappear from one point and appear at
another, without traveling i -between. He can prepare one extra phase to
teleport 2x his base distance; this distance can be increased by purchas-
ing Non-Combat Multiples. He may also increase the amount of mass he
can take with him.
Teleport Cost : 1 PP per 5 met ers of Teleport ; +1 PP per x2 Dist ance
(requires an ext ra Phase t o use), +1 PP per x2 his Mass (requires an
ext ra Phase t o use), 1 PP per 5 memorized locat ions; 1 PP per 1 float -
ing locat ion (i.e.; a locat ion t hat can be changed by t aking at least one
Round t o memorize a new locat ion).
Tunneling
Tunneling allows the character to move through the ground by creating a
tunnel roughly his own size. The tunnel is normally left open behind the
character; closing it is an option, listed below. Tunneling begins at a 0
Move. This distance can be increased by purchasing Non-Combat
Multiples.
Cost : 1 PP per 2 met ers of Tunneling t hrough a DEF of 1. +2 DEF for +1 PP;
fill t unnel in behind you for +2 PPs Uses 1 END per 10m/ yds t raveled. A
Const ant Power.
Adjust ment Powers
Adjusting a Fuzion Characteristic or Power is done in multiples of 5; you
must roll at least 5 pts. on your dice to have any effect. The Characteristic
that the Adjustment Power affects must be chosen when the power is pur-
chased. Example: Draino hits Strongman with his amazing STR Drain
power; Draino rolls his 5D6 and comes up with a total of 17. 17/5 is 3
and some fraction. Draino drops the fraction, and Strongman subtracts
three points from his STR.
Power or Characteristic points gained or lost via an Adjustment Power
return to their previous value at the rate of 1 Power or Characteristic point a
Round. This rate can be adjusted up the Time Table (see Using Your Skills)
for the cost of 1 PP per level. Thus, to have a Drain that returns at 1 PP per
hour would be 4 steps up the Time Table, for a total of a +4 PPs.
Absorpt ion
The ability to absorb part of an attack and increase your own power. This does
not act as a defense. To determine the power of an attack, count the number
of dice rolled. To determine your Absorption threshold for that round, roll the
number of dice indicated. Absorption effects will fade at a rate of 1 level per
Round.
Absorpt ion Cost : 1 PP per 1D6 of Absorpt ion t hreshold. Uses no END.
Aid
The ability to temporarily raise your (or someone elses) Characteristic or
Power. If Aid raises Characteristic above its starting value, the additional Aid
will fade at a rate of 1 level per Round. Aid that restores a Characteristic to
its normal levels does not fade. The maximum number of points that can be
added through Aid is equal to the highest value that could be rolled on the
die in one roll.
Aid Cost : 2 PPs per 1D6 of Effect ; No Range (t ouch only). Cost s END.
Drain
The ability to temporarily lower one of your targets Characteristics or
Powers. Drain effects will fade at a rate of 1 level per Round.
Drain Cost : 2 PPs per 1D6; No Range (t ouch only). Cost s END.
Transfer
The ability to temporarily lower one of your targets Characteristics and
Powers, and transfer it to one of your Characteristics or Powers. The
Characteristic or Power lowered does not have to be the same as the
Characteristic or Power increased. Transfer effects will fade at a rate of 1
level per Round.
Transfer Cost : 3 PPs per 1D6. No Range (t ouch only). Cost s END.
Ranged Aid
The ability to temporarily raise your (or someone elses) Characteristic or
Power. Unlike normal Aid, this is usable at Range.
Ranged Aid Cost : 3 PPs per 1D6 of Effect . Cost s END.
Ranged Drain
The ability to temporarily lower one of your targets Characteristics or
Powers: Unlike normal Drain, this is usable at Range.
Ranged Drain Cost : 3 PPs per 1D6. Cost s END t o use.
Ranged Transfer
The ability to temporarily lower one of your targets Characteristics and
Powers, and transfer it to one of your Characteristics or Powers. The
Characteristic or Power lowered does not have to be the same as the
Characteristic or Power increased. Unlike normal Transfer, this is usable at
Range.
Ranged Transfer Cost : 9 PPs per 2D6. Cost s END.
POWERS LIST
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Size Powers
Growt h
The ability to grow bigger. In general, Growth doubles your height, width and
mass for every point invested. (This is a simplified formula; see the table on
Page 72 of the Hero System Rulebook for more precise information about
this power).
Growt h Cost : Each 1 PP get s you +1 STR, x2 Mass, -1 Knockback, +1
BODY, +1 STUN. Each 3 PPs of Growt h also gives you -2 DEX for Combat
Purposes, x2 Height and Widt h, x2 Reach. Growt h cost s 1 END per point
used.
Shrinking
The ability to get smaller, which also gives you several advantages. (See
the Shrinking table on Page 84 of the Hero System Rulebook for more
information, but note that in Fuzion the rate at which you get smaller has
been doubled)
Shrinking Cost : 2 PPs get s you 1/ 4 height and widt h, 1/ 16t h Mass, +2
DEX for Combat Purposes, -2 t o all PER Rolls made against you, +6
met ers Knockback when you are at t acked. Shrinking cost s END t o use.
Enhanced Senses
These powers give a character the ability to sense things beyond the range
of normal human senses. A character can buy several Enhanced Senses
to reflect a wide array of sense. For ease of organization, all the senses
have been grouped into Sense Groups. These groups can also affect
some of the other powers, like Darkness and Flash Attacks.
Enhanced Sense cost s are list ed below. Enhanced Senses cost no END t o
use.
Act ive Sonar: The character emits high-frequency sound that bounce
off nearby objects and return to him. This allows the character to
sense nearby objects, and can compensate for normal blindness.
However, the character cannot "see" fine detail, like print on paper
or colors, and the high-frequency "pings" can be heard by anyone
with Ultrasonic Hearing. Active Sonar is a targeting sense. Cost 3
PPs
Discriminat ory Sense: The character can make a Perception check to
absolutely identify and analyze an object with a certain sense. Cost
1 PP
Enhanced Percept ion: +3 with one sense for 1 PP; +2 with all senses
for 1 PP
High Range Radio Hearing: The character can hear and transmit up and
down the radio and television communications bands. Cost 2 PPs
Infrared Vision: The character can see heat patterns and traces. The
character has normal Perception checks at night, but can only per-
ceive outlines of people and objects. Cold objects will be very dark
while hot things may be blindingly bright. Cost 1 PP
Ment al Awareness: The character can sense the use of Mental Powers.
A character with this sense can "see" both the user and the target
of Mental Attacks that are used in the character's line of sight. Cost
1 PP
Microscopic Vision: The character can view nearby objects at 10x
magnification. This power may be purchased more than once; the
second time allows 100x magnifications, the third time 1000x, etc.
Cost 1 PP per level.
N-Ray Vision: The character can make normal sight Perception
checks through most materials. The character must define a rea-
sonably common substance that his N-Ray Vision cannot see
through. Cost 4 PPs
Radar Sense: The character emits radio waves that bounce off near-
by objects and return to him. This allows the character to sense
nearby objects, and can compensate for normal blindness.
However, the character cannot "see" fine detail, like print on paper
or colors, and the high-frequency "pings" can be heard by anyone
with High Range Radio Hearing. Radar is a targeting sense. Cost 3
PPs
Radio Hearing & Transmit : The character can hear and transmit on
local AM, FM, and Police band signals. Cost 1 PP
Range: This allows a character to use a non-ranged sense at range.
For example, a character who bought this for his sense of taste
would be able to taste objects at range. Cost +1 PP
Spat ial Awareness: The character can sense his surroundings with-
out having contact with them. A character with this sense can oper-
ate normally in total darkness or when blinded, but cannot sense
fine details. Spatial Awareness is a targeting sense. Cost 5 PPs
Target ing Sense: The character can use a non-targeting sense (like
smell or hearing) as a targeting sense to locate targets in combat.
Targeting Sense can be bought with any normal or special sense.
Cost 4 PPs
Tracking Scent : The character can track someone or something by
scent with a successful smell Perception check. Cost 2 PPs
Ult rasonic Hearing: The character can hear very high and very low
frequency sounds. Cost 1 PP
Ult raviolet Vision: The character sees at night as well as he does dur-
ing the day (no night penalties are taken). This assumes there is
some UV light coming from the stars. If there is no UV light (such
as in the power Darkness) then the character gains no advantage.
Cost 1 PP
360 Degree Sensing: The character can make a Perception check
against any point around him; this makes it much more difficult to
surprise the character. Cost 2 PPs for one Sense Group; 5 PPs for
all Senses.
See in t he Dark: The character can see in total darkness (including
the Power) as though it were normal daylight. Cost 2 PPs
Ot her Powers
This is a catch-all category for powers that dont fit into any other cate-
gories.
Change Environment
A character with this power can make minor changes to the surrounding
environment. The character could, for example, make it rain, create light,
create an intense (but non-damaging) magnetic field, or the like. The envi-
ronment create must be chosen when this power is purchased.
Change Environment Cost : 1 PP gives you t he abilit y t o change t he envi-
ronment for t wo m/ yds, x2 Radius for +1 point . You can vary t he environ-
ment for double t he cost of t he power. Cost s END. A Const ant Power.
Clairsent ience
This power makes one of the characters senses (usually normal sight)
work at a distance. It generally works as if the character were standing
some distance away from his current position. The maximum range the
character can project his senses is the points spent on the power x 50
m/yds.
Clairsent ience Cost : 4 PPs gives you a PER Roll wit h one sense, +1 PP
per addit ional Sense; +2 PPs per addit ional Sense Group. See in t he
fut ure is +4 PPs; See int o t he Past is +4 PPs; See int o ot her dimensions
is +4 PPs Double Range for +1 PP Cost s END.
Densit y Increase
With this power, the character may become stronger and physically tougher
by increasing his density. This increased density does not alter the char-
acters appearance.
Densit y Increase Cost : 1 PP gives you 2x Mass, +1 STR, +1 PD, +1 ED,
-2 m/ y Knockback. Cost s END.
Sense Groups
Sight : Normal Sight, IR, UV
Hearing: Normal Hearing, Ultrasonic Hearing, Sonar
Radio: Radio Listen & Transmit, High Range Radio
Hearing, Sonar
Smell Tast e: Normal Smell, Discriminatory Smell, Tracking
Scent, Normal Taste, Discriminatory Taste
Unusual Senses: Spatial Awareness, N-Ray Vision,
Clairsentience
Ment al: Mental Awareness.
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Desolidificat ion
Allows character to become insubstantial and walk through walls and ignore
attacks. A character buying this power must choose the special effects of a
reasonably common group of attacks that will affect him while he is desolid.
Mental Attacks still affect the character unless he buys extra points of this
power.
Desolidificat ion Cost : 8 PPs t o become desolid, +4 PPs if it affect s
Ment al Powers as well. Desolidificat ion cost s END t o use.
Ext ra Limbs
A character with this power has one or more extra limbs. These limbs can
be extra arms, a prehensile tail, or anything else. Extra Limbs have no
effect on combat, but can have other uses in the game.
Ext ra Limbs Cost : 1 PP for any number of ext ra limbs. Ext ra Limbs cost s no
END.
Inst ant Change
A character with this power can instantly change from on identity to anoth-
er and back again.
Inst ant Change Cost : 1 PP for t he abilit y t o change t o your cost ume; 2
PPs t o change t o any set of clot hes. Inst ant Change cost s no END.
St ret ching
A character with this power can stretch parts of his body, attack at range
(2m/yds per point spent) and reach for things at long distance.
St ret ching Cost : 1 PP for 2 met ers (4 met ers of non-combat ) St ret ching.
Uses END.
Mult ipowers
Because characters use only one attack Power at a time, you can
buy Multiple Powers (or Multipower) at a reduced cost. A Multipower
costs as much as the largest attack power in the group. Each power
in the group also costs 2 points. Only one of the powers in a
Multipower may be active at any time. On the character sheet, list
the cost of the largest power in the Multipower slot, and list the cost
of each power in the multipower as 2m. Example: If your charac-
ter has three powers that normally cost ten points each, you
would pay 10 points for the Multipower and 2 points for each type
of attack for a total of 16 points.
POWERS LIST
GENERIC HEROES
T
hese are basic guidelines for typical heroes in the comic
genre. Powers are listed; exact power levels are left up
to the user.
The Weat herman
Create Fog [Darkness]
Tornado [Telekinesis, Area Effect]
Wind Riding [Flight]
Weather control [Change Environment]
The Fireball
Fire Blast [Ranged Killing Attack]
Fireflight [Flight]
Heat Attack [Energy Blast]
Fireball [Explosion]
Fire Body [Desolidification]
The Brick
Tough Blue Skin [Armor]
Really Tough [Knockback Resistance]
Spends rest of Points increasing STR, BODY, STUN
The Energy Blast er
Optic-Laser Stun[Energy Blast]
Optic-Laser Blast [Ranged Killing Attack]
Optic Deflection [Missile Deflection]
The BugMan
Insect Wall-walk [Clinging]
Webslinger Action [Swinging]
Insect Spring [Superleap]
Danger Sense [Enhanced Perception]
The Big Claw
Unobtainium Claws [Killing Attack]
Unobtainium Body [Armor]
Regeneration [Buy up REC w/ Refs OK]
Superstrength [Buy up STR]
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RESOLVING MENTAL POWER USE
Resolving Ment al At t acks:
1) The attacker adds his Willpower+Use Power Skill to make the
attack. The Defender adds his Willpower+Concentration to Defend.
2) If successful attacker rolls the DC of the Mind Attack (which is deter-
mined by how the power was purchased), then...
3) Subtract the targets Mental Defense (if any) from damage done.
4) The target takes the remaining damage as Stun. Mental Attacks do
no collateral or rollover damage.
Resolving all ot her Ment al Powers:
With the exception of Mental Attack, Mental Powers are resolved as fol-
lows:
1) The attacker decides on the appropriate effect desired from the
Power. Example: I want to Control his mind to follow me into the
trap.
2) The attacker adds his willpower+ Use Power Skill to make the
attack. The Defender adds his Willpower+Concentration to Defend.
3) The attacker rolls the DC of the Mental Power to determine the
effect number.
4) Subtract the targets Mental Defense (if any) from the effect num-
ber.
5) Multiply the targets Willpower by three to determine his Resist ance
(a Derived Characteristic), and then compare the results to the most
appropriate chart below.
6) If the attackers effect number exceeds the value needed for the
desired effect level on the chart, the defender may attempt to make
a Legendary (Difficulty value of 20) using his Willpower+
Concentration. If this roll is successful, the target loses his next
action, but is not otherwise affected by the attack. If the roll is
missed, the target takes full effects from the Mental Power.
MENTAL ILLUSIONS RESULT EFFECT
>than Resistance Attacker can make cosmetic changes to setting
10 >than Resistance Attacker can make major changes to setting
20 >than Resistance Attacker can completely alter setting
30 >than Resistance Target no longer interacts with real environment
Modifiers (subtracted from Effect Number) can be applied at any level):
+10 Target can take STUN from illusory attacks
+20 Target can take Killing Damage from illusory attacks
MIND CONTROL EFFECT IS EFFECT
>than Resistance Target will perform action he is inclined to perform any-
way.
10 >than Resistance Target will perform actions he wouldnt mind doing.
20 >than Resistance Target will perform actions he is normally against doing
30 >than Resistance Target will perform actions he is violently opposed to
doing.
Modifiers (subtracted from Effect Number)
+10 Target will not remember actions performed while Mind Controlled
+20 Target will remember actions and will think they were natural
-5 Order is worded in exceptionally convincing manner.
+5 Order is poorly conceived or contradictory.
TELEPATHY EFFECT IS EFFECT
> than Resistance The telepath can read or send surface thoughts.
10 >than Resistance The telepath can read deep, hidden thoughts.
20> than Resistance The telepath can read into the targets memory
30 >than Resistance The telepath can read into the targets subconscious.
MIND SCAN EFFECT IS EFFECT
> than Resistance Attacker can establish Mind Link or use first level of Telepathy
(communication.) He also knows the direction of the target.
10 >than Resistance Attacker can use all Mental Powers on target, and can estimate
general distance to target.
20 >than Resistance Mentalist can attack with all types of attacks, mental or other-
wise. (Mind Scan as a Targeting Sense). He knows the exact
location of the target. To hit with a non-mental Power, the attack
must be able to reach the target. Remember that Mind Scan
works both ways. The target will receive all of the benefits the
attack gets from the use of this power.
MENTAL POWER PLUG-IN
M
ent al Powers are st ill anot her kind of
superhuman abilit y. However, since
(unlike flying, energy blast s or invisibilit y) t hey are oft en
encount ered in science fict ion and (or at least some peo-
ple believe) real life set t ings, t hey rat e t heir own special
Plug-In.
Mental Powers are all based on a character's mental, rather
than physical abilities. They directly affect the target's mind, ignor-
ing conventional defenses. Mental Powers are targeted with the
mind, using WILL + Use Power Skill to target instead of REF or DEX.
All Mental Powers are invisible to characters who don't them-
selves have a Mental Power or Mental Awareness. However, the tar-
get of a Mental Power can sense the source of the attack and the
identity of the attacker. This identification occurs immediately for Ego
Attack or Mind Scan; for Telepathy, Mind Control, or Mental Illusions
it occurs after the Power is no longer affecting the character.
MENTAL/ PSIONIC POWERS
Ment al At t ack
The ability to directly attack another mind. Mental Attacks are Stun only, have
no effect on inanimate objects, and have no knockback or Stun Rollover.
Ment al At t ack Cost : 2 pt s. per 1D6 of damage. Uses WILL t o t arget .
Cost s END.
Ment al Defense
Characters who are resistant to Mental Powers use this power. A charac-
ter with Mental Defense can resist some of the effects from Mental Attack,
Mental Illusions, Mind Control, Mind Scan, and Telepathy. FUZION NOTE
Mental Defense is bought as a Power (see POWERS pg.126)
Ment al Defense Cost : 1 pt . per 5 Ment al Defense. Ment al Defense
uses no END.
Ment al Illusions
The ability to project illusions directly into the target's mind. These illusions
seem real to the target, and can even do damage. The subtler the illusion,
the more likely it is to affect the target.
Ment al Illusions Cost : 1 pt . per 1D6 of ef fect . Uses WILL t o t arget . Cost s
END. A Const ant Power. For every 1 pt . spent in t he illusion, you can do
1D6 STUN. or for every 3 pt s., you can do 1D6 Killing.
Mind Cont rol
This power can take control of a character's mind, and thereby his
actions. Once again, the subtler the control (you must issue verbal com-
mands), the more likely it is to affect the target.
Mind Cont rol Cost : 1 pt . per 1D6 of effect . Uses WILL t o t arget . Cost s
END. A Const ant Power.
Mind Link
This variation of telepathy sets up a two-way mental link, within the area
of one planet, allowing instant mental communication. Both ends of the
link must be willing in order for a Mind Link to be established.
Mind Link Cost : 1 pt . per one specific mind; +1 pt . t o for a relat ed
group of minds, one mind at a t ime; +1 more pt . for any one mind; +1
pt . for 2x t he number of minds; +1 pt . for any dist ance; +1 pt . for any
dimension. Mind Link uses no END.
Mind Scan
The ability to establish a line of sight to a target via
your tremendous mental powers. The LOS is a two-
way connection; the target will know where the attack-
er is and can use Mental Powers to defend himself.
Modified by number of minds in scan area (see table)
Mind Scan Cost : 1 pt . per 1D6 of effect . Uses
WILL t o t arget . Cost s END. A Const ant Power.
Telepat hy
This power allows the character to read or send
thoughts. Surface thoughts are relatively easy to read; deeper thoughts
or the subconscious take quite a bit more effort to reach.
Telepat hy Cost : 1 pt . per 1D6 of effect . Uses WILL t o t arget . Cost s
END. A Const ant Power.
MIND SCAN TABLE
NUMBER MOD
1 ....................0
10..................-2
100................-4
1,000.............-6
10,000...........-8
increasing by -2 for
every multiple of 10.
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PICK A SCHOOL
O
nce you est ablish your campaign s Mart ial Art s
level, t he next t hing is t o pick what kind of
schools of Mart ial Art s will be available. The list below are
of t he most common t ypes of mart ial art s st udied t oday:
AIKIDO: This is a Japanese art founded in 1942 by Morihei Uehiba
and derived from the earlier Aikijutsu. It stresses discipline and a non-
violent attitude. The art, as practiced in combat, concentrates on bal-
ance, rhythm and use of an opponents force against himself. It large-
ly involves redirecting an opponents energies, especially in throws
and takedown maneuvers.
KUNG FU: Kung Fu, in Chinese, simply means hard work or skill.
Kung Fu is a very fragmented art, with innumerable different styles
and techniques. The Kung Fu style listed here is a generic style, con-
centrating on strikes (both hand and feet) and specialized weapons.
KARATE: Karate was developed from the same ancient traditions that
led to the development of Kung Fu. By the fifth century AD, on the
Okinawa Islands, a weaponless combat style called te (hand) had
developed. Later, when the teachings of the Shaolin Temple in China
were carried to Okinawa, some of the Shaolin techniques were
infused with the te art. Karate is much like Kung Fu, but has fewer
techniques.
JUDO: This Japanese art grew out of the integration of the weapons
techniques of katori shinto ryu and grappling techniques during the
15th century. The usual Judo technique involves bearing an opponent
to the ground and then pinning him there or rendering him uncon-
scious. The art utilizes hip throws, shoulder and neck locks, and a
sacrifice body drop.
WRESTLING: Wrestling, as a martial art, dates back into prehistory. In
history, famous examples of wrestling arts include the wrestling prac-
ticed in Greece, China, and India from their earliest recorded histories.
Wrestling continues today as a popular collegiate and professional
sport.The version here can be defined as either realistic wrestling or
the showier style of TVs pro wrestling.
STREETFIGHTING: This a generic martial art practiced by many super-
heroes and Hollywood Tough Guys. It can be used to simulate some-
one who learned to fight on the streets.
Can t Find Somet hing You Like?
G
et creative! You can either rename an existing school to make it
sound more interesting, or even build your own using the various
techniques listed on the next page (each technique costs 1.5 points).
Example: Chas wants to build a futuristic fighting form called MoK-
To, based on the planet Aldebaran. He builds it using Martial
Block, Martial Dodge, Nerve Strike, and Ki Strike; his total cost is
6 Option Points. His GM further rules that since MoK-To is restrict-
ed to only the Shadow Monks of Aldebaran, Chas must either
adventure there to convince the monks to teach him, or spend the
multiplier for Uncommon (x2) raising the overall cost to 12 points.
Fist of t he What ?
I
n anim, video games and some martial arts films, martial arts
also include incredible feats of levitation, energy blasts and mind
control. These are better simulated by using the Powers and Mental
Powers plug-ins of Fuzion to create powers which are then grouped
and purchased (on a point basis) like regular Martial Arts training.
Mart ial Art s. Kung Fu kicks, Karat e chopsor, at t he most esot eric and powerful levels, Ki st rikes t hat slam
an opponent wit h t he force of t he mast er s sheer will. As a Mart ial Art ist , you have had t raining in a specialized
Mart ial Art , allowing you t o use Mart ial Art s t echniques, as well as perhaps building your own Mart ial Art s st yle of combat
wit h new t echniques if your GM (and campaign) permit s.
HOW COMMON ARE MARTIAL ARTS IN YOUR
CAMPAIGN?
Dont just assume everyone in your game is a Streetfighting, Mortal-Buttkickin
Ninja Teenager. Remember, up until the 1960s, almost no one in Western culture
knew anything about Martial Arts; there were few schools and what few there were
didnt often admit non- Asians. By the mid 80s, Martial Arts schools (thanks to guys
like Bruce Lee) were pretty much everywhere. Yet over in the far East, there were lit-
erally thousands of martial arts schools, sub-schools and styles.
The Mart ial Art s Mult iplier Dial (above) reflects this by allowing you to set the cost of buying Martial Arts in your campaign; you can
make them cheap or expensive, depending on the setting and availability. Here are a few guidelines:
VERY RARE: Settings like the Old West, Victorian England, Pre- Industrial Europe.
UNCOMMON: Settings like Post WW II America, Victorian Far Eastern Colonial settings (Hong Kong, India, Singapore, Macao,
Shanghai, Manila), or in any place where Martial Arts are restricted by ethnicity, culture, military or religious reasons.
COMMON: Todays Western cultures; all Asian cultures throughout time, most science fiction settings, or in any setting where
Martial Arts training is commercially available to everyone.
CHINESE ACTION: Everyone not only has martial arts, but everyone is a would-be kung-fu master. Examples would be any Chinese action
flick styled campaign, any samurai film-styled setting and most anim campaigns.
T
o determine the OP cost to buy Martial Arts training, simply multiply the overall cost of the training (next page) by the multiplier for your
campaign setting. Example: buying Karate has a base cost of 12 in a Martial-Arts common culture (like 1990s California). However, in a
Martial Arts Uncommon setting (like 1870s Tokyo, where few schools will teach non-Japanese), the price would double to 24.
MARTIAL ARTS PLUG-IN
CAMPAIGN STYLE COST OF MARTIAL ARTS
MARTIAL ARTS ARE VERY RARE .......................................X3
MARTIAL ARTS ARE UNCOMMON .....................................X2
MARTIAL ARTS ARE COMMON .........................................X1
CHINESE ACTION THEATRE (EVERYONE HAS MARTIAL ARTS) ..............X 0.5
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What Do I Get for t he Point s?
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n addition to the techniques of their schools (you can take more than one), all characters with Martial Artists abilities may increase the
power of their attacks by taking the option of EXTRA DAMAGE. This allows the character to do more damage with martial arts maneu-
vers than his Strength might otherwise indicate. Each level of Extra Damage purchased adds +1D6 damage or +1 STR to the effect of the
maneuver, as appropriate. Ext ra Damage Cost s 2 Opt ion Point s per level.
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BASIC STRIKE: The character has been trained in how to deliver an
attack with greater force than a normal punch. They add 1D6 to their
normal STR-based damage, +2 to DEX.
BREAKFALL: The character has been trained how to fall without hurting
himself, and can roll to his feet from most falls.
DEFENSIVE STRIKE: This attack is more of a probe than a full-out attack.
It can represent a jab, a quick strike, or any other attack where the
attacker is more concerned about defending himself than really dam-
aging his opponent. Adds +1 to REF, +3 to DEX.
KI STRIKE: With the proper training, and proper strength
of will, some characters can make hand-to-hand
attacks at range. As it is difficult to project your ki
over a great distance, the damage of this attack
decreases with distance.
KILLING STRIKE: This attacks allows the char-
acter to do killing damage attacks without
using a weapon. A Killing Strike can be strik-
ing a limb to break it, a throat or kidney
punch, the classic karate chop, or any
other appropriate type of blow.
KUNG FU WEAPONS: The character is trained in
the use of martial arts weapons, and can use
these weapons with his martial arts Actions.
MARTIAL BLOCK: This is a trained block. A character
with this maneuver is very good at blocking melee
attacks. Adds +2 to DEX, REF
MARTIAL DISARM: The character has been trained to knock weapons
(and other objects) out of his foes hands. A disarm will only affect
items that are held with one hand; two-handed objects must be
grabbed away. +2 to STR during the maneuver.
MARTIAL DODGE: Youve practiced getting out of the way of attacks.
This dodge will work against ranged as well as melee attacks. Adds
+5 to DEX for dodging purposes that phase
MARTIAL ESCAPE: Youve been taught how to get out of even the
strongest grab or hold, adding +3 to your STR for escape purposes
MARTIAL GRAB: The character has been trained on how to grab and
hold his foes.
MARTIAL THROW: Instead of striking, a character with the Martial Artist
Talent may declare he is throwing his opponent. The attacker makes
a normal attack. If it is successful, he throws the target to the ground
and does his normal Strength Damage. After being thrown, the defend-
er is prone, and must act after the attacker next round regard-
less of their Initiative rolls. A thrown target may not use
his Athletics skill to automatically roll to his feet; he
must spend one action instead.
NERVE STRIKE: This is a strike targeted at the
vulnerable nerve clusters of the human body.
As such, the target does not get his SD ver-
sus this attack. Since a good deal of accu-
racy is needed to land these blows, the
attacker must spend at least one round
aiming at his target before using this attack.
Does 2D6 damage, at -2REF
OFFENSIVE STRIKE: This is an all-out attempt
to mangle your target. An Offensive Strike cov-
ers a flying kick, a full-out haymaker punch, or
any other full out style attack. Adds +2D6 to basic
strike, at -2 REF, +1 DEX.
SACRIFICE THROW: This maneuver represents any move
where the attacker falls to take down his opponent. It can be a judo
throw, a sliding takedown, a football tackle, or any other move where
both the attacker and his target end up on the ground. Martial Throw,
with +2 to REF, Target and Attacker both knocked prone. If this
attack missed, the attacker is on the ground at the feet of his oppo-
nent anyway. Not a good place to be.
MARTIAL ARTIST ACTION SUMMARY & STYLE LIST
ACTIONS NOTES AIKIDO KUNG FU KARATE JUDO WRESTLING STREETFIGHTING
BASIC STRIKE Add 1D6 to your normal STR-based damage, +2 to DEX X X X
BREAKFALL Take 1/2 normal falling damage, regain feet as a Free Action, X X X X
DEFENSIVE STRIKE Strike. Adds +1 to REF, +3 to DEX X X
KI STRIKE Ranged HTH attack at -2 REF. Damage as normal, or trade
1D6 for each successive m/yd of distance from target. X
KILLING STRIKE Does killing damage at -2D6 to STR, -2 REF X X
MARTIAL ARTS Trained in the use of all hand to hand martial arts weapons,
WEAPONS (tonfa, nunchaku, sai) X
MARTIAL BLOCK Blocks all but bladed weapons, adds +2 to DEX, REF X X X X X
MARTIAL DISARM Disarm, with a +2 to STR during the maneuver. X X X X
MARTIAL DODGE Adds +5 to DEX for dodging purposes that phase X X X X
MARTIAL ESCAPE Adds +3 to STR for escape purposes X X X
MARTIAL GRAB Adds +2 to STR for purposes of the Grab X X X
MARTIAL THROW +Target knocked prone, takes damage, must spend 1
Action to get back up again. X X X X X
NERVE STRIKE Does 2D6 damage, no Stun Defense; -2REF X
OFFENSIVE STRIKE Adds +2D6 to basic strike, at -2 REF, +1 DEX. X X
SACRIFICE THROW Martial Throw, with +2 to REF, Target and
Attacker both knocked prone. X X
TOTAL POINT COST OF STYLE 16 16 12 12 12 16
MARTIAL ARTS PLUG-IN
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MEKTON PLUG-IN
V
ehicles. Planes, t rains, aut o-
mobiles; t hey re easy t o
classify. But what about space st at ions, cosmo
ray-beam project ors, giant robot s or sexy
skint ight powered armor suit s? Where do t hey fit
in? Are t hey Vehicles? Gadget s? Armor?
Invent ions? Luckily, the Japanese, who love technology,
have given the lexicon of high tech the perfect term:
MECHA. Derived from the word mechanism, mecha are any
complex machine, generally requiring some type of pilot or
operator. Mecha include cars, planes, helicopters,ships,
spacecraft, giant robots, powered armor, and more.
I
n general, since mecha are pretty much always super-
heroic vehicles, they are purchased like other kinds of
superpowers. (in fact, GMs can elect to allow players
in superheroic settings to spend points on mecha
instead of powers, or a combination of both).
Choose a form:
What is your mecha going to look like? Is it a giant robot, a
crimefighter's car or maybe a super jet? In general, there are five com-
mon types of mecha, each with its own special abilities:
Humanoid: This is the form used to create the giant robot of
Japanese anim. In smaller forms, it can be used to create power
armor or personal fighting armors. Abilit ies: +3 t o MV; t his is t he
only form t hat can use hand weapons.
Vehicle: This is the form used to create cars, tanks, boats and sub-
marines, In general, this form consists of a main body and some
type of movement system on the underside, such as wheels,
treads, props, thrusters or ground effect (GEV) systems. Abilit ies:
Surface Move +3, -1 MV.
Animorphic: This is the form used to create animals of all types,
from giant tigers to spiders. The animorphic form usually consists
of a main body and two or more pairs of legs; a tail is optional.
Abilit ies: +2 Surface MOVE. +1 SDPs or KILLs (as applicable) t o
melee damage.
Aircraft : This is the form used to create all types of flying vehicles,
including spaceships. In general, this form consists of a main body
and two or more paired wings; although an aircraft doesnt require
wings in many cases. Abilit ies: Thrust er speed doubled, -2MV.
Bases This is the form used to create non moving, protected
places. The form consists of a main body (in this case, the largest
room and several extremities (or subrooms/ passages). A Base
cannot be moved.Abilit ies: +2 Armor SDPs or KILLs (as applica-
ble), 360 firing arc.
BASIC GENERIC MECHA CONCEPTS
A
lt hough t hese rules don t deal wit h t he act ual
process of const ruct ing specific mecha (t his may
vary from campaign t o campaign) all mechanism
designs involve t he same element s:
ARMOR: Most mecha have armor to provide physical or other types
of defense. Example: The Mega-Rapier assault mecha has a
Killing Defense of 100 in its mighty armored hull plates
KILLS: A measure of very large scale damage or the ability to take
large amounts of damage. Example: The Mega Rapiers 100 PD
translates to 2 Kills. See the Damage section for more on Kills.
MANEUVER VALUE [ MV] : How responsive the mecha is to its pilot or
operator. The MV value is applied to the pilots REF (& DEX for
Powered Suits) whenever Actions are taken or Initiative is rolled.
MOVEMENT: The way the mecha gets around (if it can). Usually
expressed as a MOVE characteristic, but different types of
Movement may be employed by the same mecha; these are
detailed in their descriptions. Example: The RoboBike can drive
like a motorcycle (Surface MOVE 25), fly like an aerodyne (Flying
MOVE 2) and run like a person (Running MOVE 20).
SENSORS: Vehicles with transparent canopies usually dont rely on
computerized information, but machines whose cockpit is
enclosed by armor needs sensor systems. If such a machine
loses its sensors in battle, its pilot suffers -4 to all combat rolls.
STRUCTURE: Being inanimate, mecha record their damage as either
Structural Damage Points (SDP); particularly large or tough mech-
anisms use Kills, a way of measuring BIG damage.
STYLE: A cool-looking enough mecha can actually add to its oper-
ators Presence Characteristic in much the way that a Ferrari can
enhance anyones coolness. Such Styling is always expressed as
a bonus to the pilots PRE characteristic.
WEAPONS: Many mecha have built-in or carried weapons. These oper-
ate much as other weapons do, but due to their large size and awe-
some power, their capability to do damage is often measured in flat
KILLS rather than DICE of damage.
WEIGHT: Most mecha, being complex machines, weigh a fair
amount. This is usually measured in kilograms or metric tons.
Special Syst ems:
These are special systems that are unique to certain mecha
designs. If present, they are always outlined as part of the
mechas description for the individual campaign.
TRANSFORMATION: Certain types of mecha can change from one form
to another, or otherwise vary their configuration to achieve different
effects. This takes 1 Action and is usually part of the mechas
description; the transformers abilities are also usually listed with this
description.
AUTOMATED OR INTELLIGENT SYSTEMS: These are highly advanced com-
puters that can operate the mecha independent of a human pilot.
These are generally described as one or two characteristic charac-
ters (INT and REF for example), unless they are intended to be fully
realized artificial intellects.
SYNCHRO-SYSTEMS: These are systems that react or interface with
their human operators to a level where they actually enhance their
performance. Synchro systems usually give a bonus to their
pilots REF and/or DEX characteristics or WA.
Fuzion and Mekt on Z
F
uzion s Mecha Plug-In allows
t he creat ion of simplified
mecha t hat are fairly compat ible wit h t he MEKTON Z RPG. While not int end-
ed t o offer all t he powerful feat ures of it s parent syst em, t his Plug-In allows
Referees and players t o easily creat e new vehicles for Fuzion campaigns.
The Fuzion Plug-in differs from its MEKTON Z parent in the following ways:
Spaces: Space are ignored in Fuzion. If you plan to convert back to MEKTON Z
(which uses Spaces), assume 1 space per each Kill in your mecha, with each
weapon/thruster using 1 space per point. Wheels and Treads neither contribute
nor use spaces.
Servo/ Torso Kills: In Fuzion, Torso Kills are assumed to be 2 per level. Servo Kills
in Fuzion are generalized to be 1 per level; in MEKTON, arms and legs are really
1+(1 per level); other parts remain the same.
Movement : To convert MEKTON movement to Fuzion, multiply your MA by 5. To
get MA from Move reverse the process, dividing MOVE by 5 to get MA.
Weapons: All FUZION weapons are designed as generic, using the projectile
weapon construction rules from MZ+ (to get exact matches for other types,
you must use each specific case from MZ+).
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MEKTON PLUG-IN
Calculat e Your Surface Move & MV
Add up the weight of all
the parts of your
mecha to determine its total
weight. Then check below to
determine its MOVE and its
Maneuver Value (i.e., how
maneuverable it isMV
reduces your REF, and thus your
piloting/driving skills).
Example: Our 76.5-ton
Beastmecha has a MOVE of 15
and an MV of -7.
Buy t he Part s
Decide how big the main body (aka the torso) of your vehicle is. The
examples on the table will give you a few ideas of rough sizes; pick the
closest approximation. Now, buy your main body. If you have heads, arms, legs,
wings, tentacles, wheels, treads or other extremities (aka servos) attached to
the main body, buy these next. Extremities may not be more than 1 level greater
than the Main Body and Servos with SDP may not be combined with Kills.
EXTREMITIES
LEVEL EXAMPLE MAIN BODY PP WEIGHT OR ARMOR PP WEIGHT
MICROLIGHT 1 LIGHT BODY ARMOR 10SDP 0.3 10KG 5SDP 0.1 5KG
MICROLIGHT 2 HVY BODY ARMOR 20SDP 0.4 22KG 10SDP 0.2 11KG
MICROLIGHT 3 CYCLE, SMALL CAR, 40SDP 0.5 .4TON/400KG 25SDP 0.3 .3TON/300KG
MICROLIGHT 4 CAR, COPTER, POWER ARMOR 60SDP 0.8 .6TON/600KG 35SDP 0.5 .4TON/400KG
MICROLIGHT 5 BIG CAR, SMALL TRUCK 80SDP 1.0 .8TON/800KG 45SDP 0.6 .5TON/500KG
MICROLIGHT 6 TRUCK 100SDP 1.5 1TON/1000KG 50SDP 0.7 .6TON/600KG
SUPERLIGHT SMALL PLANE 2K 2 1TON 1K 1 .5TONS
LIGHTWEIGHT APC, ARMORED CAR 4K 4 2TONS 2K 2 1TONS
STRIKER FIGHTER JET 6K 6 3TONS 3K 3 1.5TONS
MEDIUM STRIKER TANK 8K 8 4TONS 4K 4 2TONS
HEAVY STRIKER CARGO JET 10K 10 5TONS 5K 5 2.5TONS
MEDIUMWEIGHT SMALL GIANT ROBOT 12K 12 6TONS 6K 6 3TONS
LIGHT HEAVY JUMBO JET 14K 14 7TONS 7K 7 3.5TONS
MEDIUM HEAVY TYPICAL GIANT ROBOT 16K 16 8TONS 8K 8 4TONS
ARMORED HEAVY BIG GIANT ROBOT 18K 18 9TONS 9K 9 4.5TONS
SUPERHEAVY SMALL SHIP, SPACESHIP 20K 20 10TONS 10K 10 5TONS
MEGAHEAVY HUGE GIANT ROBOT 22K 22 11TONS 11K 11 5.5TONS
Weight MOVE MV MPH/ KPH
<1 TON 35 -0 to REF 70/105
01-19t 30 -1 to REF 60/90
20-29t 25 -2 to REF 50/75
30-39t 25 -3 to REF 50/75
40-49t 20 -4 to REF 40/60
50-59t 20 -5 to REF 40/60
60-69t 15 -6 to REF 30/45
70-79t 15 -7 to REF 30/45
80-89t 10 -8 to REF 20/30
90-99t 10 -9 to REF 20/30
100t + 10 -10 to REF 20/30
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Buy Thrust ers
T
hrusters allow your mecha to fly. To determine a
cost, multiply your total weight (by x 0.0075 for
mecha a ton or more, or 0.125 for mecha under a ton), then
multiply that result by the MOVE you want as your top flight
speed and round off. Example: For a 76.5 ton mecha to fly
at a MOVE of 100 would cost 57 OP (76.5 x 0.0075=0.57;
0.57 x100=57.3 rounded down to 57.)
But even with a MOVE of 100, our mecha barely gets
over 400 mph. So how do we get faster mecha? We get
around this by using a game convention called THE
AFTERBURNER RULE. With this rule, you can buy the Option
(below) to move at one Mach level (@750mph) for every 100
MOVE of thrusters purchased. This Mach Speed is only use-
able in high speed, straight line, non-combat movement.
Buy Opt ions
Now decide what options you want to add to your
mecha. Opt ions (like hands, computers, etc.) are purchased
as add-on parts. (Note that hands, claws, talons etc.must be
bought for each extremity theyll be used on. Body Armors
dont need hands; the operators hands will do). Buy these
options separately from Cost Multipliers (below).
Cost Mult ipliers are options applied overall to your
mecha to get the effects you want. Choose the Cost
Multipliers you want, add them together to get one Cost
Multiplier number, then apply that to your mechas Cost. Add
that result to the mechas Base Cost to get its Total Cost.
Choose Weapons (if any):
Using the weapons
table below, choose
how you want to arm your
mecha. Weapons are pur-
chased by their damage
classes, not by any specific
weapon; the weapons listed
are only examples. Feel free
to invent the effects and
style of the weapon you
want. Weapons are con-
structed by buying the basic
DC or Kills of the weapon,
then buy the range and accu-
racy of the weapon. Not e:
The largest weapon you may
place on any Microlight main
bodied mecha is 3K .
Ranges & WAs
The Base Range for a ranged Weapon is 200m/yds; youll add+1 for every dou-
bling of range. Weapon Accuracy (WA) is purchased at +1 point for each addi-
tional level over a starting base of +0.
4
DC TYPICAL WEAPON EXAMPLE BASE COST
DC 7 LIGHT RIFLE ....................................................................5
DC 8 HEAVY RIFLE....................................................................8
DC 10 50 CAL MACHINEGUN......................................................10
DC 11 MAN PORTABLE HOWITZER.................................................11
DC 12 15MM CANNON, MAN PORTABLE LASER CANNON.....................12
DC 13 20MM CANNON.............................................................13
1K RAILGUN, 30-50MM CANNON, LT. BEAM GUN ........................14
2K 60-80MM CANNON, ROCKET POD, BEAM SWORD* .................15
3K 90-100MM CANNON, MECHA MACHINE CANNON....................16
4K 120-140MM CANNON, BEAM CANNON................................17
5K 150-200MM CANNON, MECHA MELEE WEAPON*...................18
6K HVY. AUTOCANNON, MISSILE POD, HVY. BEAM GUN ...............................19
7K 300MM CANNON ..........................................................20
8K HVY. BEAM CANNON,.......................................................21
9K ARTILLERY CANNON, MECHA HOWITZER, ...............................22
10K LARGE ARTILLERY CANNON, MEGA BEAM CANNON ...................23
11K BATTLESHIP CANNON........................................................24
12K CRUISE MISSILE, 18IN BATTLESHIP CANNON ..........................10
*RANGE IS AUTOMATICALLY 1
OPTIONS
Hand .............................................2ea Security system...............................0.5
Claw..............................................4ea Escape System...................................1
Talon..............................................2ea Pincer .............................................2ea
Sensors.........................................4ea Weapon Linkage .............................1ea
Computer ..................1 per level of INT Containment Facilities........1per person
Laboratory ........1 per type of speciality Storage ............................0.1 per 50kg
COST MULTIPLIERS
Auto systems.....................x0.1 for each level of INT, REF, DEX +5 skills at +5 each
Land Speed .................................................................x0.05 per +5MOVE, no max.
Faster Than Light Speed .................................................................................x1.25
Mach Speed .....................................................................................................x.25
Maneuverability.........................................................0.1 per +1MV, up to max of 0.
Scale up Kills by factor of 10 (weight goes up x10) ............................................x25
Scale up Kills by factor of 100 (weight goes up x1000) ....................................x500
Stealth or Cloaking Field (defined by GM) ..........................................................x0.3
Style ...................................x0.01 for each +1 bonus to Pilots PRE, to a max of +3
Sublight speeds (escape velocities, up to 1AU per day at GMs choice)...........x0.75
Synchro Systems............................x0.5 for +2 to Pilots REF & DEX, +1 to all WAs
Transformation ................................................Total Cost x 0.3 for every form taken
Water Propulsion.............................................................x0.025 for every +5 MOVE
Buy Armor
This is the Phyiscal Defense (PD) of your vehicle. Youll use the same
column of the table as you did for Extremities.The PD level of armor on the table
above is as listed for that level; the OP cost is the PD multiplied by the number
of extremities and your main body combined. You may not armor a mecha high-
er than 2 levels over its Main Body level, all areas must be armored at the
same level, and you may not combine SDPs with Kills.
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Get a Final Tot al of SDP or Kills)
Now, add the SDP (or Kills) of your main body, all extremities, all armor
and all weapons together. This is the total SDP or Kills of your vehicle.
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It s Christ mas Time!
E
xperience is one of t he most problemat ic
part s of running a campaign. Too lit t le, and
your players become frust rat ed at not accomplishing
anyt hing; t oo much, and t hey become jaded because
everyt hing is t oo easy.
One trick to maintaining both balance and excitement
is to use the Christmas theory of experience; keep the
awards relatively small from game to game, with a large
award at the end of an entire adventure arc. The award
should be in a discreet Christmas Presenta coveted
vehicle (or points which can only be used to create a vehi-
cle), Special training (where Skill points must go to a
specific Skill area), or a Radiation Accident that provides
points that create or improve specific powers.
EXPERIENCE: IMPROVING YOURSELF
S
ooner or lat er, you will want t o improve your Skills,
Charact erist ics or Powers from t he levels at which you
purchased t hem at . There are several ways in which t o do t his:
St udy & Pract ice: You get a how-to book and start reading/practicing.
Study is the hardest method, you have no idea of where to begin and no one
to correct your mistakes. In general, it takes about 1 month of study to gain
1 point. The biggest limit to this method is that you can only improve your
skill to a level of 3.
Being Taught : Superior to book learning. The teacher must have a higher
level of skill than the student and must have the time to teach (how long this
takes is up to the GM). But even the most knowledgeable teachers may not
be any good at transferring their knowledge; thats where the skill of Teaching
comes in. The teacher averages his skill in the subject to be taught with his
Teaching skill; he may then teach the student up to that level of skill. How
long this takes is up to the GM, who can award points over the passage of
time (usually 1-2 points per month).
Experience: Still the best teacher. Whenever you do something really well,
the GM may award you with 1-2 Option Points right on the spot. The problem
is that these points are applied to the skill you were using to get the award.
Therefore, if you want to get better in a skill you should use it very chance
you get.
Another way to improve Characteristics, Skills and other Campaign
Options comes into play AFTER character creation; winning Option Points
through adventuring with the character. There are two major ways to gain
these points:
Roleplaying: While it isnt exactly part of the game reality, Referees should
always reward their players for how well they play the character; after all,
thats why were doing this. Here are a few suggestions:
Assigning Point s: The GM can also give out points for specific skills or
attributes, or even assign those points to a particular Skill, Power or Perk as
a bonus over and above the regular points for a session. We like to call this
the Radiation Accident Gives Player New Powers Rule, because it is best
employed whenever a player undergoes a particularly meaningful adventure
that may well change his life
Buying St uff wit h Your Point s
S
o the GM just dumped a whole load of points on yougreat! But
how do you use them? Much like real currency, all Option Points
need to be cashed in to buy or improve Skills, Powers and Gear (even
Characteristics with your GMs agreement)
TO BUY UP SKILLS: ONE point for each LEVEL of the new skill . Example: To
buy a skill from 3 to 4 would require 4 Option Points.
TO BUY UP CHARACTERISTICS: FIVE points for every one point of Characteristic
improvement, plus the permission of the GM. Example: to improve your REF
from 5 to 6 would require 5 Option Points and your GMs agreement.
TO BUY UP POWERS (if applicable): FIVE points for every one point of Power
improvement, plus the permission of the GM. Example: to improve your
Energy Blast from DC3 to DC4 would require 5 Option Points and your Refs
agreement.
TO GENERATE CASH: 1 Option Point equals 100 dollars (or other money
unit, plus the GMs permission. Example: to gain $500. would require 5
OP and your Refs OK.
ROLEPLAYING AWARD
Player was clever, inventive, or roleplayed well 1, 2 pts.
Player solved a mystery or major point of plot 1 pt.
Adventure was resounding success 2,3 pts.
Base points for being in scenario 1, 2 pts.
1
EXPERIENCE
THE RULE OF X
T
his is a very import ant opt ion for
Referees who want more cont rol over
t heir campaign s growt h. The Rule of X is a
simple way t o set t he overall power of t he cam-
paign, and t o keep it at t hat level.
Simply, the Rule of X limits how powerful characters
can start off at in a campaign. (Well, the GM can of course
break this rule for the Non-Player Characters, but the play-
ers must stick to it.) Heres how it works.
The value of X depends on the power level you want for
the campaign. For instance, a superhero campaign might
start with the Rule of 20. A character with a STR of 12,
and a Reflex of 6, could have no more than a Skill of 2
with his hand-to-hand attacks (12 + 6 + 2 = 20). A mar-
tial artist with 40 Hits and a Dexterity of 7 could have no
more than a 5 Skill with his martial attacks ([40/5] + 7
+ 5 = 20). Some suggested values for the Rule of X are.
The Rule of X primarily is used to set the initial power
level of a campaign, and is not generally used to limit char-
acters after their creation (although its a good idea to keep
it in force all the time when running superheroic games).
Instead, the GM should use the Rule as a guide for handing
out experience or powerful goodiesthat might unbalance
the campaign.
The Rule of X can be changed during the course of a
campaign to let characters become more powerful, if the
GM so desires. This current Rule of X should also be
applied to all new characters entering the campaign.
FOR DEFENSES: Your Hits divided by 5, plus your
largest Defense/5, added to your Dexterity plus your
applicable defensive Skill cannot be greater than X.
FOR ATTACKS: The Damage or P Cost of your largest
attack (whichever is higher) added to your Reflex plus
your Skill in that attack cannot be greater than X.
CAMPAIGN STYLE RULE OF X
EVERYDAY [REALISTIC] 14
COMPETENT [ELITE, SEMI-REALISTIC.] 16
HEROIC [TV ACTION SHOW] 18
INCREDIBLE [OLYMPICS, ACTION MOVIE] 20
LEGENDARY [BLOCKBUSTER ACTION MOVIE] 22
SUPERHEROIC [COMIC BOOKS, MYTHS] 24
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TIME, TURNS & SPEED
N
ow t hat you ve creat ed a charact er, it s t ime t o use him or her in t he gaming environment . This means learning how
Time (and Turn Order), Facing, Dist ance and Movement work in t he Fuzion syst em.
IT S FUZION TIME!
F
uzion uses t wo
ways of measur-
ing t ime. The first ,
ROLEPLAYING TIME, works just
like it does in real life; divid-
ing realit y int o seconds, min-
ut es, hours, days, weeks,
et c.
The second way, COMBAT TIME, is far more exacting.
In Combat, time is divided into 3 second combat PHAS-
ES. (Note: In HERO, this is roughly equivalent to Speed
4.) Anything that takes longer than a phase is consid-
ered to be a LONG ACTION, and will take at least 12 sec-
onds to complete. In extreme cases, you may even want
to use minutes or hours to describe especially long
actions.
WHO GOES FIRST?
E
ach Phase, every player (who isn t
unconscious or ot herwise out of t he
fight ) get s t o do somet hing during t he phase.
But who goes first ? This is decided by det ermin-
ing init iat ive. There are t wo Swit ch Posit ions for
det ermining init iat ive:
SWITCH 1: (better for group of characters vs. Ref-
run melees.) The character with the highest REF
always acts first in a phase. They may also be
allowed to hold their action (see Wait under
Advanced Actions) and act later in the phase. The char-
acter with the next highest REF score acts next and so
on. If the characters are still tied, then roll a die to break
ties at the start of combat; the higher number goes first.
SWITCH 2: (best for Character vs. Character melees)
At the beginning of each phase, each character
rolls 3 dice and adds their REFLEX Characteristic.
The character with the highest total acts first for
that phase (they are also allowed to hold their action and
act later in the phase.) The character with the next high-
est total acts next and so on. Roll an additional die to
break ties; high number goes first.
Once the phase order has been determined, each
character takes their TURN. Then the next character gets
a chance to do their action, until all characters have had
their chance to act. Then the sequence begins again with
a new phase.
1
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SO IT S MY TURN. NOW WHAT?
O
nce your turn comes up in the phase, you can start taking ACTIONS.
Actions are basically things you can do within the span of a few sec-
onds, like use a weapon, dodge, or even start an Action that may stretch over
several phases (like picking a lock).
What Can I Do As An Act ion During My Turn?
You can do one t hing each Phase. This could include:
Each one of these things would be considered an Action.
Free Act ions
T
hese are things you can do automatically, without spending any of your
Actions. An example would be standing up, using Breakfall, maintaining a
Power (Darkness, Telekinesis, Force Field and Invisibility to name a few) thats
already been turned on, or any power that doesnt require a roll. To be sure,
ask the GM of your campaign what Actions are free in his game.
NON COMBAT ACTION DODGE MOVE ATTACK
TH E TI M E TA B L E
1 PHASE = 3 SECONDS
1 ROUND=12 SECONDS
5 ROUNDS= 1 MINUTE
5 MINUTES
20 MINUTES
1 HOUR
6 HOURS
1 DAY
Speed
I
n order to give the proper flavor to superheroic combat, we've
added the Speed Characteristic to this rev of Fuzion. A charac-
ter's Speed is the number of Phases the character may act in one Round.
Normally in Fuzion, every character gets 4 Phases in each Round. When using the
Speed characteristic, each Round is divided into 12 Segments of 1 second each.
Refer to the Speed Chart to find when your character takes a Phase. The charac-
ter's Speed is across the top of the chart, and the Segment is listed along the left;
each X indicates when a characters gets a Phase. For instance, a character with
a Speed of 5 gets to act on Segments 3, 5, 8, 10, and 12.
Each Round, the GM should begin by counting off the segments ("Segment
1, segment 2...") until a Segment is reached where a character has a Phase. All
characters with a Phase in that Segment get to act, following the usual rules for
determining who goes first. Combat usually begins on Segment 12, giving every-
one a chance for an action and then a free Recovery (at the end of each Segment
12, all characters get a free Recovery without having to use a Recovery Action).
Targets that are surprised would not act in Segment 12.
Characters
can choose to
act at a lower
Speed in a
Round (thus sav-
ing Endurance).
The characters
acting Speed
must be chosen
before Segment
1, and the char-
acter must stay
at that lower
Speed for the
entire Round.
CHARACTER S SPEED
PHASE 1 2 3 4 5 6 7 8 9 19 11 12
1 X
2 X X X X X X X
3 X X X X X X X
4 X X X X X X X
5 X X X X X
6 X X X X X X X X X
7 X X X X X
8 X X X X X X X X
9 X X X X X X
10 X X X X X X
11 X X X X X X
12 X X X X X X X X X X X
4
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An Alt ernat ive t o Speed
A shorthand way to deal with reaction times is to give players extra
actions instead of using a Speed chart. For every 4 points of Speed (or
8 pts of REF) the character has, he gets one additional Action each phase
(essentially Speed 4 in the HERO system).
CHARACTER SPEED 1-4 5-8 9-10 11-12 13-16 17-18
ACTIONS EACH PHASE 1 2 3 4 5 6
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DISTANCE & MOVEMENT
DISTANCE & MOVEMENT
D
ist ance in Fuzion can be measured in either meters or
yards (we admit to fudging the numbers a bit to allow us
to use the same values for each; in reality a meter is slightly longer).
Measurements will always be listed in both, usually with the abbrevia-
tion m/yds. Either way, you should pick one unit of measure and stick
with it.
Movement is the distance a character or vehicle can move in a
phasethis value is always determined by your MOVE characteristic. As
a rule, there are two scales of Movement used in Fuzion. The first scale is
FIGURATIVE MOVEMENT; the raw MOVE score compared to another MOVE to
see which is faster overall. This is best for simple speed decisions.
The other is LITERAL MOVEMENT; a measurement of actual distance.
This is best for realistic distances. As a general rule:
Multiply the MOVE of the character or mecha by 2 m/yds per phase
to determine its combat or running distance.
Multiply the MOVE of the character or mecha by 3 m/yds per phase
for its non-combat or sprinting distance.
HINT: We dont really recommend even bot hering wit h lit eral movement
above speeds of 50. Most of t he t ime, youll want t o just use a gener-
al speed, det ermined as below:
To get KPH ground speeds, multiply the non combat or combat move
of the object by 3 kph. Example: with a non combat move of 18, I run
at 54 kph.
To get MPH ground speeds, multiply the non combat or combat move
of the object by 2 mph. Example: with a non combat move of 18, I run
at 36 mph.
Special Case: Mach Airspeeds
To get most KPH airspeeds, youll multiply the combat move of the
object by 3 kph. However, if the vehicle is especially fast, it may be able
to apply the AFTERBURNER RULE (pg. 12), which allows it to increase its
non-combat velocity to Mach values (@1125kph) for every 100 points of
MOVE. Example: at a MOVE of 250, my jet moves at an afterburner
move of Mach 2 (roughly 2,244 kph).
To get combat MPH airspeeds, youll multiply the non combat or com-
bat MOVE of the object by 2 mph. Applying the AFTERBURNER RULE to those
with that option will allow them to move at a non-combat velocity of Mach
1 (750mph) for every 100 points of MOVE. Example: at a MOVE of 200,
my jet moves at a non-combat sprint of Mach 2 (roughly 1,500 mph).
MOVEMENT RULES
A few basic rules govern how you move during a phase:
In Fuzion, objects accelerate or decelerate at a rate of 10
MOVE per phase.
You may not move (or shoot) through any solid person, object or
thing (see illustration above).
Your movement will be slowed by the type of terrain you cross over.
Terrain is rated as Easy, Rough and Very Rough and reduces your
overall MOVE characteristic in the following manner:
EASY ROUGH VERY ROUGH
No Reduction Halves MOVE Quarters MOVE
Note that the roughness of the terrain doesnt mean that its full of
rocks; just that its hard to cross. ROUGH terrain could include choppy
waves, turbulent air, or light brush. VERY ROUGH might be mud, snow,
ice or thick brush. EASY would be grass, sidewalks and open skies.
The terrain type is decided on by the GM, and is based on the major-
ity of terrain you will be crossing over that phase. For example, if you
ran over 4 m/yds of Easy terrain and 6 m/yds of Rough, the GM would
probably rule that you were moving through Rough Terrain that phase.
3
Line of Sight and Firing Arc
F
acing is only part of the story. The other part is
whether or not you can actually see (and attack)
your intended target. This is called Line of sight .
Shoot ing Blind
When something is between you and your target, it blocks
your line of sight. You may still shoot at it (assuming your
weapon can penetrate the obstacle), but will have to attack
blind (making a Perception Roll with a Difficulty Value deter-
mined by the GM. A successful roll allows you to shoot at a -2
to your REF; an unsuccessful roll increases this to -4.
Part ial Cover
An obstacle may also only partially block your line of sight,
allowing you to try and shoot around it. Determine how much
of your target is exposed, then reduce your Attack roll as below:
COVER MODIFIER
Half Body.................................................................-2
Head and Shoulders Only ........................................-3
Head only................................................................-4
Behind someone else..............................................-4
Target prone............................................................--2
Target crouched or kneeling.....................................-1
WHAT YOU CAN SHOOT THROUGH
Trees BrushSmokeTentsGlass Snow
WHAT YOU (USUALLY) CAN T SHOOT THROUGH
ConcreteBrickMetalIce
2
FACING
F
acing is
t he direc-
t ion you are point ing.
Since many Fuzion
games are played in
head (without maps),
the rule is that you can
face anything posi-
tioned forward of your
shoulders (illustration).
W
hen using a stan-
dard gaming hex
map, characters can
normally face
through any three adja-
cent sides (not cor-
ners) of the hex they
are standing in.
A Not e about
Using Figures
O
ne reason weve used the meter-yards formula for comput-
ing distances in Fuzion is that it corresponds pretty well with
a generic 6 foot character (ok, a meter isnt exactly 6 feet, but
for conveniences sake, it works well enough). This allows you
to use almost any size of figure in playthe actual figure
becomes a useful 2 yard yardstick to measure distances.
Army men, action figures, even fashion dollsanything can
work with this simple scale system.
NO
YES
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TAKI NG ACTI ON
Your AV (CHARACTERISTIC+SKILL) + a DIE ROLL
vs t he DV (DIFFICULTY VALUE) + 10 (or a DIE ROLL)
W
henever your charact er t ries t o do somet hing (called t aking an Act ion), t here s always t he quest ion
of whet her he ll succeed or fail. Somet imes t he t ask is so easy t hat it s obvious; for inst ance, t aking
a st ep forward wit hout falling down. In t hose cases you ll just t ell t he GM what you re doing, and no die roll is needed.
B
ut if youre trying to take a step on the deck of a ship pitching wildly in a driving rainstorm, walking might be very difficult
indeed. Thats where TASK RESOLUTION comes in. All tasks in Fuzion are resolved with the same formula: take the rele-
vant CHARACTERISTIC and add to it the relevant SKILL, resulting in an ACTION VALUE [ AV] Then add a die roll to your AV to
create an ACTION TOTAL [ AT] . Compare t he result ing AT t o a DIFFICULTY VALUE (below). If you equal or exceed t he DIFFICULTY
VALUE, you succeed!
WHICH CHARACTERISTIC DO I USE?
Usually common sense will t ell you what Charact erist ic t o use:
INTELLIGENCE Memory, problem solving
WILLPOWER Ability to face danger, fear, stress
PRESENCE Interactions with others.
TECHNIQUE Manipulating tools, instruments
REFLEXES Fighting and driving/control skills
DEXTERITY Physical Abilities. Dodging, athletics
CONSTITUTION Resistance to pain, disease, shock
STRENGTH Muscle mass and physical power
MOVEMENT Running, swimming feats
...or t he GM can decide if it s in disput e.
WHICH DIE ROLL?
This is one of t he basic decisions you have t o
make before you begin playing Fuzion: what
Dice should you use? While standard 6-sided
dice are always used for damage, in Fuzion,
you can use either 3 six-sided dice (the HERO
OPTION) or one 10-sided die (the INTERLOCK
OPTION) for resolving actions. The GM should
decide at the start of the campaign what kind
of dice will be used; this will then be in effect
for all characters within that campaign.
WHICH SKILL DOI USE?
The GM will usually
decide which Skill fit s
t he t ask best . Example:
when attacking with a
weapon, use the Weapon
Skill for that weapon or
Hand to Hand if youre
using your fists. If Driving
a car, use your Driving
Skill instead, and so on.
A DIE ROLL OR STRAIGHT 10?
F
uzions unusual parentage offers you two
ways to resolve the DV side of the outcome.
The first is the HERO Opt ion (from the
Champions side of the family), which uses a
st raight value (10) inst ead of a die roll. This
option gives your campaigns a more predictable
feeling; once your skills are high enough, you can
depend on almost always making the grade.
Remember; when using this option, the Attacker
should roll three six sided dice.
T
he second is the INTERLOCK OPTION (named after
RTGs core system used in Cyberpunk and
Mekton ), in which a 1D10 die roll is added to the
Difficulty (aka Defensive) Value of the Defender.
This option tends to give your campaigns a more
unpredictable flavor; even the toughest characters
will have to depend on Luck against an equally
skilled opponent. Remember, when using this
option, the attacker should always roll a single t en
sided die.
Either option works equally well and both are
scaled to fit the Difficulty Value Table at left
Or Do You Even Need t o Roll at
All?
The GM can also choose to automatically
count as a success any task where the players
Characteristic+Skill total already meets or beats
the Difficulty Value.
WHAT S THE DIFFICULTY VALUE [ DV] ?
The DIFFICULTY VALUE [ DV] is a number you must roll equal or higher t han wit h
your combined ACTION VALUE and a DIE ROLL. DIFFICULTY VALUES come in two
flavors: OPPOSED and UNOPPOSED:
OPPOSED: When attempting a task against another charact er, such as attacking
someone, the DIFFICULTY VALUE (aka DEFENSIVE VALUE] is det ermined by t he
CHARACTERISTIC+ SKILL of the character opposing you.
UNOPPOSED: When attempting a task involving non-living object s or an abilit y, the DIF-
FICULTY VALUE is given to you by the GM, based on how tough he thinks the task is.
These DVs do not add die rolls or a value of 10. They are determined by using the
UNIVERSAL DIFFICULTY VALUE TABLE below:
DESCRIPTION DV DESCRIPTION DV
Challenged ..................................10 Except ionally superheroic ............42
Everyday ......................................14 Incredibly superheroic ...................46
Compet ent ...................................18 Legendarily superheroic ................50
Heroic ..........................................22 Cosmic .........................................54
Incredible.....................................26 Compet ent ly cosmic .....................58
Legendary ....................................30 Except ionally cosmic ....................62
Superheroic..................................34 Incredibly cosmic ..........................66
Compet ent ly superheroic .............38 Legendarily cosmic .......................70
In general, if a character has a Heroic Characteristic and an Heroic Skill, he has about
an even chance to succeed at a Heroic task. GMs should use these values as guide-
lines; feel free to use Modifiers (pg. 146 & 147) to make it more or less difficult.
Difficult y Values, The Easy Way
If the GM doesnt have the UNIVERSAL DIFFICULTY VALUE TABLE handy, theres an easy
way to get the right DIFFICULTY VALUE: Ask the player for their ACTION TOTAL, then
assign a DIFFICULTY VALUE in relation to that total: A really easy task adds -4 or -3
to the DV, an easy task adds -2 or -1, a tough task adds +1 or +3, and a really
tough task adds+5 or +6.
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WHAT CHARACTERISTIC DO I USE?
I
n general, common sense should tell you which Characteristic to use
for a particular task, or the GM of your campaign can decide if there's
a dispute. However, the following guidelines will usually apply in almost any case:
The most important thing is to look at the type of task you're trying to perform
first. This will determine the most applicable Characteristic upon which to base
your Skill. One side effect of this method is that you may often find the same
Skill being combined with different Characteristics, depending on circum-
stances and the way in which you want to use that Skill. For example, if you're
playing a piece of music and trying to make it technically perfect, you might
use your Technique characteristic in combination with your Performance Skill.
But if you were trying to sway an audience to tears with the beauty of your play-
ing, you could use your Personality Characteristic in combination with your
Performance Skill instead. Each uses the same Skill, but each choice stress-
es very different aspects of using that skill!
IF THE SITUATION INVOLVES USE
...an issue of knowledge or experience or is otherwise mental ..........................................................INT
...interacting with someone (e.g. lying to them, impressing them, etc.)............................................PER
...resisting an interaction, or if its a matter of willpower...................................................................WILL
...using tools, instruments or having technical affinity .....................................................................TECH
...an issue of speed, such as races of swimming, skating or skiing..............................................MOVE
...using hand-eye coordination or manual dexterity (e.g. guns or vehicles) .....................................REF
...engaging in gross physical movement (athletics, using fists and blades).....................................DEX
...a matter of raw physical strength (mainly a Strength Feat) ..........................................................STR
...a matter of endurance and time .....................................................................................................CON
WHAT SKILL DO I USE?
The overriding rule here is that the GM will always be the final arbiter
of what Skill should be used to make an attempt at a task. Beyond
that, common sense is the best guideline. If you're using a weapon, your Skill
choice may be pretty simple; use the Skill that describes the weapon best. But
if it's an interpersonal issue, you may be able to convince your GM to give you
a lot more leeway; maybe your Social Skill may be far more useful in convinc-
ing the gang leader to release the hostages than your Persuasion, especially
if you can call upon a little known gangland code that requires he honor your
request! The ability to bend Skills around to fit circumstances allows you to
use one of the best strengths of the Fuzion system: flexibility.
WHEN YOU DON' T HAVE A SKILL
S
ometimes, you just don't have a Skill to use. In these cases, there
are two options the GM can use. The first is the Outta Luck option:
you just don't get a Skill to add to your characteristic. You just don't know any-
thing about what you have to do, and you're totally relying on a Characteristic and
dumb luck (a good time to use that LUCK you've been hoarding).
The second route is the Cultural Familiarity option. In most societies, there are
very few things that can be done that aren't described in some manner or other;
people shoot guns in movies; legends describe how the hero used his sword,
Tom Clancy novels tell all about how submarines work. Cultural Familiarity
assumes the more widely educated you are, the more chance you may have run
across something relating to what you're about to attempt. Therefore, whenever
you don't have a Skill that will apply, you can gain one point for every three points
of Education you currently have. And since most people start with at least 2
points of Education, one point of ADDITIONAL Education may be enough to get
you a start. Use of the above rule is, of course, subject to the decision of the
GM.
U
sing your Skills is t he most common kind of
Act ion out side of Combat . The first step in using
a skill is determining what Charact erist ic you're going
to use and what Skill to pair it up with when you do something:
IMPROVINGSKILL USE
B
esides t he basic ways of using skills,
t here are a few ot her variat ions t hat
can improve your chances:
Trying Again
If you fail a Skill Check, you cant try again until your check
has improved for some reason; you took longer, used a bet-
ter tool, or made a complementary Skill Check.
Complement ary Skills
A Complementary Skill Check is where the use of one
skill directly affects the use of a subsequent skill. For
example, if you were a singer and needed to sway a
crowd, a very good Performance check would make the
swaying (Persuasion) a lot easier. As a rule of thumb:
1) At the GM's discretion, a good roll in one skill may have
a bonus effect on the subsequent use of a related skill.
This bonus will be in a ratio of +1 additional bonus point for
every 5 points the related skill succeeded by. Example: Sue
wants to convince Bob to go out with her (Persuasion). By
making a really good Wardrobe and Style roll, she could
increase her Persuasion by dazzling Bob with her sexy
wardrobe.
2) As a rule, this bonus will usually only affect a subse-
quent attempt once. One really high Wardrobe and Style roll
won't allow Sue to convince Bob to marry her; it just helps
get her the date. The rest is up to fate.
3) As a rule, this bonus should only involve the interac-
tion of one skill attempt on one other Skill attempt.
Taking Ext ra Time
Taking extra time can also give
you a bonus to your Skill Roll. For
every level on the Time Table used
beyond the amount of time the
GM assigns to the task, add +1 to
the Skill Roll. Example: The GM
says a task will take 1 minute. If
the character takes 5 minutes to perform the task, he gets
a +1 bonus to the Skill Roll.
Crit ical Success...
A critical success is when you get lucky and manage to
succeed at something you normally would have no chance
in Hades to accomplish. In game play, this is simulated by
allowing you to roll additional dice which are then added to
the original roll to enhance its effects. The rules for this
depend on which dice option you are using:
If you re rolling D10: On a natural roll of 10, youve
scored a critical success. Roll an another 1D10 and add
the result to your first roll. If you roll another 10, you may
not score another critical success.
If you re rolling 3D6: On a natural roll of 18, roll two
additional D6s and add this result to your original roll.
...and Crit ical Failure
Somet imes even t he best of t he best have a bad day.
If you re rolling D10: On a natural roll of 1, Roll an anoth-
er 1D10 and subtract the result from your first roll.
If you re rolling 3D6: On a natural roll of all 1s, roll two
additional D6s and subtract the result from your first roll.
TH E TI M E TA B L E
1 PHASE = 3 SECONDS
1 ROUND= 12 SECONDS
5 ROUNDS= 1 MINUTE
5 MINUTES
20 MINUTES
1 HOUR
6 HOURS
1 DAY
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ACTIONS: BASIC & ADVANCED
PERFORMING ACTIONS
I
n Fuzion, each player can perform one act ion per phase. But what kind of act ions can you perform when your chance
comes up? And how do t hey all work t oget her? In general, there are two kinds of Actions in Fuzion: Basic Act ions, which
are simple descriptions of tasks youll want to perform during your turn, and Advanced Act ions, which represent more sophisticated
maneuvers that add strategy and tactics to your game play. Both have advantages; Basic in speed, Advanced in subtlety.
T
he following section discusses Basic Actions a character can perform, each explained. Advanced Actions are described on the fol-
lowing page in their own section. Both also have useful summary pages to recap what each action means.
BASIC ACTION DESCRIPTIONS
ATTACK: Use a weapon, power or physical combat skill to harm an
opponent. There are many modifiers that can affect your chance
to do this (see Combat Modifiers, pg. 42 - 43). Specific weapons
may have other modifiers to take into account as well.
BLOCK: (OR PARRY) Use this Action to deflect attacks. In general,
this means stopping a SPECIFIC Melee or Hand to Hand attack in
addition to your normal Defense Value. When Blocking an attack,
make a Hand to Hand Defense or Melee Defense roll against the
roll which your attacker already got past your defense roll. If the roll
is successful, the attack is blocked. After being blocked, the
attacker is put off balance, and must act after the target next
phase regardless of normal turn order.
This is a good time to introduce the Rock, Papers, Scissors Rule
of Blocking. As a general rule, certain defenses can be used to
physically block certain kinds of attacks; against other attacks,
these defenses are worse than useless. (You could lose an arm!)
DODGE: Use this Action to make yourself harder to hit. Instead of
attacking, you may declare that you are actively dodging and gain
+3 to your Defense Value against all attacks that Phase.
GET UP: Use this Action to stand up after being knocked down.
GRAB: Use this Action to get a grip on an opponent, a weapon, a
gadget, or something else. A successful Grab allows the attacker
to hold, pin, choke or throw his opponent; he may also attempt to
grab a weapon from his opponents grasp. Use an Opposed Skill
check to see if you can break out of a Grab (use STR Characteristic
plus Hand to Hand, Athletics or Martial Arts (whichever is highest);
the attacker suffers -2 to his roll. When Grabbed, both grabber and
grabbee are -3 DEX to all other attacks. The grabber can choose
to do his full STR in damage to the grabbee each turn.
Move (Half Move): This action allows you to move up to half your
Run (or other Combat Movement power) distance, and perform
one other action, except for Run, Sprint, Move By, Move Thru,
Recover or any action the GMrules to take a Full Action (or longer.)
RUN (COMBAT MOVE): Allows character to move up to their full
Running Characteristic that phase.
SPRINT (NON-COMBAT MOVE): Use this Action to move faster each
phaseup to your full Sprint speed, but at 1/2 DEX and 0 REF
while doing so.
OTHER ACTION: Use this Action for anything not covered by other
Actions, like reloading, taking off your shirt, opening a door, or any-
thing else you can think of. How long an Other Action takes is up to
the GM; they may well decide that what you describe takes several
rounds to perform, or it may have modifiers on your DEX. Some
Other Actions: drawing a weapon, getting into or out of a vehicle (or
mounting or dismounting from a horse), transforming, and clearing
a jammed weapon. All of these Actions take up your full phase.
THROW: This allows the attacker to use a thrown weapon (grenade,
bottle, mug, small car). The object must be liftable by the character,
and may be thrown using the characters Athletics Skill. Improvised,
non-aerodynamic objects can be thrown at at -4 penalty. If the char-
acter is throwing something larger than 4 square m/yds (roughly
2x2), it can be treated as an area attack.
AS A RULE OF THUMB, ALWAYS
REMEMBER:
Wood damages Flesh
Metal damages Wood
Energy damages Metal
BASIC ACTION SUMMARY
ACTIONS NOTES
ATTACK (SHOOT Make Attack (optionally, add modifiers); autofire
OR STRIKE) attacks count as one Action. Kicks do +1D6 at -1 to hit.
BLOCK Stops any one attack with a successful Defensive Roll vs
the Attackers Attack roll. You attack first next phase
DODGE Makes you harder to hit against all attacks this phase
adds +3 DV, but you cannot attack
GET UP Get up from being prone
GRAB -2 to perform; grab target or gadget; -3 Defense for both
MOVE Move up to half your Combat Move and do something else.
RUN Move up to your full Combat Move (a Run).
SPRINT Move up to your full Non Combat Move at 1/2 DEX, 0 REF
OTHER ACTION Any single action not otherwise specified, such as
[ OR USE A SKILL] reloading, mounting a vehicle, changing weapons, etc.
THROW Throw one object (-4 if not made for throwing).
1
TURN SEQUENCE SUMMARY
E
ach Phase, roll one die and add your REF. During
t his 3-second segment , do t he following:
[ A] CHOOSE YOUR ACTIOn You have 1 ACTION each Phase. These
actions can be Attacks or involve other types
of activity. If attacking go to [B]; if not, skip
down to [D].
[ B] CHECK LINE OF SIGHT You can attack anything positioned forwards
of your shoulders, as long as nothing else is
in the way.
[ C] CHECK RANGE Each attack has a range, listed in
meters/yards. If using figures, assume one
figure is equal to 2 meters (or @6 feet) of
range from top to base. If you are in range,
you can attack.
[ D] RESOLVE ACTION See TAKING ACTION [pg. 37]. In general, roll
1die and add to your Characteristic+ Skill. If
the action was an Attack, go to [E]. If not, go
on to NEXT PHASE [F].
[ E} RESOLVE DAMAGE If you hit, roll a number of 6-sided dice equal
to the Damage Class (pg. 46 of the Attack).
[ F] GO TO NEXT PHASE Start again with the process.
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ADVANCED ACTION DESCRIPTIONS
ABORT: Characters who are being attacked, and who have yet to take
their turn, may 'abort' to a defensive maneuver (Block, Dodge, or Dive
For Cover) using their upcoming action. Characters continue to do this
defensive action until they can act again in the next phase.
AIM: This action allows you to improve your chances to hit with a
ranged weapon (only). Each action taken aiming adds +1 to your attack,
up to three actions total. Aiming assumes a steady, braced position, no
movement, and a clear chance to track your target.
CHOKE HOLD: A two hand or one arm Grab maneuver (unless youre real-
ly big and your GM allows you to use one hand or arm). Once a suc-
cessful Choke hold is established, the choker will do 2D6 in killing dam-
age unless the Choke is broken by the victim.
DISARM: On a successful Attack roll, you have a chance to knock some-
thing from the opponents hand at no penalty. The attacker gets a STR
+ Hand to Hand roll versus the defenders STR + Hand to Hand roll; if
the attacker wins, the defender drops the weapon. Use the area effect
table to determine where the
weapon falls, with your oppo-
nent in the center.
DIVE FOR COVER: This action
allows you to get out of the
way of explosions and area
effect attacks. You make a
Defense roll (using an appro-
priate Hand To Hand or
Athletics roll if allowed by the
GM), against a Difficulty
Value based on the distance
(base of 8 for 1m +1 diffi-
culty for every extra 1
m/yds). If the roll is failed,
you didnt dodge fast and/or
far enough and were caught
by the attack effects.
Diving for cover can be per-
formed by holding an action
(just in case) or by aborting
to your next action if you
have not yet taken your turn.
DRAW & ATTACK: By declar-
ing this action at the start of
the round, you are effectively
trying to fast draw on your
opponents. This allows you
to draw and use a weapon in
one action, instead of the
normal two, but imposes a -
3 penalty on your attack.
ENTANGLE: This allows the
character to use any entan-
gling type of attack (whips,
nets, tentacles, etc) to immobilize an opponent. The attack is made
using the skill for that weapon against the targets defense roll. An
entangled character must act as though a Grab has been made; he
cant move or attack until he escapes.
ESCAPE: This is the action of freeing yourself from physical holds,
chokes, entanglements or simple traps (like snares or nets). This
requires a separate roll using your STR+ Athletics (or Hand to Hand
skills) against the holders Athletics (or Hand to Hand) skills plus their
Strength. Example: Although Foxs Athletics is 7, her STR is only 3.
Bricks Athletics is only 3, but his STR is 10. The extra 3 point edge eas-
ily allows Brick to hold Fox immobilized.
If pitted against a t rap, you will use your STR+Athletics Skill against
a Difficulty Value set by the GM. On a successful roll, you are free of the
hold and may move again. Hand to Hand or Tech-based Skills may also
be used in default of Athletics if the GM agrees.
HAYMAKER: You throw caution to the wind and put everything into a sin-
gle full-out physical move (a swing, punch or blow). This gives you a dam-
age bonus of +3 dice, but imposes a -3 penalty to hit (because youre
not worrying about keeping your balance or aiming, etc.).
MOVE BY: This action lets you use up to your full Move and make a
Hand-to-Hand or Melee attack (only) at any point along that movement,
at a penalty of -2 to your REF and DEX. You do your half STR damage
plus 1 die for every 10m/yds moved. You will also take one third of that
damage yourself.
MOVE THRU: This action lets you use up to your full Move and make a
Hand-to-Hand or Melee attack (only) at the end of that movement, at a
REF penalty of -1 for every 10m/yds moved and -3 to DEX. You do your
STR damage plus 1die for every 5m/yds moved. You also take half that
damage yourself.
RECOVER: Recovering gives
you back Stun (and
Endurance, if using that
Derived Characteristic)
equal to your Recovery
score. If you choose to
Recover for your action, you
can do nothing else that
phase. If you suffer dam-
age while recovering, you
may not recover Stun
points that phase. You are
at -5 DEX while Recovering.
SWEEP/ TRIP: You put out a
foot and send him sprawl-
ing. On a successful Hand
to Hand roll, the attacker is
knocked to the ground. He
will be -2 to his next attack,
you will gain +2 on your
next.
WAIT: Allows you to INTER-
RUPT another players
actions during their turn.
Waiting is best used when
you want to wait until an
opportunity exposes itself.
To Wait, you must
announce, when your part
of the phase comes up,
that you are planning to
Wait. The important word to
include in this announce-
ment is until, stating what
condition must be met before you will act. An example might be, I wait
until Bob moves. or I wait until I can see the whites of his eyes. If the
conditions of your wait are not met, you must stand there, waiting, until
the next round. When the specified condition has been met, you can
elect to INTERRUPT someone elses action immediately; after all, this is
what you have been waiting for. An example would be: I wait until my
opponent pops his head up from behind the wall, then Ill shoot. The
moment your opponent pops up to shot at you (his action), you could
then interrupt and fire. You need not roll to interrupt; its automatic. This
can also be used to cover an opponenti.e.; hold a ready weapon on
himyou interrupt his action (BANG!) if he attempts to escape.
ADVANCED ACTIONS
T
hese are ot her Act ions you can t ake besides t he Basic ones. Remember t hat even t his list is only a fract ion
of t he possible maneuvers you may want t o invent or add t o your campaigns.
ADVANCED ACTION SUMMARY
ACTIONS NOTES
ABORT Interrupt opponents turn to use a Defense (Dodge, Block, Dive
for Cover), at cost of your upcoming action this phase.
AIM Each phase taken Aiming adds +1 to Attack, up to +3; no other
Action possible
CHOKE HOLD A Grab at - 4 REF. 2D6 Killing Attack. And you cant talk while
being choked.
DISARM Knock opponents weapon from hand.
DIVE FOR COVER Avoid an area attack. Defender makes REF + Athletics (or com-
bat) skill roll vs 8, +1 difficulty per each extra meter/yard dived.
DRAW & ATTACK Draw weapon and attack in one Action. -3 Penalty to attack.
ENTANGLE Immobilize opponent until he can make a Escape.
ESCAPE Escape from Grabs or Entangles, using STR+Athletics (or com-
bat) skill vs opponents STR+Athletics (or combat) skill.
HAYMAKER +3 dice damage, with -3 to REF.
MOVE BY Full Move and HTH attack during movement with a -2 penalty.
to REF & DEX. Damage = half of STR + 1 die for every 10m/yds
moved. You will also take one third of that damage yourself.
MOVE THRU Full Move and HTH attack at end of move with a -1 penalty for
every 10m.yds moved and a DEX penalty of -3 total. Damage
= STR + 1 die for every 5m/yds moved; you will also take one
half of that damage yourself.
RECOVER -5 to Defense Value, get Recovery back in Stun
SWEEP/ TRIP Opponent falls; takes -2 penalty to his REF next phase, must
spend an Action to get back up.
WAIT Wait for a chance to take your action or hold an action til later.
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LIFTING & THROWING
STRENGTH FEATS
O
ne act ion t hat doesnt fall int o t he realm of t he every-
day in Fuzion are feat s of st rengt h. This is one place
where realit y must compromise wit h fict ion, since many Fuzion
set t ings deal wit h superheroes as well as more realist ic t ypes.
For most characters you can simply use one Strength scale to determine
ones might. But how do you explain the abilities of most superheroes? How
can a well built (but not exceptionally so) hero,or a shapely fashion model
with a thong and no visible muscles at alllift a battleship and throw it a
mile? Even if a human could lift a battleship, the distribution of weight
around him would either (a) drive him into the ground like a nail; (b) punch a
man-sized hole through the hull of the battleship, or (c) break the battleship
in half. After all, whats holding up the parts of the battleship where our
heros hands arent?
Its pretty obvious that entertainment physics isnt like regular physics.
Thats why the
Strength table
(below) can be
dialed to suit
the reality level of
your campaign.
That way, characters
with incredible
Strength can lift the
amazing tonnages that they do in comic books and manga; even though
reality doesnt support this concept (or them).
T
he Strength table below is for deadlift ing the weight to waist (or drag-
ging it). Pressing it overhead would be half of your Lift, carrying (at 1/ 2
normal MOVE),
pushing or lift ing it
for t hrowing would
be reduced to one
fourt h of the listed
weight.
Pushing
I
n a campaign like
Champions, where
Endurance (pg. 116)
is used, the GM may
allow characters to
exert extra effort in
emergencies; this
pushing allows the
characters to
increase their STR
up to a maximum of
two additional lev-
els. Pushing costs 5
points of END per
phase for every
extra level of STR
you are calling upon;
when you run out of
END, you burn STUN
points instead, until
you pass out. The
GM may even allow
greater pushes (over
2 extra STR) in extraordinary circumstances, by requiring a successful WILL
+ Concentration roll be made at the time.
STR LIFT IN KILOGRAMS LIFT IN POUNDS EXAMPLE
.5 36 kg 72 lbs Small Child
1 50 kg 110 lbs Child
2 72 kg 158 lbs Adult female
3 100 kg 220 lbs Adult male
4 144 kg 317 lbs
5 200 kg 440 lbs Lion
6 288 kg 634 lbs Motorcycle
7 400 kg 880 lbs
8 575 kg 1,265 lbs Small Car
9 1.15 tons 1.265 tons Large car
10 2.5 tons 2.75 tons Small Semi-truck
11 5 tons 5.5 tons Light Tank
12 10 tons 11 tons Small Jet
13 20 tons 22 tons Battle Tank, Whale
14 40 tons 44 tons Large jet
15 80 tons 88 tons
16 160 tons 176 tons Small Freighter
17 320 tons 352 tons
18 640 tons 704 tons Destroyer
19 1.25 kilotons 1.375 kilotons
20 2.5 kilotons 2.75 kilotons
21 5 kilotons 5.5 kilotons
22 10 kilotons 11 kilotons Building
23 20 kilotons 22 kilotons Loaded Train
24 40 kilotons 44 kilotons
25 80 kilotons 88 kilotons
26 160 kilotons 176 kilotons
27 320 kilotons 352 kilotons
28 640 kilotons 704 kilotons Battleship
29 1.25 megatons 1.375 megatons Nuclear Submarine
30 2.5 megatons 2.75 megatons Aircraft Carrier
31 5 megatons 5.5 megatons
32 10 megatons 11 megatons
33 20 megatons 22 megatons
34 40 megatons 44 megatons Mount Everest
If STR is above 34, double the previous value for each additional level
1
CAMPAIGN STYLE MODIFY CURRENT STR BY:
EVERYDAY [REALISTIC] -3
COMPETENT [ELITE, SEMI-REALISTIC.] -2
HEROIC [TV ACTION SHOW] -1
INCREDIBLE [OLYMPICS, ACTION MOVIE] +0
LEGENDARY [BLOCKBUSTER ACTION MOVIE] +1
SUPERHEROIC [COMIC BOOKS, MYTHS] +2
THROWING STUFF
A
not her area where t he everyday goes beyond
realit y in some Fuzion set t ings is t hrowing. For
when superhumans and demigods st art t ossing cars
around, t hrowing st uff can get a lot more int erest ing:
1) Compare the weight of the object to the closest approxi-
mate weight on the Weight Modifier t able. IMPORTANT: You must
be able to lift the object in order to throw it (no cheating!).
2) Subtract the Throw Modifier value from your current Throw
(STR+4). Add +1 if the object is aerodynamic; also add +1 if its
balanced for throwing. Find your new Throw on the Dist ance Table
(below) to determine how far you can throw the object. If the
Throw is below .5, you cant throw it.
.5 ........................2m 11.....................240m 22...............491km
1 .........................6m 12.....................480m 23...............983km
2 .......................14m 13.....................960m 24 ...........1,957km
3 .......................24m 14..................1,920m 25 ...........3,932km
4 .......................36m 15..................3,840m 26 ...........7,862km
5 .......................50m 16.....................8km* 27 .........15,725km
6 .......................66m 17.....................17km 28 .........31,450km
7 .......................84m 18.....................31km 29 .........62,899km
8.....................104m 19.....................61km 30.......125,798km
9.....................125m 20...................123km 31.......251,597km
10...................150m 21...................246km 32.......503,194km
*Km values rounded to nearest .5 decimal place. To get miles from
km, divide by 1.5
WEIGHT (KG) WEIGHT (LBS) EXAMPLE MODIFY THROW
Less than 2 kg Less than 4lbs Baseball -0
2kg 4 lbs -1
4kg 9 lbs -2
9kg 20 lbs -3
18kg 40 lbs -4
36 kg 72 lbs Small Child -5
72 kg 158 lbs Adult Male, Lamp post -6
143 kg 317 lbs Manhole Cover -7
287 kg 634 lbs Motorcycle -8
575 kg 1,265 lbs Small Car -9
1.15 tons 1.265 tons Large car -10
2.5 tons 2.75 tons Small Semi-truck -11
5 tons 5.5 tons Light Tank -12
10 tons 11 tons Small Jet -13
20 tons 22 tons Battle Tank, Whale -14
40 tons 44 tons Large jet -15
80 tons 88 tons -16
160 tons 176 tons Small Freighter -17
320 tons 352 tons -18
640 tons 704 tons Destroyer -19
1.25 kt 1.375 -20
2.5 kt 2.75 kt -21
5 kt 5.5 kt -22
10 kt 11 kt Building -23
20 kt 22 kt Loaded Train -24
40 kt 44 kt -25
80 kt 88 kt -26
160 kt 176 kt -27
320 kt 352 kt -28
640 kt 704 kt Battleship -29
1.25 mt 1.375 mt Nuclear Submarine -30
2.5 mt 2.75 mt Aircraft Carrier -31
5 mt 5.5 mt -32
10 mt 11 mt -33
20 mt 22 mt -34
40 mt 44 mt Mount Everest -35
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MELEE & HAND-TO-HAND ATTACKS
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t riket his basic At t ack Act ion includes punches and kicks, as well at t acks using swords, clubs, knives and ot her melee weapons.
In general, a strike can be defined as any attack made with a body part or that is powered by the strength of the body. The simplest
Attack, it involves only four steps: FACING, RANGE, LINE OF SIGHT and MODIFIERS.
LINE OF SIGHT: What s in t he way?
L
i ne of sight deals wit h whet her anyt hing s bet ween
you and your t arget . Line of sight can eit her be:
CLEAR Theres nothing in the way; go ahead and swing.
OBSCURED Theres something that may block a clear view, but wont block a
swing, such as smoke, or darkness. You can't see who youre
fighting (the enemy is invisible, in darkness, in ambush or
because youre dazzled), each phase you must make a
Perception Roll (GM sets the Difficulty Value) If the roll is suc-
cessful, the penalty is --2 to all subsequent Attack and Defense
Valuesthat phase. If the Perception roll is unsuccessful, the penal-
ty increases to -4.
BLOCKED Theres something in the way that you cant get through. Or, if the
target is only partially blocked, swing at what you can reach.
Determine how much is exposed, then modify your roll .
COVER MODIFIER
Half Body ...............................................................-1
Head and Shoulders Only.......................................-1
Head only...............................................................-2
Behind someone else ............................................-2
FACING & RANGE
F
acing is t he direct ion you are point ing. Since many Fuzion
games are played in head (without maps), the standing rule
is that you can clearly face anything that is positioned forward of
your shoulders. When using a standard gaming hex map, characters face
through any three adjacent sides of the hex they are standing in.
Range: Can I Reach Out and Smack It ?
A
s a rule, Melee at t acks can hit any t arget wit hin 4m/ yds of you; t his
defined as MELEE RANGE. Polearms and other long melee weapons
can hit anything within 6m/yds of you; this is EXTENDED MELEE RANGE
and is applicable only to these weapons.
MODIFIERS: What Are My Chances t o Hit ?
C
ombat Modifiers take into account the conditions of the bat-
tle. Modifiers are always applied to Offensive Rolls. You may
use some, none, or all of these rules:
SITUATION MODIFIER
Moving target .................................-1 per 10m/yd target moves
Aimed body shot . . . . chest [-1], vitals, head [-6] , legs, hands, feet [--4]
stomach [--5] arms, shoulders, thighs [--3]
Blinded by light, dust...............................................................-4
Tiny Target (bullseye, 1-3) ......................................................-3
Small Target (1 foot or smaller) ...............................................-2
Improvised weapon (rock, bottle, small girder).........................-2
A SPECIAL MODIFIER: Surprise! It s an Ambush!
A
n attack that surprises the target, such as an ambush or a backstab,
gives the Attacker a +5 Offensive bonus for that attack (but no initia-
tive bonus). To lay an ambush requires the following conditions:
The opponent is unaware of your location and intention to attack. He
may only detect you with a successful Perception roll.
The opponents attention is dist ract ed or focused on another situa-
tion, such as another attack or a difficult task.
1
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GENERIC MELEE WEAPONS
F
ollowing is a list of typical weapons found in many adventur-
ing genres. including Cost, Damage Class (how many 6
sided dice it throws for damage), Accuracy Modifier, and the
Minimum Strength (see pg.150) required to use the weapon.
ARCHAIC/ FANTASY MELEE WEAPONS
TYPE COST DC ACCURACY MIN.STR NOTES
Battle Axe 5 6 -1 5 2h
Hand Axe 2 2 +0 3 1h
Quarterstaff 3 3 +2 3 2h/Stun
Spear 4 2 +2 2 2h
Polearm 5 5 +2 3 2h
Mace 4 5 -1 4 1h
Club 1 1 +0 1 1h/Stun
Broadsword 4 4 +0 5 2h
Short Sword 3 2 +1 3 1h
Dagger 1 1 +0 1 1h
Knife .05 1 +0 1 1h
Whip 1 1 -1 1 1h
Javelin 3 2 +1 3 1h
Rapier 5 3 +2 2 1h
Saber 5 3 +2 2 1h
Katana 6 4 +2 2 2h
HIGH TECH MELEE WEAPONS
TYPE COST DC ACCURACY MIN.STR NOTES
Cyber Hand Blades 6 3 +1 1 AP
Energy Saber 5 4 +1 2 2h
Monoblade 3 2 +1 2 1H, AP
KEY: 1h = One handed 2h = Two handed
AP = Armor -piercing (use half armor value) S = Stun damage only
MAKING THE ATTACK
I
n combat, the Attacker combines his Skill in his cho-
sen Weapon or Hand to Hand skill with his REF and a
die roll to create an ATTACK TOTALL. He may also have to add or
subtract certain modifiers from this Attack Total to determine the
final outcome. Example: an attacking character with a REF
Characteristic of 5 a Hand to Hand Skill of 6 and a die roll of 6
has a Attack Total of 17. A -2 mod for an aimed shot in turn brings
this down to 15.
The Defender combines his DEX, Athletics (or another skill
like Fencing or Hand to hand if GM permits) skill and a die roll
(in HERO, a flat value of 10 can be substituted for the roll) to pro-
duce a comparable DEFENSE VALUE. Example: a character with
DEX of 4, an Athletics skill of +6 and a die roll of 3 has a
Defense Value of 13. The two rolls are compared; if the Attack
Total is equal or greater than the Defense Value, you hit!
A Built -In Modifier: Weapon Accuracy
W
eapon Accuracy [ WA] reflects the difference in quality
between weapons, and their effect on their users abili-
ties; the better and easier to use the weapon, the better you use
it (and the worse the weapon...). WAs are not always used in
Fuzion games, as their use varies from campaign to campaign.
When they are brought into play, you will always find them listed
in the description of the weapon. To use them, just apply the WA
to your Attack roll as with any other Modifier.
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RANGED COMBAT
R
anged Combat occurs whenever you shoot at somet hing. Any ranged weapon or at t ack can be
shot energy beams can be shot from a superhero s hands, bullet s can be shot from a gun,
st ones can be shot from a sling. In general, if it st rikes t he t arget from a dist ance, it s Ranged Combat .
RANGE: Is it Close Enough t o hit ?
I
n Fuzion, shoot ing ranges arent based on how far
t he gun can shoot , but on how easy it is for a
marksman t o clearly see a t arget (if you cant see it , youre
firing blind no mat t er how far your gun reaches).
This means that weapon ranges tend to overlap until they
reach their Extreme ranges; as reflected in the table below. The
Modifiers for each range are listed in [brackets] as well:
MELEE [ +0] Within4m/yds or less of the target. This is also
basic Melee and Hand to Hand range.
CLOSE [ -2 ] Within 10m/yds of the target.
MEDIUM [ -4 ] Within 50m/yds of the target.
LONG [ -6] 51m/yds up to the listed range of the weapon.
EXTREME [ -6, plus -1 for every full 50m/ yds past list ed Range. If
listed range is < 50m/yds, -4 applies to distances between
Close range and listed range.] This can be bought down
by aiming, using scopes, bracing and other things.
Example: a rifle has a listed Range of 400 m/yds. If I shoot
something at 600m/yds, that raises the range modifier
from -6 to -10).
NOTE: Mecha multiply above ranges by 10; i.e.
10m/yds=100m/yds.
MODIFIERS: What Are My Chances t o Hit ?
C
ombat Modifiers take into account the conditions of the
battle. Modifiers are always applied to Attacks. You may
use some, none, or all applicable modifiers to make the combat in
Fuzion more exciting and realistic.
SITUATION MODIFIER
Moving target...........................................................-1 per 10m/yd target moves
Target silhouetted ...........................................................................................+2
Vehicle mounted, no turret ...............................................................................-4
Aimed body shot ......................chest [-1], vitals, head [-6] , legs, hands, feet [--4]
stomach [--5], arms, shoulders, thighs [--3]
Firing shoulder arm from hip.............................................................................-2
Aiming .....................................................................+1 per phase, up to +3 max
Braced............................................................................................................+2
Tiny Target (bullseye, eye, vital area).................................................................-6
Small Target (less than 1m/yd, head, limb) ......................................................-4
Large Target (trees, cars, large animals, etc.)..................................................+2
Very Large Target (trucks, planes, walls, side of barn) .....................................+4
Surprise Attack (see SURPRISE, pg 146 for details)............................................+5
Target Prone.....................................................................................................-2
A Built -In Modifier: Weapon Accuracy
W
eapon Accuracy [ WA] reflects the difference in quality between
weapons, and their effect on their users abilities; the better and
easier to use the weapon, the better you use it (and the worse the
weapon...). WAs are not always used in Fuzion games, as their use varies
from campaign to campaign. However, when they are in play, youll find
them listed in the description of the weapon. To use them, just apply the
WA to your Attack roll as with any other Modifier.
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MAKING THE ATTACK
I
n combat, the Attacker combines his Skill in his chosen
Weapon with his REF and a die roll to create an ATTACK TOTAL.
He may also have to add or subtract certain modifiers (such as range,
cover, etc.) from this Attack Total to determine the final outcome.
Example: an attacking character with a REF Characteristic 5 a Firearms
Skill of 6 and a die roll of 6 has a Attack Total of 17. A -2 modifier for
range in turn brings this down to 15.
The Defender combines his DEX, Ranged Evade skill and 10 (or a
die roll i h the Interlock option) to produce a comparable DEFENSE VALUE.
Example: a character with DEX of 4, an Ranged Evade skill of +6 and a
die roll of 3 has a Defense Value of 13. The two; Attack Total and
Defense Value, are compared. If the Attack Total is equal or greater than
the Defense Value, the attack succeeds.
VEHICLES: When attacking a vehicle, the attacker will use his skill with
the appropriate vehicle weapon or vehicle attack skill (such as Gunnery
or Heavy Weapons). He attacks as usual, opposing his targets skill in
controlling the vehicle (such as Driving or Piloting). The resolution is com-
pleted the same as all other Combats.
TARGETING AGAINST RANGE: Sometimes, you need to hit an apple, or
a tree or something else without Skills or Characteristics. In these
cases, the GM will set a Difficulty Value based on the range.
MELEE (4m/yds or less).....................................................................4
CLOSE (10m/yds or less) ...................................................................8
MEDIUM (50/yds or less) .................................................................12
LONG (out to listed range of weapon) ...............................................16
EXTREME (beyond listed range) .........................16, +2 per +100m/yds
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NUMBER OF SHOTS & RATES OF FIRE:
U
nlike Melee weapons, most ranged attacks have a limit-
ed number of SHOTS (arrows, bullets, charges, etc.); this
will usually be listed in the attacks description.
RATE OF FIRE [ ROF] is how many times the attack can be shotin
a 3 second phase. Most ranged weapons have an ROF of 1 or 2, but
others may have the capacity for automatic fire and ROFs of 20 or
more. Like Shots, this will also be listed in the attack description.
3
LINE OF SIGHT: Is t here anyt hing in t he way?
L
ine of sight deals wit h whet her anyt hing s bet ween
you and your t arget . Line of sight can be:
CLEAR Theres nothing in the way; go ahead and shoot.
OBSCURED Theres something that may block a clear view, but wont
block an shot, such as shrubbery, smoke, or darkness.
If a character can't see who they are fighting ( enemy is
invisible, in darkness, behind cover, in ambush or the
character is dazzled), each phase they must make a
Perception Roll (Difficulty Value determined by the GM)
On a successful roll, the penalty is -2 to all Attack and
Defense Values that phase. This increases to -4 with an
unsuccessful roll.
BLOCKED Theres something in the way that you cant shoot
through. If the targets only partially blocked; you can try
to attack what you can reach. Determine how much is
exposed, then reduce your Attack Total:
COVER MODIFIER
Half Body........................................-2
Head and Shoulders Only ...............-3
Head only .......................................-4
Behind someone else.....................-4
Target prone...................................--2
Target crouched or kneeling............-1
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SPECIAL ATTACKS
AREA EFFECT ATTACKS
A
rea Effect s are at t acks (Energy Blast s, Shot guns,
Flamet hrowers, St un Fields, Gas and ot her effect s)
t hat st rike an area rat her t han a charact er. an area rather than a
character. The area affected depends on the kind of attack made and
will always be described as par t of its description or construction. Roll
to hit using the Targeting Against Range table on Page 43, Sec. .
Obviously, it is easier to hit with an area weapon than a direct fire one.
EXPLOSIONS
F
or these, the attacker rolls against a Difficulty Value assigned
by the GM (see page 43, Sec. ). Characters take the dam-
age in the ratio of 2 less points for every m/yd they are away from
the center of the attack.
TYPICAL AREA EFFECTS EFFECT RADIUS
Shotgun (per barrel) 1m/yd
Grenade (per die of damage) 1m/yd
Explosive (per die of damage) 1m/yd
Flamethrower (per die of damage) 1m/yd
Heavy Weapons (per Kill of damage) 4m/yds
If the character fails the Attack Roll, the center of the attack shifts
1 m/yd for every 1 point the Attack Roll was missed by, up to a
maximum of 1/2 the total range to the target. Roll 1D6 to see
which direction the center of the
attack scatters and consult the
table above. Then roll 1D6 to deter-
mine how many meters/yards the
round fell in that direction.
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AUTOFIRE ATTACKS
S
hoot ing a lot of somet hing (bullet s, fireballs, et c.) in one
at t ack is called aut ofire. Many guns, superpowers and other
ranged attacks have the possibility of using the autofire option (this is
defined by the weapon or power used). In autofire, the weapon (or attack)
fires as fast as it can in a 3 second turn. This is called a rate of fire [ ROF]
and is usually defined as part of the weapon or attack.
Aut ofire allows for a wide variet y of combat t echniques:
BURST: A burst is a limited autofire attack, usually 3 shots. Since the
weapon isnt bucking around as much, there is no attack penalty. Make
an Attack roll; if the defender fails his roll, he takes 1D6/2 bullets.
HOSING THEM DOWN: When using autofire against a single t arget ,a normal
Attack is made; for every X point(s) the attack succeeds by, one shot
hits, up to the mamimum number of shots fired. X is determined by the
Aut ofire Rat io listed below. Example: The Autofire ratio is set at 2. This means
for every 2 points I hit by, 1 shot hits.. The catch? Theres a 1 point attack penal-
ty for every 10 shots
fired (your gun is
jumping around).
MULTIPLE TARGETS:
An autofire attack
can also be direct-
ed against several
targets at once. The
attack must be directed into an area called a fire zone, and the width (in
meters) of the fire zone must be specified at the time of the attack. The
total ROF of the attack is divided by the total number of m/yds in the fire
zone (round down), and this becomes the total number of rounds that can
possibly hit a target in that zone.The attack is made as above, with each
target using itsDefense Value against the attackers single Attack roll. To
determine how many shots hit, use the currently dialed Aut ofire Rat io
above for every X point(s) the attack succeeds by, one round hits the
target, up to the maximum number of shots fired. Example: I fire into a 10
meter area with 30 rounds. (30 divided by 10 = 3). Sue, Bob and Harry
each make a Defense against my Attack roll of 12 totalling 13, 11 and 7
respectively. Sue is missed, Bob takes 2 rounds, and Harry (although he
loses by 5), only takes 3 because thats all thats entered his part of the
fire zone.
GENERIC RANGED WEAPONS
H
ere are a few classic ranged weapons found in most common
genres. This is by no means an exhaustive list, but can serve
as a benchmark with which to establish your own guidelines.
ARCHAIC RANGED WEAPONS RANGE (M/ YDS) DC
Bow 20per pt. STR, up to 140 4
Longbow 20per pt. STR, up to 200 7
Crossbow 200 4
HISTORIC & MODERN RANGED WEAPONS RANGE (M/ YDS) ROF DC
Colt Revolver 50 2 4
Light Pistol (.22) 50 2 2
Medium Pistol (9mm) 50 2 3
Heavy Pistol (.357, 10mm Auto) 50 2 3
Magnum Pistol (.44) 50 2 5
Bolt Action Rifle 100 1 6
Shotgun (12-Gauge buckshot) 40 Area Effect 1 5
Shotgun (10-Gauge buckshot) 40 Area Effect 1 6
Magnum Hunting Rifle (.458) 700 2 10
Submachine Gun (9mm) 200 45 3
Assault Rifle (5.56mm) 300 30 6
Battle Rifle (7.62mm) 400 30 9
Machine gun (.50 cal; 12.7mm) 800 20 10
Autocannon (30mm) 400 20 14
Recoilless Rifle (60mm) 400 1 15
Light Cannon (90mm) 400 1 16
Tank Cannon (120mm) 1000 1 17
FUTURE RANGED WEAPON TYPE RANGE (M/ YDS) ROF DC
Infantry Laser Gun (Bazooka-shaped) 400 1 12
Man-Portable Railgun 400 30 14
Energy Pistol (Blaster, Laser, etc.) 60 2 5
Energy Rifle (Blaster, Laser, etc.) 400 2 7
2
ROLL AREA EFFECT RESULT
1-2 landed short of target.
3-4 landed behind target.
5 landed to right of target.
6 landed to left of target
1
Archery At t acks
B
ows are a special cat egory of ranged at t ack because
t hey re St rengt h-based ranged at t acks. Bows do 1D6 of
damage and have 20m/yds of range for every 1 point of STR, to a max-
imum STR of 7. Compound bows and longbows have a maximum STR
of 10. Crossbows work like normal firearms.
3
CAMPAIGN STYLE AUTOFIRE RATIO
EVERYDAY ...............................................................1
COMPETENT .............................................................1
HEROIC ..................................................................2
INCREDIBLE..............................................................2
LEGENDARY..............................................................3
SUPERHEROIC...........................................................4
Energy Blast s, Spells & Ment al At t acks
E
nergy Blast s are made much in t he same way as ot her
ranged at t acks, t aking range and skill int o account wit h
ot her modifiers. The range of these attacks is based on the number of
Power points spent on the attack: For every point spent on the power,
youll increase the range by 10m/yds (Example: spending 20 points
gives you a 200m/yd ranged energy blast). To hit, you will use REF+Use
Power Skill.
In most cases, Ment al attacks have no range limitations; they are
simply direct line of sightif you can see it at all, you can hit it, no mat-
ter how tiny it is. The exceptions are Mental Attacks based on CON;
these operate with the same range determiners as Energy Blasts; and
Mind Scans, which do not require line of sight to be effective. To hit, you
will use WILL+Use Power Skill.
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PRESENCE ATTACKS
A
powerful personality can have a strong effect on other people
by words, actions, or sometimes by their mere presence. We
call this effect a Presence At t ack. A Presence Attack can be many differ-
ent things, depending on the intent of the attacker: Fear, awe, surprise, sur-
render, rage, courage, hope, commitment, or other emotions or actions.
Making a Presence Attack does not require a combat Action, though
sometimes performing a combat Action makes a Presence Attack more
powerful (see Presence Attack Modifiers table). Usually a Presence
Attack consists of a well-chosen phrase, such as Surrender or die! or
Champions to the rescue follow me! or even just Stop! Roll 1D6
for every 1 point of PRE; you may add or subtract dice depending on the
GMs judgement (see the Presence Attack Modifiers table for suggested
modifiers). Total the dice and compare the total against each targets
Resistance value to find the effect.
Presence Attacks depend heavily on the circumstances, so the GM
should feel free to modify the number of dice in the attack. The table
below has some suggested modifiers:
The modifiers and the effects of Presence Attacks really depend a
great deal on exactly whats happening and what is intended. The GM
should use Presence Attacks to increase the drama of a situation or
make things more interesting.
# OF DICE MODIFIER
-1 to -2 Inappropriate setting
-1 In combat
-1 At a disadvantage
-1 to -2 Wrong reputation
-1 to -3 PRE Attack runs against current mood
-1 to -2 Repeated PRE Attack
+1 to +2 Right reputation
+1 Surprise
+1 Exhibiting a power or superior technology
+1 to +3 Violent action
+1 to +3 Good soliloquy
+1 to +2 Appropriate setting
+2 Targets in partial retreat
+4 Targets in full retreat
PRE Attack Total Is Possible Effects of PRE Attack
Target Resistance Target is impressed; hesitates, acts last this
phase.
Target Resistance + 10 Target is very impressed; hesitates, acts last this
phase and only gets one Action , even if using the
Run Action. May follow commands that the target
is already inclined to do.
Target Resistance + 20 Target is awed; may not take any Action next
phase and is -5 Dexterity. May do what attacker
commands.
Target Resistance + 30 Target is cowed; may surrender, run away, or faint.
Target is Dexterity 0, and will nearly always follow
attackers commands.
SPECIAL ATTACKS
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VEHICLE/ MECHA ATTACKS
I
n general, mecha combat is considered Ranged Combat
[ pg.43] and follows similar rules.The one exception is missile
combat; missiles are defined as any weapon that can follow its target inde-
pendently. How good it is at this job (and thus the Difficulty Value to beat
when avoiding it) is based on how smart it is; does it just sniff a heat sig-
nature or is it smart enough to outthink you?
(Do not add a die roll or 10 t o t hese numbers.)
To avoid a missile hit, you must make a Piloting+REF+Die roll for at
MISSILE IS DUMB SMART BRILLIANT GENIUS
TARGET # 18 22 26 30
Dogfight ing
S
omet imes, t he best opt ion is
t o out fly your opponent wit h
a combinat ion of skill and abilit y t o
maneuver.
Start by determining the position of the
combatants at the start; is one closing on
the other, or are they headed right at each
other? This int ercept can be determined by
making a Perception roll on either side with
the high roll choosing positions, or at GMs
discretion.
To find out the result of an aerial or
space dogfight, each participant rolls their
Piloting Skill+REF+Roll plus their vehicles
Maneuver Value. The player with the high-
est roll has the Advant age position, based on how many points
they won the roll by. The result is compared with the chart on the
left; the player who has won can shoot or flee at his option. The
key position is the Tailing one; because it adds +2 to your Attack
roll that phase.
To break off a dogfight requires either mutual agreement, or
one player making an escape. The player with the current
Advantage announces his intention to break off combat at the
start of the Round, and must maintain his Advantage for as many
Rounds as the GM determines at the time intention is announced.
Maneuvering
A
ny t ime you t ry t o make a vehicle do some-
t hing unusual, you ll need a Maneuver roll.
This is done by combining your REF+Piloting (or appropriate Skill
for controlling the mecha), and a die roll vs a roll and a difficulty
based on the type of maneuver youre making (see below), plus
any appropriate modifiers for weather, driver or road conditions.
If the maneuver isnt described above, pick the closest appro-
priate one to work from. If the roll is successful, you will be able
to pull the maneuver off. If not, you will lose control. In a walking
unit , youll just fall over; you must then get back up. In a ground
unit , this will be a skid (miss by 4 or more and youll continue
straight for 1D6 meters per 10mph) or spin (miss by 4 or less;
treat as a skid, but roll 1D6 to determine new facing: 1=back-
wards. 2=forwards. 3-4=facing right. 5-6=-facing left.). In an air-
craft , you will probably stall (miss by less than 4) or spin (miss by
4 or more). Both require a roll be made to regain control. Its a
Difficulty Value of 18 to Regain Control from a spin, and look out
for that ground thing coming up at you !
TIED ROLL: No Ai m
HEAD ON: 1 poi nt
ei t her way
SIDE ON: Whi t e
beat s Bl ack by 2>,
Defender chooses
whi ch si de i s at t acked
TAILING: Whi t e beat s
Bl ack by 4 or >

SWERVE
[10]
U OR
REVERSE [16]
EMERGENCY
STOP [12]
MANEUVER
THRU OR
UNDER [20]
REGAIN
CONTROL
[12]
TIGHT TURN
[12]
least 1D6/2 consecutive rounds. This can be modified by the use
of count ermeasures, which add +2 to your Piloting rolls. Make
the rolls, youre clear; miss, and youre hit. In the case of clusters
of missiles fired at one time, one missile roll is made once for all
missiles fired, with one missile hitting the target per point by
which your Defense failed. Example: 10 missiles are fired at a jet.
The jet fails its roll by 7, so 7 of the 10 missiles hit.
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D A MA G E
S
o far, we ve been concent rat ing on how t o do t hings
in Fuzion. Now, we re going t o t ackle st uff you won t
want t o do; like get hurt , knocked out , or even killed
in short , Damage.
DAMAGING PEOPLE: Hit s & St un
B
ut what is t he damage t aken from? That s
where Hit s and St un come int o play.
In Fuzion, all living things have HITS; points which represent
how much damage they can take. A character generally has as
many Hits as his BOD characteristic x5. One point of damage
from a weapon or attack will remove one Hit.
Living things also have STUN points; a measure of how much
damage they can take before they pass out from pain and shock.
One point of damage from a body blow or stunning weapon will
remove one point of Stun.
DAMAGE AND DAMAGE CLASSES (DCS)
D
amage is an abst ract measure of how much
somet hing can be harmed before it is eit her
killed, dest royed or bludgeoned int o unconsciousness.
In Fuzion, all damage is measured in six sided dice, with
each D6 representing a unit called a DAMAGE CLASS (or DC).
Example: 1D6 is Damage Class 1 (or DC1).
Each point of DC represents one six sided die when rolling
for damage. You roll the specified number of dice, add the
results together, and the total is the amount of damage done to
your target: Example: I have a DC3 handgun. I roll three dice and
get a 5, a 6 and a 3. I do 14 points of damage with that attack.
Det ermining t he DC of an At t ack
W
ith the exception of bows and spears, ranged weapons
always do Damage based on the DC of the weapon.
However,Damage caused by any part of t he body is determined
by the Strength of the attacker, with fists doing one DC of Stun
damage for each point of Strength the attacker has (a kick does
an extra DC on top of your STR, but suffers a -1 Attack Total penal-
ty). Example: my Strength is 5; this means I do 5 dice (DC5) with
fists, 6 for a kick.
Minimum St rengt h
T
his is the minimum STR at which you can use a melee weapon
with no penalty. Below this level, you take a -1 Reflex penalty for
every -1 STR and a -1 die damage penalty as well Example: Aunt
Meg, STR 2, tries to use a Battle Axe with a 5 STR Min. Shell only
do 2D6 Killing damage when she hits, and takes a -3 REF penalty.
Ext ra Damage
S
trength based attacks using weapons have a damage each
weapon can do. This value is equal to the weapons listed
Damage Class (DC). For every point of STR you have above the min-
imum STR required to wield the weapon, you will do one addition-
al die of damage, up to twice the weapons listed Damage Class.
Example: Bob, STR 5, wields a dagger (STR minimum of 1).
Bob had 4 more STR than he needs, so he expects to gain 4 extra
dice on his attack. But since the daggers maximum damage is
only twice its listed DC (1x2=2), Bob only gains 1 extra DC. On
the other hand, Grog the Barbarian, STR 10, wields a battle axe
(STR min. 5). Grog gains 5 extra dice, and since 2xs the Battle
axes listed DC (6) is 12, he gets to use all of his extra dice.
1
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KILLS: Let ' s t alk Big Guns. Really, Really Big Guns.
I
n Fuzion, really big weapons do such staggering amounts of
damage that they are measured in a larger scale called Kills,
to represent the kind of massive forces associated with military level
hardware, very large objects or extremely powerful attacks. Conversely,
very large or tough things (tanks, giant robots, aircraft carriers, etc.) are
also defined as having Kills of structure or armor to represent the huge
amounts of punishment they can take.
Unlike DCs, Kills represent whole values rather than numbers of
dice; a way of simplifying the bucketfulls that such attacks would nor-
mally require. So when attacking objects with Kills with weapons that
do Kills, you will simply subtract the damage done from the Kills
remaining, instead of rolling dice for damage.
Kills vs Hit s & SDP
But theres a catch to the above: really big guns are designed to hit
and damage really big targets. It's nearly impossible to apply the full
force of a huge attack to a small target (like a man) because the
majority of the damage just doesnt have a big enough surface area
to expend itself on. Really big damage is also more likely to expend
its force by hurling a small target out of the way than directly applying
all of its force to the target. By contrast, it takes a lot more force to
move a large object and it has a lot more surface area to absorb that
force, so it stands there and takes it all.
Therefore, in Fuzion, small targets (things with damages measured
in Hits and SDP) are damaged differently by large scale attacks. Small
Targets (a.k.a. people, cars, motorbikes, etc) do not take the full force
of Kill rated attacks. Instead, they scale down the huge damages done
by Kills into smaller, dice based Hits or SDP, representing the results of
this effect. As a rule, the first Kill of a Kill-rated attack will always be
equal to 14DC. Each additional Kill of damage adds only 1D6 to the
base 14D6, because the remaining damage effects just dont have a
big enough surface to expend themselves on.
The Bad News: All that force didn't just vanish, you know. It's just
been converted into Knockback (pg.152). And since knockback sub-
tracts the BODY (or Kills) of the target from the TOTAL DC done,
chances are you still got blown several meters away. Ouch.
Example: A tank shoots a 4-Kill shell at a man wearing 45KD
armor. The attack will do 14D6 for being a Kill or more, plus another
3D6 for each additional Kill; the armored fellow winds up facing DC17.
The average is 60 points of damage, which is 15 points of damage
after armor. He might even survive; once he gets done flying through
the air from knockback.
(As a note, this convention more closely mirrors the effects of big
weapons in most common roleplaying genres (science fiction, anim,
superheroes, action movies), where characters are more likely to be
maimed and/or hurled through the air by blast, fragmentation, or over-
pressure effects rather than just obliterated on the spot.)
TO CONVERT KILLS TO DC, ADD 13 TO THE KILLS OF THE WEAPON.
DAMAGING OBJECTS: St ruct ural
Damage POINTS (SDP)
S
oft targets like living things take damage differently than
hard targets (structures and vehicles). So in Fuzion, inani-
mate structures, vehicles and other non organic objects (commonly
called hard targets) have St ruct ural Damage Point s instead of
Hits or Stun. SDP is different from Hits, but works the same way
one point of damage will remove one SDP.
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SUPERDAMAGE or Then There' s Those
Pesky Superheroes...
S
o far, so good. But what if you had small objects that could
deal out superpowerful attacks? As a rule, small objects
that can do Kill-scale damage (superheroes, power suits, etc.),
can apply all of their damage to a very large target, simply
because it's so big. So when a very powerful superhero punch-
es a tank, all of his force ends up expended right on the tank.
Therefore, whenever a small object delivers more than 13 DC in
an attack on a large object, we scale its damage up to the Kill
level, with the first 14DC representing one Kill, and each addi-
tional DC representing one additional Kill of damage.
However, when superheroes bash each other, the damage
remains measured on the DC scale instead of shifting up to Kills;
even if Superguy can deliver the power of a tank to his enemies, it
doesn't mean they can absorb it from him any better than they
could from the tank!
(As a note: This scaling up isn't entirely realistic; but it does
closely mirror the abilities of superheroes and other godlike beings
as depicted in comics, movies and anim. It's also self limiting,
because only superheroes or other non-realistic people will ever be
able to do this sort of damage; in a realistic genre, they won't exist
and in a superheroic genre, they're supposed to hammer tanks
apart with their bare hands. If it makes you feel better, simply think
of Superguys' mighty fists as paired HESH or KEAP anti-tank
roundsthey're about the right size!).
TO CONVERT SUPERHERO DC ATTACKS TO KILLS, SUBTRACT13 FROM
THE DC OF THE WEAPON.
D A MA G E
Common Object s/ Vehicles Kills or SDP
THE GREAT OUTDOORS KD KD IN KILLS SDP KILLS
Brush (per m/yd) 5
Rocks (per m/yd) 28 30
Large Tree, Telephone Pole 10 1
Lamp Post 14 30
Manhole Cover 1 30
STRUCTURES KD KD IN KILLS SDP KILLS
Glass (per m/yd) 3 5
Wooden wall/Fence (per m/yd) 7 10-15
Sheetrock Wall (per m/yd) 7 5-10
Brick Wall (per m/yd) 14 30
Concrete Wall (per m/yd) 14 50
Metal Wall (per m/yd) 32 70
Armored Wall (per m/yd) 1 1
Metal Lock 14 5
Wood Door 7 5
Metal Door 14 30
Vault Door 1 4
Furniture 3 15-20
Control Consoles (per m/yd) 3 20-30
Machinery (per m/yd) 7 30-50
VEHICLES KD KD IN KILLS SDP KILLS
Motorbike 7 20-30
Jeep/Small Car 7 35-40
Medium Car 10 45-80
Truck 10 100
Train 3 2 per car
Small Helicopter 7 40
Private jet 1 4
Small fighter jet 1 3-5
C-25 cargo jet 1 24
Combat APC 1 5
MBT Tank 4 8
Mini-sub 1 6
Destroyer 1 25
Cruiser 3 50
Submarine 2 100
Aircraft Carrier 2 300
DAMAGING PEOPLE
T
here are t wo kinds of damage t hat you can t ake
from an at t ack; STUN DAMAGE and KILLING DAMAGE.
STUN DAMAGE is damage that creates pain and shock, but not seri-
ous injury. Its fistfighting damage, impacts done with the parts of the
body, such as hands, feet, head (or if you have them, tails, tentacles
and other blunt body parts). As a general rule, if its part of the body
and isnt sharp, it does Stun damage (the exception to this rule is futur-
istic stun weapons or stunning attacks).
KILLING DAMAGE, on the other hand, is serious injury that can maim or
kill. Anytime you are hit by a weapon, even if its just a club, you will
take Killing damage. In addition, any sharpened part of the body (fangs,
claws, horns, etc), can also do killing damage.
IMPORTANT TIP: Avoid Dying. It really puts a crimp in your roleplaying.
Collat eral Damage
Since killing damage also causes a fair amount of pain and shock,
youll take 1 point of STUN for every 1 Hit you lose, until you run out of
Stun points. (NOTE: you dont get your SD!) And sometimes a Stunning blow
is powerful enough that a small amount of serious damage is also done,
equal to 1 point of Killing damage for every 5 STUN that penetrate.
St un Rollover
When you have lost all of your Stun points, any subsequent Stun
damage you take will continue to convert into Killing damage at the 1/5th
rate, reducing your remaining HitsIf youre beaten senseless and the
beating continues, you could well be beaten to death!
St unned
If you take more than 1/2 of your total Stun in one attack, you are
Stunned. A Stunned character cannot act in the next phase and is -5 to all
Primary Characteristics. He cant move, and he may take no other actions.
He will remain stunned for 1 phase, becoming unstunned next phase.
Knocked Out
Your character is knocked out whenever your
Stun IS reduced t o 0 or below: you are automat-
ically unconscious. You are effectively knocked
out, but will regain consciousness once you have
recovered enough Stun to put you back over 0
again (see side table for how long this takes).
Impairing Wounds
Whenever your HITS have been reduced enough, you will become
impaired. At half of your total Hits, all of your Primary Characteristics
will be reduced by 2; at 1/4 of total, they will be reduced by 4 points:
a Characteristic cannot, however, be reduced to less than 1.
DEAD. MORT. FINITO.
W
hen you reach 0 Hit s, you are dying. You will be able t o keep
moving if you ve st ill got St un left , but you ll be at -6 (GM s
Opt ion) t o all Primary Charact erist ics. You will also lose 1 addi-
t ional Hit (in shock and blood loss) per round (4 Phases)when
you lose up t o 2x your BODY Charact erist ic, you are dead.
Killing damage is always subtracted from your characters pool
of Hits. When t his is reduced t o zero, your charact er is dying.
Stun damage is always subtracted from your characters pool of
STUN points, after being reduced by the higher of either your char-
acters SD or his Armor. When his STUN point s are at 0, his body
will react by shut t ing off t he painand passing out .
STUN LEVEL RECOVER STUN
0 TO -10..................EVERY PHASE
-11 TO -20..............EVERY ROUND
-21 TO -30 .............EVERY MINUTE
>30...........................UP TO GM
.............................(A LONG TIME)
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DAMAGE
APPLYING DAMAGE TO OBJECTS
Y
ou can t st un an inanimat e object . Therefore, objects will
always take both Stunning and Killing damage the same way,
subtracting it from their SDP.
HIT LOCATIONS
W
here you hit can oft en be just as import ant as
whet her you hit . While Fuzion usually uses a single pool
of points to determine how much damage or stun your character can
absorb, individualized hit locations do play a part in determining the sever-
ity of that damage (getting hit in the head, for example, is far more lethal
than being hit in the arm). Hit locations also help determine if armor is
being worn over a particular area or not; useful if you neglected to wear
your power armors helmet this morning! They are also used to determine
the Hit Modifiers for attacking a specific area (or you can choose a loca-
tion by using the Modifiers on the right). WARNING: THIS RULE MAKES DYING A
LOT EASIER!
When using the HIT LOCATION CHARTS below, roll three six sided dice
and modify damage as appropriate. Note that damage is multiplied AFTER
penetrating armor:
ROLL3D6 LOCATION HIT EFFECT (AFTER ARMOR) HIT MODIFIERS
3-5 head double damage -6
6 hands/forepaws* 1/2 damage -4
7-8 arms/forelimb* 1/2 damage -3
9 shoulders* 1x damage -3
10-11 chest 1x damage -1
12 stomach 1.5 x damage -5
13 vitals 1.5x damage --6
14 thighs* 1x damage -3
15-16 legs/hindlimb* 1/2 damage -4
17-18 feet/hindpaws* 1/2 damage -4
* if it isnt obvious, roll 1die: even=right, odd=left
VEHICLE HIT LOCATIONS
V
ehicles are especially vulnerable to being hit in critical places.
The following table lists most of the locations to be hit on typi-
cal vehicles (Animorphics and Humanoids have their own Hit Location
table). To use this table, roll dice based on orientation to the target:
At t ack from side: Roll 3D6 At t ack from Front : Roll 2D6+1
At t ack From Rear: Roll 2D6+6
Crit ical Effect s
A
vehicle need not be totally destroyed to make it non-
functional. (You dont have to actually destroy an
entire battleship to stop it. You only have to put a big enough
hole in the bottom) One way to do this is to use the critical
effects rule on the Vehicle Hit Locat ion Tables below.
Boldfaced listings signify critical hit locations; the value in
parenthesis (X%) is the percentage of overall SDP that must be
destroyed to incapacitate the vehicle:
In general:
Destroying controls, engines, rudders, props or jets will
automatically render a vehicle immobile or uncontrollable.
Destroying up to a 20% of the hull of an aircraft or water
vehicle will cause it to either sink of break up.
Example: The Quadracer Z is a superpowered speedboat with
80SDP. Its engine is worth 10% of the total (8SDP), and its hull is
worth of 20% (16SDP). A 8SDP hit on on the engine will render the
Quadracer immobile; 20 or more points of damage will sink it.
Example: Engine (10%)
KNOCKBACK
S
uch mighty blows are delivered in some types of
combat (especially between superheroes, giant
robots and kung-fu action heroes), that the combatants are
often knocked all over the battlefield. This phenomenon is
known as KNOCKBACK (in its realistic form, it becomes
KNOCKDOWN).
To determine the amount of knockback taken, subtract the
BODY characteristic (or KILLS) of the targeted character from the
total DC (or KILLS) of the attack plus 1D6. For every DC remain-
ing, the character is knocked back one knockback unit. The unit
of measurement is determined by the style of campaign, then
applied by
moving the
character
that far
straight
b a c k
from the
impact.
In the event that some-things in the way, move on to
Collisions (pg. 50) and see how badly you were hurt. NOTE: If
using Kills vs Body, convert Kills to DC at a ratio of 1Kill=14DC,
plus 1 for each additional Kill; if its DC vs Kills, there is no effect
until you reach 14 DC, then add 1 Kill for each additional DC.
CAMPAIGN STYLE KNOCKBACK UNIT IN M/ YDS
EVERYDAY [REALISTIC] JUST KNOCKED DOWN
COMPETENT [ELITE, SEMI-REALISTIC.] 1/2
HEROIC [TV ACTION SHOW] 1
INCREDIBLE [OLYMPICS, ACTION MOVIE] 2
LEGENDARY [BLOCKBUSTER ACTION MOVIE] 3
SUPERHEROIC [COMIC BOOKS, MYTHS] 4
1
2
3
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HUMANOID/ ANIMORPHIC MECHA HIT TABLE [ ROLL 3D6]
3D6 LOCATION HIT EFFECT (AFTER ARMOR) HIT MODIFIERS
3-5 head double damage -6
6 hands/forepaws* 1/2 damage -4
7-8 arms/forelimb* 1/2 damage -3
9 Torso 1x damage -3
10-11 Torso 1x damage -1
12 Weapon 1/2 damage -5
13 Powerplant 2x damage --6
14 Pilot** Damage to pilot only -3
15-16 legs/hindlimb* 1/2 damage -4
17-18 feet/hindpaws* 1/2 damage -4
* if it isnt obvious, roll 1die: even=right, odd=left. If location not there, rolla-
gain. *if shot penetrates armor
VEHICLE HIT TABLE
ROLL GROUND VEHICLE AIRCRAFT BOAT EFFECT (AFTER ARMOR) HIT MOD
3-6 Front Wheels (5%) Flaps (5%) Bow 1x damage -6
7 Cont rols (5%) Cont rols (5%) Cont rols (5%) 1x damage -4
8 Engine (10%) Engine (10%) Engine (10%) 2x damage -3
9- Body Fuselage (20%) Hull (20%) 1x damage -3
10 Body Cargo Cargo 1/2damage -1
11 Fuel Fuel Fuel 2 x damage -5
12 Weapon Weapon Weapon 1/2 damage --6
13 Crew** Crew** Crew** Damage to pilot only -3
14 Cargo Propeller (5%) Rudder (5%) 1x damage X
15-18 Rear Wheels (5%) Rudder/verniers (5%) Prop/jets (5%) 1/2 damage -4
* if it isnt obvious, roll 1die: even=right, odd=left If location not there, rollagain.
if Fuel is flammable, this is 3x damage * *if shot penetrates armor
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DEFENSE & ARMOR
S
o how do you avoid get t ing knocked out or killed? The
first way is t o just st ay out of t he way; use your Skills
and Charact erist ics t o ward off t he at t ack [ pg. 37] . But if t hat does-
n t work, you ve st ill got anot her opt ion: a DEFENSE.
A Defense is anything that gets between you and the Damage first; cloth-
ing, armor plates, scales; even energy fields that deflect or absorb damage.
All defenses have a value which is subtracted on a point for point basis from
damage before it is taken from your Hits or Stun;
ARMOR is the best line of defense, you use that whenever possible. While
most Armor provides Physical Defense, other types can protect against ener-
gy attacks (EKD) or even Mental attacks! Armor reduces damage just like any
other defense, and will stop both Stun and Killing damage.
Your nat ural physical t oughness (the STUN DEFENSE on your character
sheet) is your next defense, but will only stop Stunning Damage. Youll use
this as a last resort, and mostly in fistfights and other non-lethal engage-
ments. Example: My CON is 5, giving me a SD of 10. If 15 points of Stun hit
me, only 5 (15-10) would get through.
IMPORTANT
If stopping St un damage, always take the higher of either the
armors PD or the characters SD.
If stopping Killing damage, use only the highest Armor PD.
GENERIC ARMOR LIST
F
ollowing are typical Armors found in many genres. The table not only lists
the Armors Physical Defense (PD), but also its defense against Energy
Attacks [EKD], just in case. Armors with are at 1/2 against bladed weapons.
FANTASY, ARCHAIC & NATURAL ARMORS
TYPE PD/ COST EKD EV DESCRIPTION
Heavy Cloth, Soft Leather, Fur 2 1 0 Thief Gear
Heavy Leather, Padded Cloth 4 2 0 Animal Hides, scales
Boiled Leather, Curi-bolli 6 3 0 Barbarian Armor
Heavy Animal Hide 6 3 0 Tough Animal Hides
Brigantine, Ring Mail 8 4 -1 Bardic Chain
Scale Mail, Bezainted 9 4 -1 Dragon Scales
Chain Mail, Laminated 10 5 -2 Samurai armor
Plate & Chain, Plate Mail 11 5 -2
Field Plate 12 6 -2 Typical Knight
MODERN ARMORS
TYPE PD/ COST EKD EV DESCRIPTION
Light Kevlar 6 1 0 Armored Clothing
Skin Weave 12 1 0 Subdermal body armor
Kevlar 14 2 0 Lt. Armorjackets
Medium Kevlar 16 5 -1 Med. A.Jacket
Flack 18 5 -1 W/inserts, cable weave
Metalgear Plate 25 10 -2 Plastic/Kevlar plate
FUTURISTIC ARMORS
TYPE PD/ COST EKD EV DESCRIPTION
Space Suit 5 5 -1 Light skinsuit
Industrial Space Suit 8 5 -1 Hvy. metallized fabric
Military Space Suit 10 10 0 Metal fabric w/Plates
Body Armor 18 25 -1 Stormtrooper plate
Personal Force Screen 10 25 0 Against Stun damage
Advanced Force Screen 14 30 0 Against all damage
The Encumberance Value (EV) is subtracted from your characters REF,
DEX, and MOVE as long as he or she is wearing the armor.
1
SPECIAL ARMOR RULES FOR MECHA
T
he weaponry and armor used by mecha
are subject t o a few special cases. Take
not e t hat ALL of t hese special cases are OPTIONAL.
Special Case 1: St aged Penet rat ion
I
n combat, attacks on mecha will always be subtracted
from armor, then from the mechas SDP. However, even
the heaviest armored machines will become vulnerable
after a long fight. To represent this, Kill-rated (i.e., mecha)
armor uses the idea of Staged Penetration. Each time any
area of Armor is penetrated by an attack of one Kill or
greater, that area loses armor protection.
Special Case 2: Chinks in t he Armor
A
lmost every kind of mecha has a weak spot some-
where, and in combat, its possible for you to hit that
weak spot. When making an attack, if you beat your
Difficult y Value by more t han 10, your at t ack ignores t he
PD of t he mecha s armor. In the case of autofire attacks,
only those hits which beat the Difficulty Value by 10 or more
will ignore armor.
Special Case 3: Powered Armor Damage
P
owered Armor (i.e., armor worn by a character which has
SDP as well as PD) has a very spread-out structure
which is tightly integrated with its pilot. Therefore, any dam-
age which get s t hrough Powered Armor s PD is divided by
t wo; one half affect s t he Powered Armor s SDP, t he ot her
half is applied t o t he wearer s Hit s. All Powered Armors use
this rule.
Special Case 4: St ruct ural Int egrit y
Whenever a hit penetrates mecha armor, roll 1D10: If the
result is greater than the number of fractional kills remain-
ing, the mecha (or the location taking the hit) is destroyed!
For example: 1.1K get through to a K mecha; with 0.5K
remaining, on a roll of 6+ on 1D6 its scrapped.
Armor rated in Kills loses 1 Kill when its penetrated.
Armor with fractional Kills loses 0.1 Kills when its
penetrated.
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GETTING BETTER: Recovering from
St un, Wounds & Deat h
A
ssuming you aren t reduced t o vapor in an unfor-
t unat e accident , t he next st ep is t o get bet t er.
That s where RECOVERY comes int o play.
St un
RECOVERY FROM STUN DAMAGE: Your Recovery Characteristic deter-
mines how fast your character recovers Stun points He will get
back this many Stun points each phase he rests.
WAKINGUP: Once youre knocked
out, you may stay that way for only a
few moments or for a long time. You
will regain your REC in stun points
based on how far below zero you are:
A simpler option is to make a
CON+Concentration roll equal to the number of Stun youve taken
beyond your total: if successful, you will wake up with one Stun.
Wounds (Lost Hit s)
RECOVERY FROM KILLING DAMAGE: Your Recovery Characteristic also
determines how fast you regain Hits. For every 24 hours you
spend resting and with medical care, you will recover as many
Hits as your REC score. Example: I take 30 hits. My Recovery is
10. I will be back to my full hit level in 3 days.
Opt ional Rule: Realist ic Recovery rat es:
Though this isnt as much fun, realistically it should take much
longer to heal back from serious injury. In this case, a realistic
rate would be to recover your Recovery rate in Hits every week
that you are laid up; the above example would take three
weeks of medical care.
Deat h
S
aving a dying character is still possible. Another character,
making a successful Physician or first aid skill roll can sta-
bilize you at any point beyond 0. The Difficulty for this task is
2x the number of Hits beyond 0. Example: Lazarus, is now at
-7 Hits. To save him, Fox must make a Medical skill roll against
a Difficulty of 14 (2 x 7).
STUN LEVEL RECOVER STUN
0 TO -10 EVERY PHASE
-11 TO -20 EVERY ROUND
-21 TO -30 EVERY MINUTE
>30 UP TO GM
(A LONG TIME)
THE ENVIRONMENT & RECOVERY
THE ENVIRONMENT
G
uns and swords arent the only thing that can hurt you. The world is
full of potential dangers; falls, illness, drowning, even being hit by light-
ning. All of this falls under the heading of the Environment:
Cumulat ive Environment al Effect s: Shock,
Poison/ Drugs, Burns, Disease & Asphyxiat ion.
E
ach of t hese are effect s of t he environment t hat harm you
t hrough accumulat ion; shock and poison by cont inual damage
t o your body or will, asphixat ion t hrough accumulat ed lack of air.
ELECTRICITY AND FIRE are always ranked by intensity of the effect (GMs
decision), with damage occurring each phase you are exposed to the source.
Like electricity, Poison & Drugs are ranked by the power of the drug or
poison. Damage effects occur each minute, not phase, while Illness takes
place over days, weeks or even months (Refs choice).
A DRUG OR POISON need not be fatal; sleep or truth drugs also work by
accumulation; damage is subtracted from different point pools depending
on the type of effect. Example: Morgan
administers a strong dose of Mind
Control Serum (DC5) to Jake, hoping to
find out the Cyber Cabals secrets. Each
turn, the drug does 5 to 30 points to
Jakes Resistance. At 0, he gives in.
ASPHYXIATION: This does 3DC per Phase, taken from your Hits. Sitting qui-
etly, you can hold your breath up to 1 phase for every 2 points of Endurance
(a tough character could hold his breath for about two and a half minutes.). If
activity, such as swimming or running is required, this rises to 4 pts.
TYPE MILD STRONG POWERFUL
DC DC1-4 DC5-10 DC11-20
POISON Belladonna Arsenic Stonefish Venom
DRUG Alcohol Sodium Pentathol LSD
ILLNESS Measles Pneumonia Plague
TYPE MILD INTENSE DEADLY
DC DC1-4 DC5-10 DC11-20
ELECTRICITY Battery Wall socket Lightning Bolt
FIRE Wood Fire Gasoline Fire Thermite
1
Falling & Collisions.
T
hese are all t ypes of damage t hat
come from hit t ing somet hing at
high speed.
FALLING: Using the table at right, compare the clos-
est approximate weight of the object to the clos-
est distance fallen (shaded top portion of the
table). The result is how many DC are taken
(1K=14DC, plus 1DC per additional KILL added).
Note that at terminal velocity, you will have no
increase in speed or damage.
COLLISIONS: Compare the weight of the object to its
closest approximate speed. The result is the DC .
RAMMING: If head on, add the speeds of both
objects together and compare the weights of each
to that speed; the result is the damage done to the
opposing object. If a side ram or swipe, treat as a
collision (above). If rear ended, subtract the speed
of the object in front from the speed of the trailing
object, then treat as a head on ram.
EFFECT TAKEN FROM
Sleep drugs................STUN
Poisons ......................HITS
Mind drugs .......RESISTANCE
0-10 11-30 31-60 61-100 101-150 TERMINAL VELOC.
<50 LBS 1 2 4 6 8 10 12 1K 2K 3K 4K
50 LBS 2 4 6 8 10 12 1K 2K 3K 4K 5K
100 LBS 4 6 8 10 12 1K 2K 3K 4K 5K 6K
200 LBS 6 8 10 12 1K 2K 3K 4K 5K 6K 7K
400 LBS 8 10 12 1K 2K 3K 4K 5K 6K 7K 8K
800 LBS 10 12 1K 2K 3K 4K 5K 6K 7K 8K 9K
1600 LBS 12 1K 2K 3K 4K 5K 6K 7K 8K 9K 10K
1 TON 1K 2K 3K 4K 5K 6K 7K 8K 9K 10K 11K
2 TONS 2K 3K 4K 5K 6K 7K 8K 9K 10K 11K 12K
4 TONS 3K 4K 5K 6K 7K 8K 9K 10K 11K 12K 13K
6 TONS 4K 5K 6K 7K 8K 9K 10K 11K 12K 13K 14K
8 TONS 5K 6K 7K 8K 9K 10K 11K 12K 13K 14K 15K
10 TONS 6K 7K 8K 9K 10K 11K 12K 13K 14K 15K 16K
20 TONS 7K 8K 9K 10K 11K 12K 13K 14K 15K 16K 17K
40 TONS 8K 9K 10K 11K 12K 13K 14K 15K 16K 17K 18K
80 TONS 9K 10K 11K 12K 13K 14K 15K 16K 17K 18K 19K
100 TONS 10K 11K 12K 13K 14K 15K 16K 17K 18K 19K 20K
+100 TONS 11K 12K 13K 14K 15K 16K 17K 18K 19K 20K 21K
NOTE: 1K=14DC. Each additional Kill adds 1 DC.
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