Académique Documents
Professionnel Documents
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ALBEDO:
PLATINUM
CATALYST
Alb#do: Platinum katalist
Sanguine Productions in association with Thoughts and Images present:
“Albedo: Platinum Catalyst”
Created by: Steve Gallacci
Written by: Pieter van Hiel
Game Design by: Jason Holmgren with Michael Arbogast
Additional Material by: Jason Holmgren, Pat Kelley, Adam Lindberg, Fred Stanton, James Stone-
burner, Diana Wray
Illustrated by: Steve Gallacci with Jason Holmgren, Jordan Peacock, Conrad Wong
Art Direction by: Jason Holmgren with Fred Stanton, Pieter van Hiel
Directed by: Jason Holmgren
Executively Produced by: Ted Wadsworth
Edited by: Fred Stanton with Adam Lindberg, Pat Kelley, Pieter van Hiel, Diana Wray
Thanks to: CPP, Inc., and Davies-Black Publishing, Gary Burke, Edwin Wendell Dean III, Patrick
Emond, Alex Johnston, Chuan Lin, William Morris, Sara Palmer, Jordan Peacock, Stephanie N.
Raccoon, Fred Stanton, Erin van Hiel, Steve Villing, L.H. White, Conrad Wong, and all the folks
on the Starclaw Mailing List and the Platinum Catalyst Mailing List
DEDICATION
Dedika$on
1•1
A L B E D O • alb#do
TABLE OF
CONTENTS T&bul of kontents
Introduction ...................................................3
Basic Rules of Engagement............... 101
Cyclopedia.......................................................4
Playing a Role.......................................................101
Power Blocs.............................................................15
Dice Notation .......................................................102
Gazeteer.......................................................20
Basic Rolling .........................................................102
Inner Worlds............................................................24
Results of Rolls....................................................104
Biology.........................................................................32
Labor........................................................................105
Aerospace Operations........................................61
Effects of Attacks: Damage and Awe.......116
Administration ........................................................65
Panic.........................................................................119
Specialists.................................................................67
Special Circumstances ...................................119
Making Characters.................................68
Armor ......................................................................122
Main Character......................................................68
Hand Weapons ...................................................122
Supporting Characters.......................................70
Firearms.................................................................123
Attributes....................................................72
Spot Rules................................................ 124
Rating..........................................................................72
Atmosphere..........................................................124
Points ..........................................................................72
Distance..................................................................124
Damage......................................................................72
Gravity......................................................................126
Body .............................................................................72
Property Damage ..............................................127
Clout.............................................................................73
Size............................................................................128
Drive.............................................................................73
Temperature ........................................................128
Terrain.....................................................................129
Species..........................................................74
Unarmed Combat..............................................129
Birds ............................................................................74
Velocity ....................................................................130
Canines.......................................................................75
Visibility....................................................................130
Felines .........................................................................75
Weather .................................................................131
Lapines .......................................................................76
Marsupials................................................................76
Aftermath ................................................ 132
Monotremes............................................................77
Rest Period ...........................................................132
Mustelids...................................................................78
Recovery for Main Characters....................132
Procyonines..............................................................79
Recovery for Supporting Characters.......133
Rodents......................................................................79
Professional Help ...............................................133
Ungulates ..................................................................80
Debriefing and Review .....................................134
Ursines .......................................................................80
Character Improvement.................................135
Vulpines......................................................................81
SPI and Promotions..........................................135
Homeworlds ................................................82
Equipment ................................................ 136
Personality ..................................................85
Weapons of the ILR ..........................................140
Social Awareness..................................................85
Branches of Service.................................86
Social Elements...................................................155
Administration ........................................................86
Gaming Elements...............................................157
Aerospace.................................................................87
Specialists.................................................................87
Appendix 1: Variant Rules ................. 158
Surface Ops..............................................................88
Appendix 2: Sample characters....... 161
Skills ..............................................................89
Sample Supporting Characters..................161
Gifts ...............................................................94
Index ........................................................... 171
Basic Gifts.................................................................94
Group Gifts................................................................96
Advanced Gifts........................................................96
2•2
Introduce$un • I N T R O D U C T I O N
INTRODUCTION
Introduk$un
Albedo is a universe without a past. All the medium through which all information
sentient life sprang into conscious existence passes and the instrument of public record,
over the course of a few days, more than 250 has been altered so that history – public
years ago, complete with social infrastructure memory – has become mutable. In the face of
and advanced technology. The races of the this growing social crisis, old conflicts are
Albedo universe were brought into being with being reawakened, and the Universe arms
inquisitive and analytical minds, as well as a itself for war. In the past, victory was won
powerful tool for research in the form of the through unprecedented levels of interstellar
Net. They have had a rational and scientific cooperation. Now, serious schisms threaten
society from the start, and as such, they have to tear apart governments at every level.
no religion, no legends, no mysticism. They Players in the Albedo RPG take on the
have nothing transcendent of themselves. role of officers in the Extraplanetary De-
They cannot learn from the example of fense Force (EDF), the one organization in
history, because everything they are doing is known space that has the wherewithal and
new. There are no guides to personal desire to hold everything together. Players
behavior, and no higher cause beyond the will act to preserve order and the rule of
good of the community and species. With- law... and face a cancer that eats at the
out any precedent they each must ask and heart of their own chain of command. Their
answer for themselves the essential ques- answers will influence the fate of worlds.
tion, “What kind of people are we?”
For nearly 200 years, the structure left in
place by the Creators served as an adequate
social framework in which that question
could be asked and answered. It was flexible
enough to accommodate experimentation
and the establishment of a number of very
different socio-political models, and provide
a structure in which each person could
spend a lifetime in the pursuit of greater
good or personal advancement. Interstellar
communities, including the Interstellar
Confederation, encompass billions of
inhabitants living in peace and order. The
system has endured civil debate and tech-
nological evolution for two centuries, and
even weathered interstellar war and been
the stronger for it. And yet, in a time of
unprecedented peace and prosperity, cracks
are beginning to appear.
Widespread civil strife and new corporate
greed have caused many to question the
value of service to government and society.
Ambition and the quest for personal power
are replacing civic pride and the spirit of
communal service. In particular, the systems
which for so long served to preserve the civic
rights and freedoms of citizens in the Con-
federation have been twisted to serve the
aims of ambitious individuals. Even the Net,
3•3
G A Z E T E E R • Gazet#r
CYCLOPEDIA
Syklopedia
4•4
Gazet#r• G A Z E T E E R
beginning, making expeditions to other other. It was as though the secret of Jump
worlds in the same system relatively easy. drives had been deliberately hidden in plain
These did not uncover life of any kind. If the sight, waiting for a time when society was
answer existed, it lay among the stars. organized enough to find and link the
Research into a form of faster-than-light elements together. Within two years,
travel began in earnest. automated field tests were conducted. Soon
There were other more practical reasons after, the first manned jump was under-
to develop this technology. Arras Charka taken successfully.
was heavily populated from the beginning, The Jump process was very reliable, but
and as the population continued to grow, risks did present themselves. A poorly set
some resources were becoming scarce. Jump can result in the outright destruction
Disagreements were arising over the nature of the ship and crew, or expose them to
of governance. Arras Charka had been powerful ionizing radiation. Early Jump
apparently designed as a socialist govern- drives were also found to cause genetic
ment, with a multitude of government damage over multiple Jumps – modern
branches that reached into almost every drives may do this as well, but effective
part of life and commerce. rules governing Jumps have been developed
About this time, scientists exploring the to limit damage.
archives of the Net discovered that the Once Jump drives had been established
secret of interstellar travel had been on as a safe means of transport, hundreds of
record all along. However, the information interstellar probes were constructed and
was recorded in a number of places, and no dispatched to nearby systems. These
effort had yet been made to link the dispa- robotic probes brought back clear and
rate elements together into unified method exciting evidence of potentially-habitable
of interstellar travel known as the jump worlds in several neighboring systems. The
drive. This drive allowed a vessel to jump news prompted the creation of manned
instantaneously from one system to an- exploration missions, with the goal of
5•5
G A Z E T E E R • Gazet#r
scouting out sites for new colonies and sands of worlds. Great care was taken to
locating evidence of the Creators. The first avoid contaminating the alien biospheres,
exploration ship was known simply as the and in this first round of exploration, no
UH4 – the current system of dating used explorers set foot on the worlds they
in the ConFed is based on the date the surveyed. Later teams used powerful bio-
UH4 was launched, 195 years ago. analyzers that could examine entire gene
On the second voyage of the UH4, in sequences and determine if there were any
year 4, the crew discovered a potential risks to potential habitation. No evidence of
colony world in the Chalendar system, 30 the Creators was found, and no creatures
light years from Arras Prime. Orbital surveys more advanced than a few species of
showed Chalendar V to be an excellent invertebrates, fish, and plants – life with no
prospect for colonization. The planet was genetic similarities to the people of Arras
home to a number of plant species, but the Charka. Still, the explorers had found rich,
native biology was compatible with that of lush worlds, immediately ready for coloniza-
the future colonists, and native plants were tion. If the Aerandar settlement was
well-established enough to not be overrun successful, the government intended to
by transplanted crops or animals. proceed with colonization plans for an
Chalendar V, now renamed Aerandar, additional 14 worlds.
was identified as the future site of the first Early in the year 20, the first manned
extra-solar colony. The government of landing on Aerandar took place. Work crews
Arras Charka took the colonization project spent months building permanent struc-
very seriously, and took great care in the tures to house the first colonists, and
construction of a colony vessel and selec- provide them with all the essentials of a
tion of volunteers for off-world vital community. When the colonists
emigration. It was 16 years before a arrived, they would find finished towns
manned vessel returned to Aerandar. waiting for them, complete with power
In the intervening years, crews were sent stations, farms, commercial zones, and a
out in all directions, and spent months spaceport. Along with the work crews came
surveying hundreds of systems and thou- environmental study teams, scientists and
COMMAND REVIEW • Command R#v#uw specialists who spent the better part of a
A Timeline of History, Part 2 decade examining the long-term effects of
4 On its second voyage, the UH4 Aerandar’s environment on its inhabitants.
identifies Chalendar V (renamed Finally, after years of careful preparation,
Aerandar) as an ideal site for 12,000 colonist volunteers were dispatched
colonization. to Aerandar and founded nine settlement
20 First manned landing on Aerandar. sites in the year 28. They brought with them
Permanent colony facilities are all the expertise, tools and materials needed
constructed by temporary work crews for production, as well as gene-
that later vacate the planet. management tools to ensure a healthy
28 Twelve thousand colonists arrive on range of genetic diversity for future colo-
Aerandar. nists. The Aerandar colony was to be self-
28-58 First wave of colonization. Core Worlds sufficient from the start.
are settled. First armed forces are The Aerandarian colonists adopted the
created. socialist-democracy style of governance in
50 Aerandar declares independence from place on Arras Charka, but remained very
Arras Charka. Other colonies follow. much under the direction of the central
95-110 Second wave of colonization. Hundreds authority on the home world for the first
of new colonies are settled. several years. However, the time-delay
102 Foundation of the Independent Lapine involved in sending messages back and
Republic (ILR). forth to Arras Charka meant that many
130-170 Third wave of colonization. While decisions were dealt with locally. As the
colonization continues to this day, it is colonists were all well-trained and dedi-
no longer conducted at such expense. cated professionals, legislative and practical
6•6
Gazet#r• G A Z E T E E R
questions were debated with an air of The colonization efforts did not curtail
clinical introspection and detached analysis. ongoing exploration, and it quickly became
Decisions were made that suited the long- clear that a significant proportion of
term needs of the greatest number of systems within range of Arras Charka were
inhabitants, rather then vocal minorities. home to life-bearing worlds. Indeed, the
Civil debates took place continuously, and proportion of terrestrial worlds was much
rather than causing division, contributed to higher than seemed reasonable, suggesting
an ongoing sense of consensus and larger that the Creators had been very deliberate
community. in their placement. Yet, no matter how far
Aerandar was quickly judged an unquali- the scout ships ranged, they could find no
fied success, and the government opened sign of the Creators, and found no life forms
the door to enormous new colonization with a genetic link to the sentient races.
program. Over the next thirty years, 14 new
colonies were founded by thousands of
The Second Wave
As the budding interstellar society ma-
carefully chosen volunteers. In the year 50,
tured, new theoretical systems of politics
Aerandar declared its independence from
and commerce were developed. Arras
Arras Charka, an amicable separation which
Charka had been apparently designed as a
had been planned from day one. As each
socialist government, with a multitude of
colony became firmly established, it opened
government branches that reached into
its spaceports to new immigrants and trade.
almost every part of life and commerce.
Arras Charka and its 15 colonies became a
While the government was enlightened and
kind of loose stellar confederation, unified
liberal, many chafed at this level of interfer-
by their socio-political outlooks and com-
ence and wished to found new societies,
mon history. These worlds are known today
based on capitalistic markets or new sys-
as the Core Worlds.
tems of government. Charismatic thinkers
Another unifying factor was the pres-
attracted groups of like-minded followers,
ence of the Net. Wherever the colonists
and clamored for change.
went, they brought the Net with them. It
The obvious solution was to allow the
seemed to be inherent in the production of
foundation of new colonies. The original
any piece of computerized or communica-
settlements had generated a wealth of
tion hardware, and capable of spreading
information on the successful establishment
itself through the space lanes via message
of off-world communities, information that
torpedoes and shipboard computers. The
was freely available on the Net. The gov-
Net seemed to be an unavoidable part of
ernment on Arras Charka volunteered to co-
space travel.
7•7
G A Z E T E E R • Gazet#r
sponsor those colonies that agreed in began a pell-mell expansion into space. Old
advance to trade ties, and whose intended colony ships from the first wave were
philosophy of government was not dramati- pressed into service, along with nearly every
cally at odds with that of the Core Worlds. A FTL capable ship available, no matter how
number of business interests and philoso- small. More than 50 colonies were founded
phical groups took them up on this. in this second wave, ranging from tiny
On a darker note, significant racial divi- freeholds that served as home to a few
sion also began to appear at this time. dozen people, to million-strong colonies
While some of the original colonies had that quickly matched the smaller Core
been founded by single species, this was Worlds in productivity. These worlds are
done purely on the basis of biological known collectively as the Inner Worlds.
practicality. By this point in history indi- Planetary governments on the Inner
viduals of every species had developed a Worlds vary wildly, ranging from corpora-
sense of racial pride. Usually this was tion owned systems like Enchawah to
limited to a kind of species “patriotism” hereditary monarchies like Kawateena.
that expressed pride for the achievements Inner World governments are often much
of one’s own species without denigrating more hands off than the Core Worlds.
that of others, similar perhaps to “home- Capitalist interests are very strong on most
town pride.” Unfortunately, some went of them, and several successfully combine
much further than this. One notable rabbit capitalism and socialism.
leader went so far as to suggest that the The Inner Worlds have developed very
rabbit race was naturally superior to strong social identities in the years since
others, and were entitled by birth to the their foundation, and this patriotism has led
choice of resources. This heady philosophy to widespread resentment of Core World
attracted a number of followers, who “meddling,” and infrequent trade wars
undertook colonization plans of their own. between neighboring systems.
The second wave of colonization began
in earnest about 90 years ago. The new
The Third Wave
A wave of tertiary colonization started
outward expansion was characterized not
about 50 years ago as the Inner World
only by the incredibly diverse nature of the
colonies matured and began to create
colonists, but also by the single hope that
colonies themselves. These colonies are
was common to them all. Each group
collectively known as the Outer Worlds, and
hoped to found a paradise, worlds where
most are several months of travel away
they would be free to achieve all their
from the Core Worlds. Hundreds of Outer
dreams - whether that personal paradise
World colonies exist, and colonization
was one of racial purity, capitalist exploi-
efforts continue into the present day. The
tation, communal introspection, or simply
older Outer Worlds are fairly well-settled,
one of absolute liberty from any form of
and many are on the verge of sponsoring
government.
colonies of their own. These well-settled
It was at this time that the rabbit colonies
worlds are almost entirely self-sufficient.
of Hiahhohch and Baliannian were founded,
The inhabitants, who are often first genera-
at what was then the edge of settled space.
tion, tend to be much more independent
From the start, the inhabitants adopted a
and self-reliant than the citizens of the
powerfully racist attitude towards their
Inner and Core Worlds. Planetary govern-
neighbors. However, they seemed uninter-
ments exist largely to maintain basic
ested in exporting their particular philosophy
infrastructure, and the residents may even
to other worlds, and as such their attitude
resent the existence of police forces. This is
was tolerated. The founders declared the
of course a generalization – some Outer
colonies an independent republic, and
Worlds are closely patterned after the
negotiated trade deals with nearby systems
paternal socialist states of the Core Worlds.
and the Core Worlds.
Newer Outer Worlds tend to be resource
For a period of 30 years, special-interest
colonies, such as mining operations, or
groups, businesses, and even family groups
8•8
Gazet#r• G A Z E T E E R
research stations. They are sparsely popu- tense situations through diplomacy, or
lated, rarely home to more than a few contain conflicts and pick up the pieces
hundred inhabitants. Some small colonies afterwards. They had no weapons at all at
may not have any permanent residents at first, though it was not long before the need
all. Perhaps the most remote and isolated for some form of restraining and subdual
colonies are the asteroid mining platforms devices become obvious. Advanced simula-
on the rim of known space. These mostly tions on the Net were able to generate
automated space stations may have crews computer models of multi-species hand-
as small as three – the only living creatures cuffs and non-lethal weapons that could
for several light years. reliably incapacitate a target.
All resource colonies rely on support For the most part, these early police
from a corporate, scientific, or government forces dealt with individual criminals and
sponsor to remain in operation. However, lunatics. Large scale operations were almost
smaller colonies may only require supply on unknown. Rarely, a riot involving a few
annual basis, meaning that the inhabitants dozen citizens would break out, or a family
may be very behind on current events, as dispute would spiral out of control and end
well as extremely lonely. in confrontation. The early police services
were largely able to handle these disputes,
or at least keep them contained until they
burned out on their own.
As the colonies grew, clashes between
different communities took place over
resources or land claims. Remote colonies
found themselves preyed upon by bandits,
some of whom where driven to raiding
when their own colonies failed. Perhaps the
most notorious example is the “Karantok
Tigers,” a group of would-be miners who
arrived at their new world to find the
company that had employed them had
financially collapsed. They were left with
nothing, and no means of return.
The tigers, and a number of other
would-be miners, were understandably
War in Space upset at this mistreatment. Their discon-
Violence of some sort has been a part of tent simmered the more they discussed the
society almost since the Awakening. Verbal matter. They’d been fooled, conned by an
arguments took place within hours, and impersonal, faceless entity. Most had never
some boiled over into brief physical con- fended for themselves before, used to the
frontations. Still, among the first and support of their socialist home worlds. If
second generation, violent acts the excep- this was what the universe outside the
tion. Serious crimes such as murder were Core Worlds was like, well, they would
events that attracted planet-wide attention, have to adapt to survive. If the law of the
and were limited to unthinking “crimes of universe was “rob or be robbed,” then they
passion,” or acts committed by those few knew which side of the equation they
citizens with untreated mental disorders. wanted to be on.
From the first day, an infrastructure for a The miners hiked to the nearest commu-
basic policing and civil security service was nity and demanded food and shelter. When
in place, and this model was copied for the they were refused, they became angry, and
first colonies. In the beginning these forces used intimidation and violence to gain what
were more akin to a highly organized they needed. They stole food and transport,
“neighborhood watch” than an armed and moved on to the next community, with
security force. They attempted to defuse the vague intention of seeking vengeance
9•9
G A Z E T E E R • Gazet#r
against the employers who’d abandoned laid a conceptual foundation for what was
them. The violence and intimidation contin- to come.
ued in the next settlement, and again the About thirty years ago, the ruling clans
tigers moved on. of the Independent Lapine Republic found
By this time, word of the situation had themselves facing a crisis. The ongoing
spread to the main population centers on waves of colonization had enveloped them,
Chenta, and civil security forces intercepted and confined their holdings to a small
the group. A prolonged and bloody siege of bubble of space containing a handful of
the community ended with dozens of systems, few of which were suitable for
causalities on both sides. The news spread extensive colonization. The demands of their
like wildfire throughout space, and rumors consumer populations were swiftly out-
of atrocities were given credence by the stripping production, and public
fledgling news media services. These dissatisfaction with the corrupt democracy
rumors were untrue, but served to foster an threatened to unseat the powerful clans of
atmosphere of paranoia in many small founding families that controlled the
colonies, and led to the development of planetary congress.
deadlier weapons. The apparent example set The ruling clans looked at the rich colo-
by the miners also led to the foundation of nies that surrounded them, and saw they
a number of genuine raider groups. were almost undefended – they were too
Volunteer militias were formed to de- large for bandits to raid, and their govern-
fend against incursions along the lines of ments saw little need for militias. The clans,
the Karantok Tigers – the first military units working closely with militia leaders and
ever formed in known space. As they saw industry, formulated a plan of action. They
service against raiders, theories of strategy would create the first space-going army,
and tactics were developed, as well as and use it to take the neighboring Inner
weapons technology. The races of the Worlds by force. The plan needed no justifi-
Albedo universe learned the art of ground cation beyond the obvious superiority and
war quickly and soon began to develop the greater need of the rabbit race. The lesser
skills needed to project their military might species would simply have to learn to give
into orbit and to other worlds. In this way, the ILR what it deserved by right of race, or
colonies could pursue raiders to any hiding be swept away.
place, and provide defense for new colonies. For the next decade, the ILR undertook
These extraplanetary military operations to arm and train an enormous army of
were quite small by current standards – conquest. The ancient colonial ships that
rarely more than a few platoons of troops or still drifted in orbit were reconfigured to
a squadron of small patrol ships – but they serve as FTL troop transports, and enormous
COMMAND REVIEW • Command R#v#uw new vessels incorporating space-borne
A Timeline of History, Part 3 factories and extensive weapon systems
164 The Independent Lapine Republic (ILR) were constructed. Word of this massive
begins aggressive expansion, often arms build-up did reach the Core Worlds,
employing military force. where it caused surprisingly little concern
165 Foundation of the Interstellar Confedera aside from a few official objections. The ILR
tion (ConFed) on Arras Charka. explanation was that of internal security, an
167 ConFed military formalized as the adequate explanation for most. Some
Extraplanetary Defense Force (EDF). Armed systems immediately neighboring the ILR
conflict with the ILR begins immediately. made small efforts to increase their space
175 ILR sues for peace. Period of watchful security forces, but no large scale defenses
peace and containment begins. were prepared.
180-194 Growing dissatisfaction in the No one anticipated the savagery and
Confederation’s policies. Rise of swiftness of the ILR attacks that were
Enchawah Group. launched thirty-one years ago. Five Inner
195 ILR begins second aggressive campaign, Worlds were attacked almost simultane-
as detailed in Albedo #1. ously. ILR ships jumped into each system
10•10
Gazet#r• G A Z E T E E R
and fired dozens of rapidly accelerating The fledgling ConFed military was soon
torpedoes, precisely targeted at key facilities put into action in a series of scouting raids
such as militia barracks and spaceports. Two against what were thought to be the most
colonies simply surrendered after this initial lightly defended of the occupied colonies.
attack. When the invading ships reached These raids proved fairly successful, but the
orbit and unleashed the ILR ground forces, first real confrontation of the war in the
the others swiftly fell. The invaders immedi- Tun Och Enchek system was a disaster for
ately began digging in and preparing the ConFed. The attack was intended to
powerful new defenses against counter- liberate the colony and establish a muster-
attacks. Word of the invasion – and con- ing base closer to ILR space. Ground-based
quests – filtered slowly through the other missiles destroyed every ConFed ship in the
colonies, and with the news came panic. It taskforce as they decelerated into the
was months before the news reached the system. This disaster prompted the devel-
Core Worlds, and in that time more colonies opment of artificially intelligent
had fallen. Autonomous Combat Vehicles (ACVs), cheap
robot drones that could move to intercept
missiles and enemy craft, destroying them
on impact. They could also be used to test
system defenses and scout planets without
risking a manned vessel.
ConFed also formalized the ad hoc mili-
tary alliance they’d formed in the first days
of the war, coordinating surface defense
and aerospace forces under the umbrella of
a new body, the Extraplanetary Defense
Force (EDF). The EDF provided the ConFed
with a quick way to respond to threats
without sacrificing the defense of individual
colonies or spending precious time sorting
out command issues when forces from
multiple worlds were involved.
Slowly, and at great cost, ConFed learned
how to fight a war in space.
The ILR were also learning and adapting,
and did so faster than the ConFed. However,
ConFed goes to war they quickly reached the limit of their
The colonies were simply unequipped to expansion. While they enjoyed unprece-
deal with space-borne assaults of this scale. dented levels of production and prosperity,
Local governments scrambled to develop the conquered colonies required large
aerospace defenses, but these rarely proved garrisons to keep under control. Their initial
effective. As each colony fell, the ILR came edge – numerical superiority – was blunted
one step closer to the Core Worlds. An by this requirement. Resistance groups and
emergency congress of Core World govern- saboteurs appeared almost overnight, and
ments was held on Arras Charka, with the seemed to require more and more man-
goal of developing effective weapons and power to keep under control. The Republic
coordinating a unified defense. With built work camps and special prison colonies
unprecedented speed, this congress agreed for those who fought their occupation – or
to the formation of political and military simply executed dissenters. Particularly
union, the Interstellar Confederation upsetting to the Republic was the lack of
(ConFed). Industries were rapidly retooled to cooperation on the part of rabbits living in
produce arms, and the small space-going the conquered worlds. Most did not seem to
security fleets fielded by each Core World realize that the republic was fighting on
were folded into a single navy. behalf of their race, and some went so far as
11•1 1
G A Z E T E E R • Gazet#r
to actively resist. These rebels faced espe- organized, racially motivated mass murders.
cially harsh punishments when caught. From the very first days of the war, the
After six years of inconclusive engage- ILR had been busily wooing rabbits on the
ments and bloody failed invasions, the tide occupied worlds over to their racist philoso-
of war finally began to turn in favor of phy. These attempts had limited success,
ConFed. The combined production capability though most rabbits paid lip service to ILR
of the Core Worlds easily surpassed that of ideals simply to avoid confrontation with
the ILR, and as new, powerful warships went their new rulers. In time, the ILR began to
into service, the Republican forces began to demand more and more from the rabbits on
crumble... but victory would not be bought the occupied worlds in the name of racial
cheaply. solidarity. Rabbit children were taken from
Atrocities at War’s End their families and given ideological and
military training on the ILR home worlds.
As time went on, it became clear to even
Parents who resisted were identified as race
the most hawkish ILR general that the EDF
traitors, and placed in brutal “re-education
advance was unstoppable, backed as it was
camps” in remote areas. Outspoken rabbits,
by the staggering production capability of
who had previously been tolerated or placed
ConFed. However, they were unwilling to
under house arrest, now were simply
admit defeat, or sue for peace. They rea-
executed on the spot.
soned that if they could make the EDF
As the ILR position in a given system
advance extremely costly, they might force
became untenable, commandants of the re-
ConFed to ask for a peace treaty before
education camps were given orders to
liberating all the ILR occupied territories.
execute their prisoners en masse – an action
To that end, the ILR changed their defen-
taken for practical reasons, it was claimed. It
sive tactics. They began to use civilian
would not be logical or desirable to evacu-
hostages as living shields in sensitive areas,
ate them to ILR space or return them into
forcing EDF liberators to attack them at the
the population of their home world. EDF
risk of killing hundreds of innocents. If a
forces sent to liberate these camps found
system seemed indefensible, ILR would
few survivors – and mass graves.
deliberately raze homes, factories, and farms
ILR desperation also led them to develop
in order to deny resources to the liberators,
reprehensible new interrogation techniques
and force them to tie up troops in rebuild-
in order to gain as much intelligence from
ing efforts. When EDF troops landed, they
prisoners as possible. While both sides
discovered looted, smoking ruins, with the
sometimes used rough interrogation
local population on the verge of starva-
techniques with prisoners, in the last days
tion – and sometimes, they discovered even
of the war torture became a science for the
worse. Most appalling was the evidence of
ILR. Few EDF officers who fell into enemy
12•12
Gazet#r• G A Z E T E E R
hands escaped unscathed, and those that was negotiated in a matter of weeks, and
did often bore crippling psychological scars. granted surprisingly liberal terms to the ILR.
The racist path of ILR philosophy had finally The Republic agreed to withdraw their
come to its insane and inevitable final claims to almost every world they’d in-
destination – lives and happiness were vaded – but were permitted to hold on to a
meaningless in the face of racial solidarity. number of key resource colonies and
EDF commanders were at a loss when it occupied systems with large rabbit popula-
came to these brutal methods. Was it tions. Both sides considered the deal a
better to pursue final victory in the knowl- victory.
edge that it would cost hundreds of It is impossible to precisely know the
thousands of needless deaths, or sue for number of people who were killed during
peace and leave millions living in misery? the ten-year conflict, but it is certainly in
Their troops were also faced with unpleas- the tens of millions. Most of those who died
ant moral dilemmas. EDF soldiers were were civilians.
trained to use the minimum amount of
force require to subdue a target, and to act
Watchful Peace
The Republic and Confederation quickly
dispassionately and logically on the battle-
switched their efforts to reconstruction of
field. As the atrocities mounted, they
colonies that had been savaged during the
found it difficult to maintain a facade of
final months of the war. ConFed reconstruc-
detached war-craft. EDF forces in the field
tion crews were surprised to find a
undertook bloody reprisals against ILR
significant amount of antipathy towards the
captives, sometimes ignoring surrenders.
liberators -- particularly on those worlds
This new ruthless outlook spread into
which had been heavily bombed in the EDF
the upper echelons of EDF command as
counterattack. This antipathy occasionally
they realized just how far the ILR was
boiled over into armed attacks against aid
willing to go to ensure that any ConFed
workers, but these attacks, and the feeling
victory would be a hollow one. A new
of betrayal behind them, diminished as
battle strategy was developed, and EDF
more assistance arrived. However, it has
forces were now called upon to do what-
never entirely vanished, and memories of
ever it took to knock out the ILR’s ability to
the war often contribute to anti-ConFed
wage war or defend. If this meant the
sentiment in the Outer Worlds.
wholesale destruction of civilian targets –
The Republic has never admitted defeat
so be it. EDF spaceships battered ILR
to its citizens. It paints the war as a
worlds from the edge of their solar sys-
deliberate attempt to force concessions
tems, launching barrage after barrage of
from the other colonies, and taken from
ACVs at factories, farms, power and water
that perspective the war may be seen as a
facilities, civilian communication centers,
success. While most accept this version of
roadways, and spaceports. ILR ships
events, the sheer cost of the war in terms
launched to counter these invasions faced
of lives could not be hidden. Rare is the
crippling waves of ACVs set to intercept
family who did not lose at least one
and impact them.
member in the conflict.
When surface defenses stopped respond-
After a few years, limited trade relations
ing, EDF troops were dispatched to the
between the Republic and Confederation
surface to secure what was left. Even then,
were renewed, and the borders were opened
they often found determined ILR survivors
to infrequent passenger traffic – mostly
willing to fight to the death over rubble. ILR
businessmen.
recruits at this point in the war had been
trained to engage in suicidal attacks that Growing Problems
claimed as many lives as possible. In the aftermath of the war, ConFed
Once the Republic realized that the EDF found itself by far the largest single political
was ready and willing to carry on indefinite entity in space, with a crushingly powerful
bombardments of their home worlds, they military arm. The leaders of ConFed decided
finally decided to sue for peace. The treaty to expand the role of the organization to
13•1 3
G A Z E T E E R • Gazet#r
suit peace-time operations. ConFed was re- restrict ConFed movement into the system,
engineered as an economic alliance between and severely limited the EDF presence.
equal partners, and a powerful peacekeep- As the years passed, many members of
ing force. Member states were given ConFed found they increasingly disagreed
representation in a grand legislature that with the majority decisions of the collective
hammered out trade deals and local trea- body. Political groups, active across multiple
ties. The EDF, now somewhat reduced from planetary systems, that the ConFed mem-
wartime strength, was assigned to watch bership simply locked them into unthinking
the borders and patrol the space lanes. rule of majority. The population of the Core
Though the ideals of the post-war Con- Worlds is almost equal to that of the rest of
Fed politicos were noble, problems began to Known Space, and since Confed representa-
appear almost immediately. Initial enthusi- tion is based on population, the original
asm on the part of individual system colonies have an inordinate amount of
governments gave way to wariness, and the influence over interstellar policies. Repre-
fear that the powers of local governments sentatives from the Core Worlds, or
would be superseded by the ConFed. representatives who supported Core World
In the year 179 a mining rights dispute policies were dubbed Centrists, and it was
arose between the planets Ish-Tako and not long before this term acquired a pejora-
Zan-Cha in the Ahan-Tako system. The two tive taint. For their part, Core World
planets were on the brink of a shooting war representatives argued (and still argue) that
when the EDF intervened, and unilaterally their level of representation was fair,
claimed the disputed mining zone as reflecting as it does the fact that they
ConFed property. It would be developed contribute most to the EDF.
jointly, and the profits distributed to the As the decades passed, the ConFed par-
ConFed coffers. The impromptu decision was liament found itself splintered along lines of
supported by the majority in the ConFed stellar cartography and of ideology. Unoffi-
parliament, who believed it to be preferable cial political alliances and coalitions were
to loss of life. formed and reformed, and the process of
The representatives from Ish-Tako and government itself was largely passed on to
Zan-Cha (who days before had been bitter the waiting hands of an ever-growing
enemies) were united in their protests. They bureaucracy. Citizens on Inner and Outer
called the move an act of state-sponsored World systems clamored for change, and in
terrorism, outright theft from the people of time they elected governments willing to
their system. They threatened to withdraw scrap the idea of ConFed and the EDF
from the ConFed, and only skilled diplomacy entirely. By the year 190, some systems had
prevented this break. Even so, the govern- left the ConFed, and many more systems
ments of Ish-Tako and Zan-Cha moved to had active political groups lobbying for
14•14
Gazet#r• G A Z E T E E R
15•1 5
G A Z E T E E R • Gazet#r
explorers believe this section of space is explored universe. While jump ships are
unusually rich in life-bearing worlds, which capable of exploring beyond the current
supports the idea of deliberate placement by sphere, the further afield they trek, the
a Creator race. Almost every system has more slowly expansion takes place. Partly,
been explored quite thoroughly by ConFed, this is simply because they are dealing with
and even systems without inhabitable an ever growing area. Mostly, however, it is
worlds are often home to resource or a simply matter of infrastructure. There are
research colonies. no ports or stations in place to refuel ships
Known space is divided into layers, rather that jump beyond the edge of explored
like an enormous onion. Each layer repre- space, and with the current state of uncer-
sents another wave of colonization. At the tainty, expansion of the infrastructure is
center of space are the dozen or so original likely to be slow in coming.
colonies, contained with a sphere 40 light
years across. These worlds are the oldest and
The Confederation and EDF
The Confederation (or ConFed) is the
generally most populous of the inhabited
single largest political body in existence. All
systems, though the ILR home worlds now
12 Core Worlds are full members of the
match them in terms of population. The
Confederation, as are several of the Inner
Core Worlds are all members of the Inter-
and Outer Worlds. Many others are closely
stellar Confederation.
associated through trade and limited
Surrounding the Core Worlds is a rather
military alliances.
less defined layer of secondary colonies
The Confederation was formed thirty
(the Inner Worlds), including the Inde-
years ago in response to an invasion by the
pendent Lapine Republic and the primary
Independent Lapine Republic (see below), an
worlds of the Enchawah Group. This layer
aggressive and expansionist union of
is perhaps 100 light years in diameter, with
systems dominated by rabbits. The Confed-
“arms” extending out further towards the
eration actually came into being during the
fringe of known space. Most of the worlds
period of warfare, as the Core Worlds hastily
in this layer are aligned in some way with
organized a unified defense. The ad-hoc
the ConFed, particularly those nearest ILR
alliance was successful, and the ILR was
space. The secondary layer actually enve-
forced to give up most of those systems it
lopes the ILR sphere of influence, so
had conquered.
ConFed systems may be found on all sides
Full Confederation members have signed
of the Republic. ILR policy makers are
a mutual defense pact, and promise to come
painfully aware of this fact.
to the aid of any member state that is
The rest of space is occupied by the
attacked. This defense pact extends to
Outer Worlds, which range from well-
internal threats as well, if they are consid-
settled tertiary colonies, to windswept
ered dangerous enough. Military assistance
frontier villages at the extreme edge of the
is normally provided through the agency of
16•16
Gazet#r• G A Z E T E E R
17•1 7
G A Z E T E E R • Gazet#r
18•18
Gazet#r• G A Z E T E E R
for the average person, who has seen his military, and every unemployed male of age
wages fall and prices rise. Using this is automatically drafted in times of war. This
justification for a new conflict, the military requirement does not apply to non-rabbit
has taken control of nearly every major citizens, though the colony worlds do have
civilian manufacturing center for the small militia forces of non-rabbits under the
duration of the conflict, and retooled them command of ILR officers.
for arms manufacture. The industrialist
families that control almost all manufactur-
The Unaligned Worlds
ing concerns in the Republic approve of this Enchawah Group
military involvement, for the most part. The Enchawah Group is the single largest
Factory owners have been given military privately owned entity in the universe. It is a
rank, and they are assured of contracts. multi-stellar corporation that provides
Some fear the military are using the conflict nearly every product or service imaginable.
as an excuse to take over the economy and It has operations throughout known space,
turn the Republic into a military state. These even in the ILR worlds. In fact, the Encha-
fears may be well-founded – but they are wah Group owns and directly administers
rarely expressed. fifteen star systems and boasts an impres-
The Republic has an unusually rich, al- sive space fleet.
most mythic, history that grows every year. Citizens on Enchawah owned worlds are,
Glorious battles and achievements are re- by default, employees of the company. They
interpreted as natural indications of the are educated by the firm and placed into
superiority of the rabbit race. The names of jobs that best suit their aptitude. It is
heroes and martyrs become synonymous extremely difficult to transfer into another
with words of praise, while those of traitors position once assigned.
live forever as insults. Every Republican While social advancement is somewhat
child dreams of become a legendary figure. limited, and the standard of life for the
In some cases, historical figures are re- average worker is generally comparable to
garded with something approaching that enjoyed in the Core Worlds. However,
religious awe, or terror. the lack of career mobility and social safety
net mean that many are trapped in danger-
Republican Forces
ous, unpleasant jobs... for life.
The ILR has created a strong military
The Enchawah Group is run by a middle-
culture. Unlike the EDF, whose members
aged badger named Amhast an Therka an
regard soldiering as a professional career,
Enchawah. He is almost certainly the most
ILR officers are indoctrinated to see the
powerful individual in space, and by far the
military as a higher calling in service of their
wealthiest.
race. All citizens must serve a term in the
19•1 9
G A Z E T E E R • Gazet#r
GAZETEER
Gazet#r
nent inhabitants. They certainly are not
Short History of self-sufficient.
Colonization The following is a list of notable sys-
All known sentient life in the Albedo tems in the Albedo universe, along with a
universe originated on the world of Arras capsule description and home world type
Charka. In an effort to determine their for the purpose of character generation.
origins, the inhabitants of Arras Charka Most planets are identified in terms of
embarked on a program of careful coloni- their position around their star. For exam-
zation about 100-150 years ago. 14 colony ple, Denotah III is the third planet out
worlds were established in this first wave. from the star Denotah. Some planets have
Each has developed a unique social iden- specific names, as in the case of Annah
tity in the decades since foundation. These (Dornthant II). In most cases the name of
worlds are known as the Core Worlds. They the main inhabited planet and the system
are strongly socialist, and the inhabitants are interchangeable. Only a pedant would
are generally used to a great deal of refer to the home world of civilization as
government influence in their lives. “Arras Charka III.”
A second, less unified, wave of coloni- Almost all of these systems have per-
zation began about 75-90 years ago, and manent space stations in place to service
led to the establishment of more than fifty interstellar traffic or handle communica-
permanent colonies. Most of these were tions. These stations often have long-term
established along racial and ideological crews living in residence, allowing players
lines. For example, the worlds Hiahhohch from almost any of the listed planets or
and Baliannian were founded by rabbits, system to choose the Space Station home
and later formed the Independent Lapine world type.
Republic (ILR). The majority these worlds This list is far from complete. The uni-
are members of Confederation, and they verse of Albedo encompasses tens of
are known as the Inner Worlds. Planetary thousands of cubic light-years of space,
governments vary wildly, but tend to be and thousands of solar systems. Players
much more hands off than the Core and Game Hosts are encouraged to invent
Worlds. Capitalist interests are very strong. their own worlds.
The Inner Worlds have very strong social
identities, and many are considering Core Worlds
separation from the Confederation.
A third wave of tertiary colonization Arras Charka
started about 50 years ago as the Inner (ConFed)
World colonies matured and began to The Arras Charka system is home to a
create colonies themselves. These are single terrestrial planet, three airless balls
known as the Outer Worlds. It’s not clear of rock, and an enormous gas giant at the
how many of these tertiary colonies exist. edge of the system. Arras Charka III is the
The older Outer Worlds are fairly well- original world, the cradle of all civilization,
settled. The inhabitants, who are often first upon which the ancestors of every living
generation, tend to be much more inde- person awoke more than 250 years ago.
pendent than the citizens of the Inner and With slightly more than two billion inhabi-
Core Worlds. tants it is also the most heavily populated
Outer Worlds may or may not be mem- world in the Confederation. Every race in
bers of the Confederation. Newer Outer the universe is represented on Arras
Worlds tend to be resource colonies, such Charka, and for the most part they live in
as mining operations. They are sparsely very diverse and desegregated communi-
populated, and may even have no perma-
20•20
Gazet#r• G A Z E T E E R
Charkani.
21•2 1
G A Z E T E E R • Gazet#r
22•22
Gazet#r• G A Z E T E E R
is home to a crowded underground col- four small moons in very irregular orbits.
ony. (Urban) (Research)
Chalendar VII (Tahn): Brilliant green gas Danet III: Small, ice-bound planet. Signifi-
giant with an icy ring. A number of re- cant cloud cover reflects most of the
source stations collect rare crystals from heat from the sun. Several domed re-
the ring. It has four moons, and four search colonies exist on the surface, and
moonlets. The outermost moon is rela- the planet is thought to be suitable for
tively large, with active volcanoes and a terraforming. No moons. (Research)
thin atmosphere. (Resource) Danet IV: Heavily settled terrestrial world
Danet with extensive organic farming opera-
(ConFed) tions. Several permanent stations in
orbit, and a number of dedicated re-
While Danet was one of the last of the
search communities on the surface. Two
Core world systems to be settled, it quickly
small moons, (Urban, Rural, Space Sta-
became one of the most important and
tion, Research)
dynamic. Danet has a single inhabited world
Danet V: Freezing gas giant in distant orbit,
(Danet IV), three smaller planets, and gas
covered in gleaming white clouds. A
giant in far orbit.
small communications and emergency
Danet IV was settled almost entirely by
station is in orbit. No significant moons,
mice, and mice are still the largest single
though Danet V has attracted several
group on the planet. They have a number of
hundred tiny asteroids to its orbit. (Space
very large cities, which are home to educa-
station)
tional institutions that are renowned
throughout the known universe. Of particu-
larly note are the schools specializing in
obscure academic specialties, such as the
Athelind College of Xenology. The inhabi-
tants (known as Danetti) are notoriously
easy-going and hedonistic, and polyamour-
ous relationships are the norm. The rights of
the individual are extremely important in
Danetti society, sometimes more so than
the good of society as a whole. The Danet
system is quite peaceful, and there are
rarely scandals or incidents of civil unrest.
There is a small separatist movement that
wishes to see the planet stand as an inde-
pendent body, but they believe in achieving
this goal peacefully. The greatest criticism
leveled against the average Danetti is that
he is apolitical, and not interested in the Dornthant
larger affairs of the universe.
(ConFed)
Danet System The Dornthant system was selected as a
Danet I: Relatively large and rocky world suitable candidate for colonization very
with near-molten surface. A thin atmos- early in the first wave of exploration, as it
phere is constantly torn away by solar boasts two terrestrial worlds, and a selection
wind. No inhabitants or moons. of resource rich planets. Dornthant II
Danet II: Rocky planet with thick, reflective (known as Annah) and III (known as Doynah)
atmosphere containing a high level of are both well-populated, with cats of
carbon dioxide. Pressure at the surface is various species making up a large percent-
very high, though one heavily shielded age of the overall population. Annah is more
research colony is in place. Danet II has heavily populated with an impressive
manufacturing base, while Doynah is home
23•2 3
G A Z E T E E R • Gazet#r
to extensive farming operations that feed Dornthant V: Tiny, rocky world in distant
several worlds. orbit, thought to be a captured asteroid.
The inhabitants of the two populated A communications station trails its orbit.
worlds in this system refer to themselves (Space station)
collectively as Dornthantii. They are very
cosmopolitan and socially liberated, but also Inner Worlds
have a very strong sense of civic responsibil-
ity and respect for elected authority. They Ahan-Tako
have a reputation for being dull, stuffed (ConFed)
shirts, particularly among inhabitants of A large and well-populated system, with
more hedonistic systems, such as Danet. six planets and two extensive asteroid belts.
Annah is home to a large EDF training
Though it is well-settled and developed,
academy, and large communities of EDF
Ahan-Tako has something of the quality of
officers and personnel exist. The EDF is
a frontier system. It has been plagued with
considered the service of choice among
unrest in recent years. Pirates and raiders
young Dornthantii who wish to pursue a
haunt the asteroid belt, and the terrestrial
military career, and the Homeguard is
planets Ahan-Tako IV (Ish-Tako) and Ahan-
regarded with slight distaste as a result.
Tako V (Zan-Cha) are both home to revolu-
Two disturbing social trends exist in tionary separatist movements, which are
Dornthant currently. The first is the rising large enough to realistically describe
incidence of random, motiveless shootings themselves as armies. Consequently, local
undertaken by deranged citizens. Second is Homeguards are well-equipped and very
the rise of a new order of ambitious young experienced, and the EDF maintains a strong
EDF officers, who hold personal privilege presence here. The government is a capital-
and power as more important than the ist democracy, though elections have been
rights of ConFed citizens. This group is temporarily suspended in the face of
gaining a significant degree of influence in internal unrest. Ish-Tako is home to a
the EDF, and many older officers have underground revolutionary army that hopes
retired in disgust – or been forced to resign. to overthrow the planetary government, cut
ties with the Confederation, and establish a
Dornthant System new system of government based on
Dornthant I: An unusual gas giant, super- xenophobic and communist principles. The
heated to near plasma. It constantly largest settlement in the system is Tadak
loses mass to the sun. No inhabitants or City on Ish-Tako, and the city is a regular
moons. target of revolutionary attacks.
Dornthant II (Annah): Heavily populated,
warm terrestrial world. Small jungles
Ahan-Tako System
Ahan-Tako I (Zion): A sun-charred rocky
exist on most continents. One small
planet with an extremely rapid rotation.
rocky moon and several space stations in
No settlements. Two rocky moons.
orbit. (Urban, Space Station)
Ahan-Tako II (Ktan-Tako): A large, hot,
Dornthant III (Doynah): Cool terrestrial
airless ball of rock. It was extensively
world with extensive settlements, and
strip-mined in the first decades of colo-
large plains. Open farming takes up
nization. A few unofficial communities of
much of the land. There are three per-
squatters still exist in the shade of a
manent space stations in orbit, and one
south polar mountain range. They trade
large rocky moon with a thin atmos-
salvaged mining equipment for supplies.
phere, which is home to mining
Two moons – one planet sized, and one
operations. (Urban, Rural, Space Station,
less than 600 km in diameter. (Settle-
Resource)
ments count as Rural)
Dornthant IV: Frigid world with thick, acidic
Ahan-Tako III (Ish-Tako): Well-settled
atmosphere/oceans. Subject of periodic
terrestrial world with several space sta-
scientific expeditions, but has no settle-
tions in orbit. Two moons, both airless
ments. Three rocky, airless moons.
and rocky. One moon is quite large, and
24•24
Gazet#r• G A Z E T E E R
a gas giant that orbits the star at a great elements in upper atmosphere. One pri-
distance. The system is significant in that it vately owned resource colony, and two
25•2 5
G A Z E T E E R • Gazet#r
ships, none of which are equipped for nications and transfer station is in orbit.
interstellar assaults. Trade between Denotah (Space Station)
and the rest of the universe is infrequent,
but there are no restrictions on travel.
However, few outsiders wish to visit, and
few citizens of Denotah can afford to leave.
Corruption and poverty are widespread.
Unsavory corporations lure unsuspecting
young people to distant work sites, with
promises of high pay. Once there, they find
themselves dependent on company stores
that charge outrageously high prices which
drain most of the employee’s salary. Charges Derzon
for room and board eat up the rest, mean- (ConFed)
ing it takes years to save up enough to Separated from the Core Worlds by the
return to the main settlements. This practice full expanse of ILR space, this lightly settled
not technically legal, but companies pay ConFed system serves a major trade route
sizable bribes to the government in Batu between the Republic and the Outer Worlds.
City to turn a blind eye to the practice. As The EDF maintains a barracks and communi-
the government is largely in the pocket of cations center here, on Derzon II, but has
corporate interests, Denotah IV is consid- very little in the way of military hardware.
ered a corporate world for the purpose of The local Homeguard is little more than a
character generation. police force.
Denotah System The capital city is Andis. The inhabitants,
Denotah I: Rocky, airless world with a great for the most part, are strong ConFed
deal of volcanic activity caused by the supporters, but they are inherently paci-
tidal interaction of the sun, and the fistic. In the year 195, Derzon II was briefly
planet’s relatively sizable moon. No in- overrun by ILR forces working without the
habitants. official support of their government. The ILR
Denotah II: Small, rocky planet with a thin troops entrenched themselves in the civilian
atmosphere. Denotah Space Command population, so the subsequent EDF liberation
has interdicted this world, and it is resulted in extensive loss of life and damage
thought that there is a domed penal col- to civil infrastructure. From that point on,
ony somewhere on the surface. It has the inhabitants of Derzon regarded the EDF
three small moons. and ConFed with great suspicion. The event
Denotah III: Arid, airless world with no serves as a rallying point for separatist
significant resources. Sometimes used as groups throughout known space.
a missile testing ground by Denotah ves- Derzon System
sels. Derzon I: Geologically active world with
Denotah IV: Wet, terrestrial world with constantly changing, molten rock sur-
large oceans and many islands. Well- face. No settlements or moons.
settled, with a population in the billions. Derzon II: Cool, terrestrial world. Sparsely
There are two residential space stations populated, and geologically young with
in orbit, and some research colonies on many mountains. One large, airless
the single, rocky moon. (Corporate, Re- moon, with resource colonies on the
source, Research, Space Station) surface. (Urban, Rural, Resource)
Denotah V: Sub-Jovian gas giant with Derzon III: Very large gas giant, thought to
brilliant rings and small collection of have swallowed several outer planets in
moons. No settlements. Four moons, all the distant past, and trapped others in
rocky, irregular bodies. its 14 moon system. All moons are rela-
Denotah VI: Frozen ball of ice orbiting tively large, and 3 have measurable
Denotah at a great distance. A commu- atmospheres. No settlements.
26•26
Gazet#r• G A Z E T E E R
27•2 7
G A Z E T E E R • Gazet#r
light industry, but maintain many of their in this force resent the outside influence of
old traditions and attitudes. For example, EDF, and bristle at suggestions that the
they still eat a limited amount of local Homeguard is merely an arm of the larger
fauna, though the bulk of it becomes bio- force. The (mostly canine) inhabitants are
mass for processed food. They revere all life fiercely independent and even libertarian.
and pay special attention to "who" they eat, There is a strong separatist movement, to
even when it is just tissue culture. the degree that the presence of a single EDF
The Echaki sided with the ConFed during advisor to Homeguard operations once
the first ILR war, but avoided becoming full caused the outbreak of civil unrest.
members. They are an independent democ- Ekosiak has a strong capitalist economy,
racy, with a fairly thriving socialist and corporations wield an undue amount of
economy. An elected council meets annually power over the democratically elected
to pass legislation. The government main- governor. Some corporate leaders hope to
tains a small and highly skilled army, and a subvert the civil authority entirely, and turn
fairly substantial interplanetary space force. Ekosiak into a corporate world, along the
As part of their mutual defense agreement lines of Enchawah. Thus far, they have been
with the ConFed, they contribute some of unsuccessful, though at least one corporate
their best officers and pilots to the EDF. magnate has had great success encouraging
riots against status quo.
Echak System
Echak I – Small, airless, rocky planet. No Ekosiak System
settlements or moons. Ekosiak I – Warm terrestrial world. Lightly
Echak II – Rocky, airless planet. No settle- settled, with most of the population cen-
ments or moons. tered in a dozen cities. Two permanent
Echak III – Relatively arid terrestrial world, stations in orbit., and five tiny moons.
with most water tied up in lowland (Urban, Rural)
marshes. Modesty large population in Ekosiak II – Massive gas giant in extremely
the tens of millions. One permanent distant orbit. A powerful electromagnetic
space station, and a single large moon. radiation field discourages exploration or
(Rural, Space Station) settlement in its system of ten moons.
Echak IV – A large, irregular planetoid in
Kawateena
the otherwise sparse asteroid belt. Small
population of miners live in a resource
(Independent, unaligned)
The Kawateena system is unique in
colony on the planetoid. (Resource)
known space, in that it is a ruled by heredi-
Ekosiak tary nobility. The system itself encompasses
(ConFed) six planets, two of which are settled. Ka-
The Ekosiak system lies near the edge of wateena was settled about 90 years ago, but
ConFed space, and is separated from the their noble classes predate the colonization.
Core Worlds by the expanse of ILR space. The colonists were members of an enclave
Trade and travel between the two takes of feline clans on Arras Charka that were
several months. The only inhabited world is only nominally loyal to the socialist gov-
Ekosiak I, a relatively young colony with ernment. They managed to get approval for
about 50 million inhabitants. The only other the foundation of a new colony, and were
planet-sized body in the system is a massive free to indulge their monarchist experiment
gas giant that orbits the sun at a great on a system-wide level. The current ruling
distance. family is the House Ardehad, though their
Ekosiak I is nominally a ConFed member, claim may soon be challenged if the Lady of
but the local government pays little more the clan proves unable to produce or name
than lip service to their membership obliga- an heir. The family is considering cloning as
tions. There is a Confederate government a possible solution to this problem.
house, but the office only has four staff. The The ruling classes are not idle rich, and
planet does maintain a large and well- they are not above the law. They are trained
equipped Homeguard. Many of the officers from birth to work towards the service of
28•28
Gazet#r• G A Z E T E E R
the state, and are considered by some to be Asteroid Belt: The Kawateeni asteroid belt
little more than elevated civil servants. The is thought to be remnants of an icy
family of the monarch in particular is world. Very few resources are found
expected to maintain a full schedule of here.
public appearances and dull legislative Kawateena V: Relatively small gas planet
duties. The common people are generally with extensive ring system collected
well-cared for, and well-funded social from asteroid belt. No significant moons,
assistance programs are in place for those and no settlements.
willing to work. Kawateena is friendly Kawateena VI: Large, Ice-covered rocky
towards the Confederation, but does not world with a large, distant moon. A com-
have any specific alliance in place. The munications station is in orbit. (Space
Confederation regards the government Station)
rather coolly, believing that monarchies are
Tun Och Enchek
prone to abuse of power.
ConFed fears are somewhat justified –
(ConFed)
Tun Och Enchek (or simply “Enchek”) has
Kawateena is far from a perfect state. The
never recovered from the first ILR war. Once
monarchs have a considerable degree of
home to extensive specialty farming opera-
direct control over the economy and
tions, the system now generates only
legislative process, and past rulers have
enough food for local use. The system’s
been known to side-step the judicial process
infrastructure and manufacturing base was
to protect a family member or pursue a
badly ravaged during the ILR retreat, and
personal goal. In addition, the ruling clans
the locals welcome any EDF presence in the
have used violence and assassination in the
system.
past in order to achieve the throne.
The only terrestrial planet in the system,
The monarch of Kawateena may be male
Enchek III, is a pleasant, geologically stable
or female, and is referred to as the Lord or
world of extensive plains and rolling hills. It
Lady. The royal palace – an elaborate
was settled by community of ungulates who
structure that combines mansion home and
wished to establish a planet-wide confed-
government offices – is located in the
eration of loosely allied towns. The early
capital city of Tehnka on Kawateena III.
settlers were able to genetically engineer
Kawateena System alien grain crops, and cross them with ones
Kawateena I: A tidally locked, large and from Arras Charka, to produce exceptionally
rocky planet. A small research colony high-yield crops.
exists on the border of the dark and light Currently, very few farming operations
sides of the planet. It has one small are still running. Many of the towns have
moon, with a highly eccentric orbit. (Re- been abandoned, and the settlers have
search) moved to the Core Worlds. What is left has
Kawateena II: Small and dense planet, with been rebuilt by the ConFed, but the popula-
a thick, poisonous atmosphere, subject to tion of the system is slowly decreasing. The
violent storms. No settlements or moons. ConFed has plans to use Enchek III as a
Kawateena III: Warm terrestrial world. Well refugee resettlement world in the event of a
settled, with strong manufacturing base, new war, or major disaster in another
and several permanent stations in orbit. system. The inhabitants have a representa-
Two small moons. (Urban, Rural, Space tive democracy, but it is limited to the
Station) municipal level.
Kawateena IV: Cool terrestrial world, with
Tun Och Enchek System
low gravity. Small avian population col-
Tun Och Enchek I: Spinning ball of plasma,
lected in towns, and a few resource
very close to sun. Stellar gravity is gradu-
colonies on remote continents. Ruled by
ally pulling this world into pieces. No
feline nobility on third planet. No moons.
settlements.
(Urban, Resource)
Tun Och Enchek II: Small, fiery ball of rock.
No settlements or moons.
29•2 9
G A Z E T E E R • Gazet#r
30•30
Gazet#r• G A Z E T E E R
31•3 1
G A Z E T E E R • Gazet#r
Hiahhohch System being more interested with stripping
Hiahhohch I: Large world with oceans of resources from the planet. There is an active
molten rock. No significant atmosphere. resistance movement on the planet, which
One captured asteroid in orbit. No set- periodically makes impressive attacks
tlements. against Republican targets.
Hiahhohch II: Very warm terrestrial world
Konattahtzah System
with extensive deserts and small oceans.
Konattahtzah I: Small, rocky, airless world
Well settled along bodies of water. Some
in eccentric orbit around sun. No settle-
permanent stations in orbit, and resource
ments or moons.
colonies in remote areas. Small settle-
Konattahtzah II: Small, rocky world with
ments exist in the deserts. No moons.
extremely thin atmosphere. Currently
(Urban, Resource, Rural, Space Station)
being strip mined by Republic, using
Hiahhohch III: Terrestrial world with
slave labor. No moons. (Resource)
extensive mountain ranges and highland
Konattahtzah III: Large, rocky world with
plateaus. Well settled on plains. Two
volcanic surface and thick, violent at-
moons – one large, one small, both air-
mosphere. One rocky moon with the
less. (Urban, Space Station)
remains of a research colony, now aban-
Hiahhohch IV: Tiny, irregular rocky planet.
doned.
A communications station follows in a
Konattahtzah IV: Warm terrestrial world
trailing orbit. (Space Station)
with expansive oceans and verdant local
Konattahtzah fauna. Several abandoned/blasted cities.
(ILR) Periodically used by ILR as an urban war-
Konattahtzah is a formerly independent fare training ground. Some refugees live
system, annexed by the ILR during the first in remote areas. No moons. (Rural)
conflict. There were once two inhabited Konattahtzah V: Cool terrestrial world, well
planets, but a failed liberation attempt near settled, with permanent space stations in
the end of the war razed all large cities on orbit. No moons. (Urban, Resource, Rural)
Konattahtzah IV. The surviving inhabitants
were relocated to Konattahtzah V – in many
cases forcibly.
Konattahtzah was settled by kangaroos
and a variety of small mammals. It was
originally a socialist democracy, and de-
clared allegiance to the ConFed early in the
first ILR war. It was swiftly conquered, and
ceded to the Republic in the terms of the
treaty that ended the war. Several hundred
thousand rabbits moved to the system after
the war. Most are employed in garrisoning
and administering the planet. The govern-
ment is officially a democracy with two Biology
levels of legislature. Unfortunately, the The universe of Albedo is home to bil-
upper house is a council of rabbits ap- lions of different creatures from more than
pointed by the Republic – it has the power one hundred different species. Most of
to overturn or change any laws passed the these are furry mammals, but there is also a
lower house, call new elections, or suspend significant population of birds and marsupi-
the lower house entirely. As such, the native als. On the Core Worlds, these species live in
population has no voice. Konattahtzah V is racially diverse communities. Representa-
home to a number of crumbling, once proud tives of a dozen different species may
cities, and occasional walled rabbit commu- occupy a single floor of an apartment block.
nities in much better repair. The ILR has not This situation is rather different in the Outer
committed funds to repair war damage, Worlds, which tend to be dominated by the
32•32
Gazet#r• G A Z E T E E R
species which founded the colony. However, doctrine of racial superiority has allowed
most of them still boast fairly cosmopolitan their leaders to guide the ILR into more
and tolerant societies. In many cases, than one expansionist conflict with the
members of a minority race will live in a Confederation. Indeed, the first such
close-knit community, but this is a matter confrontation led directly to the foundation
of choice. of the Extraplanetary Defense Force (EDF).
This variation in species has caused a
The Species of Arras
33•3 3
G A Z E T E E R • Gazet#r
personal computers, and airplanes all exist zens of the Albedo universe choose to live
in a recognizable form, albeit more ad- with every technological convenience that is
vanced. Extremely clean and efficient available. Even the humblest apartment will
hydrogen cells are used to fuel vehicles of feature several computer terminals.
all kinds, from personal cars to airplanes to
submarines, and fusion plants generate Astronomy and
electricity for cities and larger vehicles such
as cargo ships. The principles behind jump
Astronautics
Space travel, even travel between stars, is
drive are perhaps the only “science fiction”
an everyday occurrence in the Albedo
element in the world of Albedo. Other
universe. Cargo ships carry manufactured
commonly seen science-fiction technologies
products from the Core Worlds to the Rim,
such as artificial gravity, teleporters, hand-
and raw materials back again. New coloni-
held ray guns, and force shields do not exist,
zation efforts and exploration surveys are
and are not likely to be developed anytime
put together every year. ConFed couriers
soon.
and EDF troop ships travel from one end of
Computers are ubiquitous, and almost all
known space to the other on official busi-
have some level of artificial intelligence
ness. A growing number of private travelers
thanks to their connection with the Net.
and tourists are appearing on the space
Even the most basic models of vehicle are
lanes, and dedicated passenger liners
connected to the Net, which provides the
connect all major worlds.
driver with constantly updated traffic
However, interstellar travel should not be
information, and may even take control of
thought of as equivalent to air travel in the
the vehicle if the driver is incapacitated.
real world. A visit even to the closest star
While some planets are home to colo-
system involves weeks spent aboard a
nists who consciously choose to eschew all
cramped starship, and long periods of
but the most basic technology, most deni-
34•34
Gazet#r• G A Z E T E E R
35•3 5
G A Z E T E E R • Gazet#r
36•36
Gazet#r• G A Z E T E E R
37•3 7
G A Z E T E E R • Gazet#r
Worlds (or Arras Charka, at the very least) in aerodynamically designed hull that provides
order to soak up some culture before lift. Aerodynes use fusion powered jets while
embarking on a career. in the atmosphere, and fusion thrusters when
the leave the atmosphere. They range in size
Misjumps
from single-person, 1-ton gunships to 5,000-
Misjumps are possible. Jumps occur
ton cargo ships. Above 8000 tons, aerodynes
through the agency of energy fields that
become impractical for atmospheric flight.
alter the relationship between the ship and
Smaller aerodynes are used to travel
the rest of the universe. Errors in the
from the surface into orbit or to nearby
alignment of these fields can cause serious
space stations, though any aerodyne with
problems for the ship and crew.
sufficient fuel may be used for travel within
They expose the crew to strange radia-
a solar system. In some systems aerodynes
tions, and “tug” at their atoms. This can
are extensively used as interplanetary
cause serious neurological damage, ranging
shuttles, but they are more commonly used
from short term illness to immediately fatal
to shuttle passengers and cargo to waiting
injuries. In very serious cases, the structure
starships in orbit.
of the ship can be compromised.
A number of shipping companies have
Short-term effects are known as “jump
outfitted aerodynes with jump drives to save
sickness.” The victim can be incapacitated
on the cost of transferring goods from
for several weeks. Drugs exist to repair the
starship to surface in separate landing craft.
neuro-physical damage, and patient must
Jump capable aerodynes generally displace
avoid making any jumps for some time. This
under 1000 tons, and are used for hauling
can pose a serious difficulty during combat
medium sized cargos. They are perhaps the
maneuvers.
slowest method of interstellar transport. Their
Latent psychic abilities may make a
relatively small size and need for free cargo
spacer more susceptible to the effects of
space means that they carry as little fuel as
jump sickness. There is no known reason for
possible. As such, they are not able to con-
this.
stantly accelerate as they travel out of the
Vehicles system. The crew spends a great deal of time
The futuristic world of Albedo is home to in zero-gravity conditions as the ship coasts
many vehicles. The Extraplanetary Defense to a jump safe distance.
Force is mostly concerned with space-
worthy ones.
Aerodynes
Aerodynes are the most common and
familiar form of spacecraft, as they
are specifically designed for use
in the atmosphere. An
aerodyne is a wingless
aircraft with an
38•38
Gazet#r• G A Z E T E E R
Jump-capable aerodynes are most often adapted to carry small (and very durable)
operated by small shipping firms, though cargos. Some are modified to include point-
some are in the possession of independent defense systems such as lasers, mass-
captains. Aside from personal yachts sold to drivers, and missiles.
the extremely wealthy, these tramp freight- When entering a hostile system, a capital
ers are the only interstellar ship an ship launches a number of ACVs. In a typical
individual has any chance of acquiring. deployment, some of these ACVs will speed
Smaller vessels are impractical for interstel- ahead to a target planet or facility and
lar travel, and true starships are so conduct high-speed scouting passes, while
expensive as to be the sole province of large the remainder forms a defensive screen
corporations or planetary governments. several thousand kilometers in front of the
vessel. They make sensor sweeps of the
True Starships
space in front of them, and pass the data
Starships are large cylindrical vessels,
back to the home ship.
rarely displacing less than 8000 tons,
ACVs on planetary scouting runs will
equipped with powerful fusion thrusters.
rocket past at maximum speed, identifying
Most are jump capable. They may not enter
potential targets and defense structures,
an atmosphere under any circumstance, and
and transmit this data back. They may then
usually carry a number of aerodynes in an
either impact those targets themselves,
internal hangar for use as landing craft.
circle back to join the defensive screen, or
Starships are specifically designed for
attempt to impact with enemy vessels.
very long periods of space travel, and more
ACVs defend their home ship by simply
than half the mass of the ship is typically
impacting with incoming missiles and ships.
taken up by hydrogen fuel tanks and fusion
They are capable of tremendous speeds, and
engines, allowing them to accelerate for
not even mono-molecular ship hulls can
long periods as they make their way out of a
withstand the transfer of sheer kinetic
solar gravity well. There is no limit to the
energy. All but the largest ships will be
upper size of starships – the EDF has a
destroyed by a direct hit, and even capital
number of Very Large Command Carriers
ships can be severely crippled if they impact
(VLCCs) that top 5000 meters in length. (See
with tiny pieces of shrapnel from a de-
below) A ship this size has a crew number-
stroyed ACV.
ing in the tens of thousands, and has
literally dozens of landing craft, aerodyne Very Large Command Carriers
scouts, fighter craft, and even smaller (VLCC)
starships stored in internal hangers. Some Very Large Command Carriers (VLCCs)
colony ships may exceed this size, as may are the undisputed masters of space. They
space-going shipyards. are the largest ships ever built – some more
There are exceptions to these generaliza- than 5000 meters long, carrying tens of
tions. Interplanetary craft that are not thousands of passengers. Only the EDF and
required to land are often built along the ILR currently field VLCCs, though the
same designs as true starships. Enchawah Group has a few floating facto-
ries of similar scale.
Autonomous Combat Vehicles
VLCCs typically form the foundation of
(ACV)
large aerospace forces, as well as ground
Autonomous Combat Vehicles (ACVs) are
assaults. They carry troops into battle, and
self-directed, multipurpose drones carried
provide them with all the equipment and
by nearly any military vessel larger than an
supplies they require. They carry complete
aerodyne. They are also a standard defensive
robotic factories within themselves, churn-
weapon used in planet-side installations.
ing out ammunition and replacements for
They contain an AI computer in an armored
damaged or destroyed equipment. These
core, powerful sensors, a reactor drive, and
factories are highly customizable, and can
sufficient fuel to allow bursts of accelera-
produce nearly any good. In fact, the EDF
tion up to 50g’s. They have no provisions for
crew or jump drive, though they may be
39•3 9
G A Z E T E E R • Gazet#r
40•40
Gazet#r• G A Z E T E E R
free to citizens in socialist systems, and for tional food on the open market, and obesity
an extremely low cost to others. At the basic has become a problem in some areas.
level, this usually consists of raw organic Carnivorous species are able to live on
material, shaped into bars, balls, or served as herbivorous diets for prolonged periods
a semi-solid paste. Food of this kind is without any serious problems. In fact,
nourishing, although not very tasty. Texture certain societies have come to require
is counted as more important than flavor, at vegetarian diets of their members. However,
least when it comes to staple foods. Particu- a carnivore used to a heavy protein diet will
larly elaborate or flavorful dishes are still have strong cravings for protein for
available for a price, either sold pre- many months. These urges can be controlled
packaged in stores, or prepared to order in with effort, and can be eliminated by adding
restaurants and diners. high-protein items to the diet. Herbivores
Basic foods are grown in enormous are not similarly comfortable with a car-
quantities in food production factories. nivorous diet, and may suffer serious health
Organic material is raised in vats, simple problems if they do not take artificial diet
edible lumps of proteins and amino acids. supplements.
Chemical additives bring flavor and addi- Cases of cannibalism (defined as the
tional nutrients. Citizens in the middle class consumption of one sentient by another)
and higher often prefer not to make food of took place during the war, in areas where
this kind the staple of their diet, and some the structure of society had entirely col-
claim they can still taste the “taint of lapsed. Most cases involved predator species
metal.” Military personnel on long-term hunting and consuming herbivores. These
operations aboard a ship rely on vat-grown cases are regarded with universal horror.
organic proteins, and larger vessels have
Communications and
their own food vats.
Traditional farms exist, where vast fields
the Net
Every citizen who chooses to do so can
of grains and leafy plants are tended to by
be immediately connected to almost any
robot crews. These plants are either sold as
person on the same planet. Unfortunately,
is in fresh markets, or processed into final
science has yet to develop a means of
food products. Some worlds also harvest sea
directly broadcasting information at faster-
life and surface arthropods, which may be
than-light speeds, meaning messages must
likewise sold as is, or processed. Specialty
be carried step by step, from system to
restaurants serving fresh fish, clam-cakes,
system by unmanned message torpedoes.
roasted spiders, and green salads have
Thus, it can take months for news to reach
become quite popular on many worlds.
the Core Worlds from an Outer Colony.
Artificial meat is also produced. This
To send a message to another system, it
process consists of growing sheets of
must be broadcast to an orbital communi-
muscle tissue engineered from raw genetic
cations platform. There, the message is
material taken from animal food sources.
stored electronically on an interstellar
Artificially grown meat actually requires
message torpedo. These torpedoes can store
more food energy to grow than can be
numerous terabytes of information, enough
gained from eating it, making it rather
to accommodate every piece of information
expensive. Artificial meat dishes are becom-
generated by several hundred-thousand
ing very popular as predator populations
people over the course of several days. A
outstrip the capacity of farmers to produce
good portion of this information consists of
food animals naturally.
dry statistics, government reports, and stock
The Medical Net passively monitors con-
market results, bound for the databanks of
sumption, and citizens who rely on the
the Net. Private messages between citizens
government for their food ration (and this
comprise much of the remainder. The Net
includes soldiers) may find their diet altered
itself is intelligent enough to identify
involuntarily if they are overeating, or
information that it feels should be available
seriously neglecting certain nutrients. Of
course, it is always possible to buy addi-
41•4 1
G A Z E T E E R • Gazet#r
to users in other systems, and automatically was weeks before the Core Worlds became
saves something to every torpedo. aware of the first attacks, and even more
These torpedoes are launched according time was required to dispatch a response
to a regular schedule, or when they ap- force.
proach their capacity. The torpedo Note also that the information placed in
accelerates to the edge of the system. Since the torpedoes may be controlled and limited
the torpedoes have no crew, they can by the local government, or even by private
accelerate much faster than manned corporations. For example, the government
vessels, and can leave the system in as little of Denotah is very close-mouthed about
as four or five days. Once it is clear, it jumps revolutionary activity on their world, and
to the next system. In some of the core takes care to review and edit any informa-
systems, a constant stream of message tion contained in media reports before they
torpedoes enters and leaves the system on are uploaded to the message torpedoes. So,
an hourly basis. while residents of Denotah may access full
As soon as the message torpedo arrives, media accounts through their local Net,
it broadcasts its contents to the local users on Dornthant will have access only to
communications center. It then decelerates edited information. The Net on Dornthant
and docks with the orbital platform for may or may not be aware of changes made
refueling. As it approaches the platform, it to the information. Corporate interests may
may already start accepting new data for also limit the information which goes to the
transport back to its home system. Mes- Net in other systems, for reasons of finan-
sages intended for local recipients are cial gain.
immediately uploaded to the local net. This government censorship may become
Others are saved to the next outbound quite extreme in times of war or unrest,
torpedo. Certain information, like news and when all independent media outlets and
government information, is automatically even personal correspondence may be
transferred to every outgoing torpedo. In barred from transfer to the message torpe-
this way, news and information filters its does. Some Unaligned Systems have chosen
way through known space over the course not to accept or send message torpedoes
of several months. except under certain circumstances.
This time delay has a serious impact on Information stored on message torpe-
everything from military planning and does is usually encrypted to guard against
disaster relief to interstellar trade and theft. The most important safeguard,
politics. During the first ConFed/ILR war, it however, is the extreme acceleration the
42•42
Gazet#r• G A Z E T E E R
torpedo is capable of. They simply move too While the Net is present on most worlds,
fast to be intercepted - though they may it is far from omniscient. It is limited to
well be destroyed by beam weapons or swift information that is present in the com-
interceptor missiles. puters it is connected to at any given
moment. On a Core World, this represents a
The Net
great store of data, far greater than any
The Net is an enigma, one that surrounds
library in the real world. A user on Dorn-
and supports almost every single citizen in
thant can access everything from the
the Confederation and Outer Worlds. It is
writings of a great poet, to an old civil
the voice and personality of a vast commu-
report on ground traffic patterns in Batu
nications and information network that
City on Denotah.
connects almost every single computer in
However, a user on a mining post that
the known universe – whether that com-
does not have regular communications with
puter is a university mainframe, robot CPU,
the universe at large would have access only
or handheld computer.
to data stored on local computers – likely
The Net serves as a nurse, psychiatric
rather dull, practical information about
counselor, private banker, reference library,
mining techniques, union regulations, and
confidante, and protector. For many, the
first aid. The personality of the Net may be
Net is a discrete friend and well-informed
the same, but it will have far fewer refer-
servant who is constantly available to
ence tools to work with. Ships in interstellar
proffer practical advice. The personality it
space do not have access to the larger Net,
presents is different for every person who
though the experience of seeking locally
accesses it, geared to their personal prefer-
stored information from the computer
ences.
would be indistinguishable.
The Net has existed since the first day of
While the Net is spread through most of
history. Many believe it to have been put in
known space, and information is shared
place by the Creators to assist in the devel-
between solar systems, access to off-world
opment of the sentient races. Most people
information is limited by the speed at which
believe it to simply be a benign tool that
data drones may be transferred from system
assists the sharing of information, no
to system. It is impossible, for example, for
different from the roads or factories left
someone on Dornthant to find out what the
behind by the Creators. Some, more con-
current weather conditions on Derzon are.
spiracy minded, believe the Net to be
At best, one can access the most recent
something very different – a relic left
weather records uploaded to the regular
behind to monitor (and possibly control)
data drones. This information will be several
social and technical development. Some
weeks out of date. Of course, the Net will
believe the Net continues to report in some
happily provide an educated guess about
secret fashion to the Creators.
current conditions based on past weather
Limitations of the Net patterns and existing forecasts.
It is important to realize that the Net is Users of the Net are also limited as to
not a singular AI entity, like a robot or the information they may access locally. For
stand-alone computer. It is a method by the most part, these limitations are placed
which disparate information from literally on sensitive documents or personal records.
billions of sources may be accessed and An ordinary civilian is unable to review the
easily digested. The personality that the Net personal correspondence or banking infor-
presents is simply a handy interface to make mation of his neighbors, or view the defense
that access easier. It is not a “person,” not plans of the planetary Homeguard. A clever
even in the sense that an artificially intelli- programmer may be able to access re-
gent robot is, though it is programmed to stricted information, but the task is well
simulate a pleasant and helpful personality. beyond the capability of the average user.
This personality is different for everyone The Net does not see anything, unless it
who accesses the net, and is geared to their happens to have access to a computer with
specific psychology. a camera in a given area. Most Core World
43•4 3
G A Z E T E E R • Gazet#r
households do have cameras linked to their specialized robots. Indeed, in some facilities
computer terminals, and the Net uses these it is not uncommon for a patient to be
to personally greet the homeowners and admitted, treated, and released without ever
monitor their status. being examined by a flesh and blood doctor.
The Net is largely dependent on the in-
Social Net
formation that it is provided with. It rarely
The Social Net exists for one reason. It
verifies that information, though it is
links users to other users with similar
intelligent enough to identify clearly false or
interests and needs, through live video chats
forged records. It is possible to fool the Net.
conducted on hand computers, text mes-
While the Net is aware of the psycho-
sages boards, and by arranging for real life
logical needs of its users, it obviously does
meetings. Users can find fellow enthusiasts
not experience these emotional states, and
for every topic, ranging from informative
therefore it is not truly empathic. It will
groups that study the distinctive marine life
offer common-sense advice about things
of Denotah, to parent support groups, to
such as romance if asked, but this advice
friendship circles, or even sexual partners.
should be taken with a grain of salt.
Using the Net Covert Net
The Net is the only obvious tie between
Anyone can communicate with the Net
the current societies of the inhabited worlds
through a standard home computer or
and the Creators who placed them among
personal data pad, provided it has access to
the stars. Several programmers and engi-
the local communications network. The Net
neers have searched its records to find out
can communicate via text messages, or
more – some hidden message, perhaps, or a
through speech. Its default voice at public
set of instructions that will shed light on
terminals is androgynous and acentless, but
the purpose of the Creation. So far, all have
this may be altered to suit local speech
failed.
patterns or personal whims. A visitor from
The Net does, in fact, contain a secret
the Core Worlds should not be surprised to
artificial intelligence that monitors the
find the Net speaking in an unintelligible
development of society, watching develop-
drawl when he visits. The Net is intelligent
ments and predicting trends. This program,
enough to adjust its interface to suit the
known as the Covert Net, works towards an
speech patterns of an interlocutor, provided
eventual goal that not even it is conscious
it is aware of his or her preferences.
of. It rarely takes obvious action, or identi-
The Net on each world offers a number
fies itself. From time to time it will select
of specialized services, which are generally
certain extraordinary individuals and
thought of as “Nets within the Net.” While
encourage their careers, or hamper the
they are not technically separated from
movements of others. It may delay the
each other, and the Net at large, they
release of information, or ensure that a
operate discretely within the larger whole.
certain document happens to show up on
Medical Net the computer of someone who can act on it.
The Medical Net draws information from By and large, these actions have the result
doctor’s offices, research facilities, and the of obviously upholding the good of the
like. For most people, it acts as an at-home greatest number of people. An outside
consultant, providing advice as they admin- observer might credit these events to the
ister basic first aid or seek help with action of coincidence, but some have come
common ailments. It is not legally qualified to suspect the truth.
to offer specific diagnoses since it cannot The recent growing crisis has prompted
physically examine a patient most of the the Covert Net to take a direct hand from
time, but can make accurate guesses that time to time. When this takes place, it is
assist in treatment. always on an individual basis. An EDF officer
The Medical Net takes a more direct role on a lonely patrol might suddenly find his
in treatment at a hospital, where it may hand computer speaking personally to him,
interact with the physical world with telling him of a conspiracy among his
44•44
Gazet#r• G A Z E T E E R
superiors. A politician asleep in her private though models used for menial household
quarters might be awakened in the middle tasks such as cleaning are becoming more
of the night by her personal computer, common among the upper class.
which instructs her to flee the planet before All robots are linked to the Net, unless
a planned coup. specifically created without any kind of
Those that the Net elects to guide in this communications equipment. This means
way are known as the Net’s “Chosen.” They that speaking to a robot is indistinguishable
often find themselves thrust into the middle from speaking to the Net. However, robots
of extraordinary and world-shaking events, tend to have very specialized programming,
whether they wish to be or not. and simpler models (such as one dedicated
In recent months, a group of power- to building aerodynes) may not be able to
hungry EDF officers and ConFed officials offer all the functions of the Net.
have developed software tools that are Most robots are quite limited in function
capable of erasing records from the Net. and mobility. They have one or two arms,
While using this tool to change public and are locked onto a track on a factory
record, they found that certain files were floor. They can do one or two tasks quite
being removed, as if by magic, and moved well, but are totally incompetent when it
elsewhere as if to protect their contents. comes to anything outside their narrow
The cabal has come to suspect the existence programming. Other robots – like the
of the Covert Net, and regard it as an electronic surgeons at central hospitals –
enemy. are extremely advanced with flexible
Robots intelligence, but far too delicate to leave the
facilities they operate in.
Robots are a fact of life on most well-
A robot capable of independent move-
developed worlds, but rarely seen or no-
ment outdoors is usually quadrupedal, with
ticed. They work behind the scenes to
two primary manipulator arms at the front
support industry and infrastructure, and are
and additional, smaller arms along the
seldom seen operating independently in
length. They walk fairly low to the ground,
public. They are most often found in gov-
and are capable of sprinting indefinitely at
ernment facilities and corporate factories,
45•4 5
G A Z E T E E R • Gazet#r
speeds of about 30 KPH. Any of the limbs field experiments have proven that robots
can be folded compactly against the body of are not practical as a replacement for
the robot. Wheeled versions also exist, as do infantrymen in direct combat roles. They are
ones fitted with thrusters for work in space. too expensive, subject to costly breakdowns,
A flexible and extendable neck carries a and incapable of the same role flexibility as
camera and senor suite in the “head.” The a flesh and blood soldier. Combat robots are
head does not contain the central processor used for extremely dangerous scouting
or Net link, but destroying it would still missions, or tasks such as disarming ordi-
render the robot effectively blind. Robots of nance. They are placed under the direction
this kind are used for a multitude of roles, of Command and Control officers at the
and can be found in mining camps, military local HQ. They are distributed to squads on
bases, or anywhere else there are difficult or the basis of need, and usually require
dangerous tasks that need to be completed. brigade-level authorization.
Independent robots have an excellent It is thought that both the EDF and ILR
level of general knowledge, and will actively have secretly developed independent “sniper
seek information from the Net when bots,” relatively small robots that cram
confronted with a new situation. For themselves into hidden nooks on the
example, a terrorist plants a bomb in a battlefield, and await the passage of ene-
corporate office. The cleaning robots mies. These units are little more than
encounter the bomb in a remote hallway, walking guns, with just enough intelligence
but ignore it. Even though they have a Net to identify uniforms and targets. ILR models
connection, they are not programmed to may be rigged to explode if disturbed.
enquire about new items they encounter, so Similar, even smaller, robots have been
they pass on by. Hours later, a general duty reported by police forces. They are essen-
robot en route to the factory floor spots the tially pistols with legs, programmed to kill a
bomb, and finds no match for the device in specific person.
its internal memory.
The robot uplinks to the Net, and discov- Society and Social
ers the device is a bomb. It immediately
contacts building security and issues an
Institutions
alert to the police. Further examination Castes and Classes
reveals that the bomb will explode before Social class plays a significant role in the
security teams can possibly arrive. Linking to lives of citizens on many worlds. It deter-
the Net once more, the robot accesses bomb mines the company one keeps, opens (or
disposal information. It is able to defuse the closes) doors to advancement, and may
explosive with nearly as much skill as a flesh influence the way in which one is treated.
and blood professional. Class is generally determined in terms of
Armed robots also exist. ACVs, for exam- wealth, at least on capitalistic or corporate
ple, are simply space going robots. However,
46•46
Gazet#r• G A Z E T E E R
worlds. Elsewhere, it is judged by one’s fame, individual “owners” are merely temporary
service to society, or circumstance of birth. stewards.
It is possible for a corporation president
Upper Class
to generate a great deal of wealth in the
Citizens on worlds with capitalist econo-
Core Worlds, and even to become a member
mies are, for the most part, constantly
of the idle rich, but they will not be afforded
striving to achieve a foothold in the upper
the same degree of respect as a citizen who
class. Wealth brings significant advantages
is actively involved in administration or
on every world in known space, and the
social service.
lifestyles of the ultra rich – private space
stations, secluded homes with robotic Middle Class
servants – are the subject of simultaneous The middle-class is the default status of
envy and disdain. the largest portion of the population, and
For most, being in the upper class simply the lifestyle of a middle-class family in the
means access to a large amount of ready Enchawah Group is not significantly differ-
capital with which to buy luxuries. Most in ent from that of a family in the Core
the upper class will still have a job – that job Worlds.
is simply very lucrative. A middle-class individual owns a modest
On a typical capitalist world, a member home or apartment in a relatively nice area.
of the upper class will have a large home in He or she has a selection of home electron-
a desirable location. He or she will have ics, and, in the corporate worlds, a personal
access to the most expensive electronics car. Middle-class families can afford fairly
and appliances, own a lavish personal car (or regular vacations on their own planet, and
cars), and may own a small atmospheric from time to time may splurge for an
aircraft, such as a helicopter. He or she may interplanetary flight. Interstellar travel is
have a small staff of servants. Interplanetary beyond their means, unless they are a
travel is affordable, and occasional trips to member of the crew.
another star system are possible – though A middle-class lifestyle can be main-
still costly for all but the very rich indeed. A tained by nearly anyone with a regular job,
job in the highest echelons of management, on most worlds. In the ILR, rising prices have
or actual corporate ownership, may put one put the squeeze on the middle-class, and it
in this class. is rapidly shrinking as more and more
On some worlds with a hereditary nobility or people are forced to take on additional work
similar ruling class, people join the upper to maintain their lifestyle. In the ConFed
class by simple accident of birth. This may Core Worlds, anyone who works more than
not necessarily entail inheritance of wealth. 20 hours a week is provided with a govern-
There are impoverished nobles, and many ment allowance that essentially assures
societies have hereditary positions that them of a middle-class position.
come with the respect and esteem of
Lower Class
society without attendant financial benefits.
Lower-class lifestyles range greatly in
The term “Upper Class” is nearly mean-
quality. People with very menial jobs in the
ingless in the Core Worlds, and on planets
Enchawah Group are considered lower-
that have adopted their example of pater-
class, as are those who simply choose not to
nalistic socialism. Social class on these
work in the Socialist Core Worlds. Yet, both
worlds is largely a factor of responsibility
are assured a relatively comfortable and
rather than one’s ability to generate wealth.
commodious existence. They have enough
As such, a senior EDF officer or a notable
to eat, and are adequately clothed, and have
ConFed diplomat comes closest to the
access to the public Net.
capitalist idea of upper class. They will have
Lower-class life on some of the less set-
access to a sizable monthly stipend from the
tled frontier worlds, or less forgiving Inner
government, and be entitled to reasonably
Worlds, is a very different matter. On
lavish quarters and a personal vehicle. These
Denotah, for example, working poor strug-
perks are likely owned by the state – the
gle to keep up the debt incurred by
47•4 7
G A Z E T E E R • Gazet#r
company stores. Others simply give up, and unrest has caused it to lose value against
make a living on the street as beggars. the Enchawah dollar.
Starvation in the midst of plenty is not The Standard is normally exchanged
unheard of in some systems, and the electronically, though physical banknotes
concept of organized charity has not been exist. Many other currencies are available
developed. (such as the Dilbion “Star”) but these are
Economics rarely accepted outside a given planet,
though they may be exchanged for a fee at
Economics is the science of production
most banks. Some corporations issue
and the theory of distribution of wealth. It is
company scrip to their employees. These
rarely a precise science – economies on a
notes may only be spent at company stores,
planetary scale are nearly impossible to
and cannot be traded on the interstellar
quantify except in very general terms. There
market. The ILR uses a unit of currency
are a number of different economic theories
known as the “Credit.” While it can be
in force throughout known space, as
exchanged in for Standards in ConFed
philosophers and charismatic leaders sought
space, Standards may not be changed into
to create communities free from the
Credits while in the Republic.
Socialist systems of the core worlds. These
may be divided into three general types: Capitalism
Capitalist, Communist, and Socialist. Capitalism is an economic system in
Although most economic systems can be which the means of production and distri-
generally described in those terms, few bution are privately or corporately owned,
planets make use of totally pure forms of and development is proportionate to the
these systems. A largely communist planet accumulation and reinvestment of profits
may, for example, allow small businessmen gained in a free market. Capitalism may be
to keep their profits. A world with a healthy closely monitored and checked by govern-
capitalist economy may have a number of ment controls, or the market may simply be
government controlled monopolies running dominated by the companies that make the
utilities, or services such mail. Local varia- most money. Capitalism at its worst pursues
tions and combinations of each philosophy profit without any regard for health,
exist, and the game host is encouraged to environment, or social mores. Ideally,
be creative. In addition, any economic participants in a capitalist economy self-
theory may also form the philosophical basis limit that sort of behavior, if only in the
for actual legislative and executive govern- interest of long-term profitability.
ment. For example, the Enchawah Group
Communism
uses capitalist principles to guide the day to
Put simply, Communism is an economic
day governance of their planets, as well as
system characterized by the collective
their economies. All administrative deci-
ownership of property and by the organiza-
sions – about everything from placement of
tion of labor for the common advantage of
traffic signals to interstellar relations - are
all members. Everyone in a Communist state
made in terms of the possible impact on
is a “worker.” Workers in a factory or office
long-term profitability.
own that facility collectively, and direct its
The Confederation uses a universal unit
production. However, in its final form,
of trade known as the Standard, created
Communism can be much more than this.
shortly after its foundation, when several
The philosophy of Communism can extend
planetary currencies were folded into one.
to all levels of government and society, and
After the War, the value of the Standard
may even dominate private social life.
was allowed to fluctuate against other
Citizens in a truly Communist state must
monetary units, and currency trading is a
measure every act as to whether it serves
major past-time of interstellar investors. The
the greater good. Communism in the
Standard has long been the strongest
Albedo universe is not necessarily a revolu-
currency in known space, though recent
tionary movement, though groups
advocating violent overthrow of existing
48•48
Gazet#r• G A Z E T E E R
49•4 9
G A Z E T E E R • Gazet#r
have been deliberately put in place by the place over them. They may or may not
original settlers, or it may have arisen over describe themselves as anarchists. Anarchy
the years as the original structure evolved may also exist as a temporary condition on
to suit the concerns of the locale. any world where the government has lost
control. Some worlds have seen the ap-
Anarchism
pearance of violent self-style anarchists
Anarchism does not exist as the recog-
who wish to dismember the instruments of
nized system of government on any known
the state by whatever means necessary.
world, though this simply means that other
These few tend to color public impressions
governments refuse to recognize “anarchy”
of all those who describe themselves as
as a political state at all. It is commonly
anarchists.
defined as the absence of a political system,
though it would be more correct to refer to Confederacy
it as the rejection of all forms of coercive A Confederacy is an association between
control and authority. Anarchists have no one or more states, designed to provide
laws, police, or taxation. Businesses may mutual assistance and open doors to
exist, but are rarely larger than one-man profitable trade for all parties involved. The
operations. Any kind of community services, Interstellar Confederation (ConFed) is an
such as fire crews or ambulances, are obvious example. In a Confederation,
organized on an ad hoc basis and are decisions are made by a body of representa-
composed entirely of volunteers. “Anarchy” tives from each member state. Individual
does not mean that individuals are free to citizens in each member state may have a
murder or steal – it means that the onus for direct voice in the electoral process, or the
dissuading thieves and killers lies with the Confederate representatives may be chosen
individual. Anarchists may also form non- or appointed by the individual governments.
hierarchical communities that work for the The success or failure of a Confederation is
common betterment of all – at least in largely dependent on the strength of its
theory. Unofficial hierarchies often appear, individual members, which may have widely
based on respect for skill or simple charisma. differing political systems. In some Confed-
Anarchism effectively does exist on sev- erations, the Confederate legislature is very
eral worlds, particular on the fringes of powerful, and has effective control over the
space. These worlds tend to be settled by individual states. In others, the legislative
small family groups or individuals who have body serves as little more than a forum for
no desire to have a formal government in discussing common concerns.
50•50
Gazet#r• G A Z E T E E R
Conservatism secure what is best, and that the goals of
Conservatism is not so much a political the home nation are more important than
system, as an attitude that emphasizes the concerns of outsiders. Any government
respect for status quo and the established may be Nationalist, though they are most
order. Conservative governments of all kinds often seen in Fascist and Totalitarian
exist – though it is most often identified with regimes. Citizens in a Nationalist regime
nationalist or democratic states. Conserva- often have a very poor view of outsiders.
tism in the Core Worlds often refers to
Totalitarianism
governments with cautious fiscal planning.
A Totalitarian regime is one in which the
Fascism government has complete and total control
Fascism is any system of government that over all aspects of the economy and society.
stresses the unity of all classes and peoples in This control is not limited by a constitution
the service of national pride and strength. or Bill of Rights. Any civil rights enjoyed by
This pride is often embodied in a single a particular citizen are granted at the whim
person, who serves as dictator. All business of the government, and may be withdrawn
and social life must work to the greater glory immediately. Totalitarian governments often
of the state, and individual rights are imma- exist on planets where the original political
terial beside that end. While it is possible for system went wrong, and power was taken
any political system (except Anarchism) to up an ambitious cabal or dictator. Some-
have fascist elements, in practice it almost times, a government facing a crisis may
invariably leads to Totalitarianism. State introduce a de facto totalitarian system for
sponsored bigotry and the active suppression the duration of the emergency. Totalitarian
of conflicting ideas are not uncommon. systems can enjoy the popular support of
Almost any form of government can take on the citizenry, particularly if they are headed
elements of Fascism – it is perfectly possible by a very charismatic leader. Popular
for a democratic planet to have a fascist regimes of this kind can actually be very
dictator, provided he is able to hold on to efficient... though this efficiency may be
popular support. Indeed, fascism is often a horribly misdirected.
very populist. An unpopular fascist dictator-
ship would be more accurately described as a
Franchise
Perhaps the most important feature of a
totalitarian state.
government, and one which may be the
Liberalism truest indication of how well it serves the
Liberalism, like Conservatism, is an atti- needs of the planet, is the level of franchise
tude towards governance rather than a extended to the citizens. Franchise refers to
specific set of political principles. It holds the direct input that the population have
dear the autonomy of individuals and the into the political process, and it may be as
importance of civil liberties. Citizens under a simple as casting a single vote every few
Liberal government are free from arbitrary years.
authority, and always have input in the
Aristocracy
political process. Unlike Conservatism,
A hereditary ruling class governs the
Liberalism is essentially incompatible with a
planet, and the common people have no
number of forms of government. For
real say in the political process. True execu-
example, Liberal Monarchies cannot truly
tive power is passed on through the family
exist, no matter how enlightened the noble
line as an inheritance. The holder of this
class is.
hereditary office is generally known as a
Nationalism King or Queen. In most cases, an elaborate
Nationalism is a political philosophy that hierarchy of noble titles exists to distinguish
largely rejects the ideal of cooperative those who are related to the ruling family,
relations with other governments. A Na- and therefore in line (though sometimes
tionalist government believes that distantly) to the throne. Monarchies are
independent action is the only way to very rare, and are not permitted to join the
51•5 1
G A Z E T E E R • Gazet#r
Confederation. The best monarchs are rank in society an individual holds. The most
educated to be true servants of the people. talented or most intelligent, as determined
They seek the counsel of the common folk, by standardized tests or simple qualitative
and must submit to the very laws that they, impressions, are the leaders. The best
the monarch, create. The worst monarchs corporate-run worlds are Meritocracies,
are simply debauched libertines who use wherein senior executives must prove their
their supreme executive power to live a life competence. Scientific colonies are also
of ease, or terrorize their subjects. often Meritocracies, with the population
deferring to senior scholars.
Democracy
Democratic systems are by far the most Oligarchy
common among the planets of the Confed- An Oligarchy is government by a few, es-
eration. In a Democracy, the population has pecially by a small faction of persons or
a substantial influence on government families. These often arise by default on
policy. This is usually done through an frontier planets without a formal system of
election in which qualified voters cast government. The founding family, or a large
ballots in support of a given candidate who clan, has effective control over all major
represent their opinions in a legislative decisions. Oligarchies may also be founded by
body. However, the level of Democracy on a design. For example, ILR occupied worlds have
given planet can vary to a great extreme. On an Oligarchial political system, with the
some planets, representatives are elected for rabbits effectively serving as the ruling class.
life, or the vote is limited to a very small
Plutocracy
group. On others, every single adult citizen
A form of government in which the su-
is considered a member of the legislative
preme power is lodged in the hands of the
body – everyone votes on issues and may
wealthy classes, Plutocracies are common
draft legislation. This last model is only
on those Capitalist worlds that have few or
practical with extensive use of the Net to
no curbs on corporate activity. The Pluto-
tabulate votes and keep track of legislation.
cratic class may have the best interests of
Dictatorship the poor in mind when they make decisions,
In a dictatorship, a single individual is but more often they take actions simply to
invested with all the powers of the govern- cement their domination over society.
ment. This can occur as a result of a violent
overthrow, popular revolt, or even the The Arts
normal democratic process. In most cases,
the dictator came to power at with the Art and Culture
support of, at the very least, a significant The oldest society in the Albedo universe
portion of the population. Once in power, has existed for just slightly more than two
the dictator is free to ignore the will of the centuries. As such, characters in Albedo do
people, and they are effectively disenfran- not possess the same breadth and depth of
chised. Still, wise dictators court the favor of cultural reference that we enjoy in the real
their people, and may even hold regular world. There are few well-known paintings
elections to give the appearance of input or written works, and no famous pieces of
into the political process. However, these music at all. While there are many talented
elections have no binding relevance, and are artists, there is no Albedo universe equiva-
held at the whim of the dictator. Often, they lent of Shakespeare or Michelangelo. While
are simply approval polls. Rather than individual artists may have a level of skill to
offering a choice of candidates, the voters match those human geniuses, they live in a
simply indicate whether or not they feel the society that simply does not recognize
dictator should continue as leader. artistic achievement in the same way that
ours does. The generally practical nature of
Meritocracy society means that the few museums and
A Meritocracy is a system in which skills, galleries that exist are almost entirely
raw ability, or knowledge indicates what
52•52
Gazet#r• G A Z E T E E R
educational institutions that use artistic create works that trigger a specific emotional
works to educate visitors. state in those who witness their work – what
For example, in the militant Independent state they are aiming for is largely dependent
Lapine Republic, school children tour military on the culture from which the artist came.
museums that contain nothing but skillfully
created pieces of propaganda art. Dramatic
Music
Recently, music has started to become
sculptural tableaux depict war heroes and
recognized as a proper art form, and listen-
great political leaders, and highly expressive
ing to music has become a popular way to
portraits enjoin the viewers to dedicate
while away idle hours. The art of music is
themselves to the service of the Republic. On
still quite primitive – songs usually consist
Dornthant, school-children might visit a
of pleasant tones and simple beats that are
museum dedicated to the ideals of civic pride
intended more to encourage relaxation than
and cooperation.
dance. Singing is more or less unknown,
Still, the sentient species of the Albedo
though poems and rhymes with sing-song
universe possess a definite urge to create
spoken rhythms are not uncommon.
things of beauty for the sake of beauty
In recent years experimental musicians
alone. Even as the shadow of war falls
have begun to create quite complex ar-
across known space, new artists have
rangements that incorporate vocal tones
appeared who create skilful works of art in
and more interesting beat structures,
the service of nothing but art itself. Indeed,
sometimes taken from environmental
the uncertainty of life in the known worlds
noises, like the rattle of a heating vent.
may be one of the driving forces behind this
Some of these artists are quite dedicated,
growing appreciation for art and music.
and professional. Full-time musicians are
Of course, the inherent behavioral differ-
making names for themselves throughout
ences between species, and social differences
the Confederation.
between worlds, mean that the artistic urge is
Listening to music is highly personal ex-
expressed in very different ways. Restrained,
perience, and as such it is not broadcast
civic minded Dornthantii might create a work
over any particular medium. Listeners are
of public beauty, such as a garden. A hedonis-
able to access the works of notable musi-
tic Danetti artist is more likely to design a suit
cians by subscription over the Net, and
of flamboyant clothes, a uniquely portable
these songs are saved in digital format on
masterpiece. Artists of every species strive to
53•5 3
G A Z E T E E R • Gazet#r
54•54
Gazet#r• G A Z E T E E R
the power and prestige of individual mem- directing the child to the lost toy.
bers, and often become important players in 2. A senior, waking in the night with a
planetary politics. Some species of birds will sudden panic attack, is immediately
also naturally congregate. Avian groups are soothed back to sleep by a friendly
more like extended gossip clubs than voice he has heard all his life.
anything else. 3. A factory worker at a remote
installation is injured on the job, and
stumbles to her car and passes out.
The Net takes control of the car,
contacts emergency services, and
drives the unconscious worker to the
nearest aid.
There is a dark side to this constant at-
tention. The Net keeps note of the mental
health of its citizens, and monitors their
social interactions. A person who develops
Daily Life
certain eccentricities would find their Social
The Net has molded the character of
Political Intelligence index adjusted accord-
social life on the Core Worlds, more than
ingly. While this rating is normally kept
any other factor. Privacy does not exist in
secret from all except one’s private physi-
the Core, not as we understand it. Every
cian, EDF officers and ConFed staff must
moment of every day, the citizens find
face regular SPI reviews. If the numbers
themselves under the benevolent eye of the
have changed for the worse, the Net will
Net. Terminals allowing citizens to interact
pass this information – and the reason for
with the Net are as common as telephones
the change – on to their superiors. This
and clocks in the real world, and almost
raises the unsettling prospect of being
every terminal includes a tiny camera
forced to discuss very private matters with
complete with a full range of infrared and
near-strangers.
UV filters. This surveillance is constant,
Worse, a citizen may find his SPI being
though passive, as the Net only makes its
altered for reasons beyond his control.
presence known if it notes a problem, or if it
Chronic nightmares, for example, or a bout
is addressed directly.
of serious depression, may trigger an SPI
The constant watch offers many advan-
reassessment. The lower a citizen’s SPI
tages. The Net is there to assist with any
rating falls, the less control he has over his
crisis, however small.
life. If the SPI rating falls into the range of
1. A child, looking for a toy, asks the Net
mental illness, the citizen may find himself
to help. The Net uses its cameras to
placed involuntarily into an institution.
search the house locate it. Then it
While there are no laws against avoiding
plays a game of “Hot and Cold”,
contact with the Net, actively ducking
COMMAND REVIEW • Command R#v#uw notice will raise flags and get one pegged as
Social Political Intelligence anti-social. This will in turn alter an SPI
With their love for numbers and quantifiers, rating.
the ConFed has been using SPI much the way Because of this, the need for a “clean”
“Intelligence Quotient” has been used in the SPI is something that Core World profes-
past – that is, often incorrectly as a measure sionals have drilled into their heads from
of someone’s “brains.” While an average SPI youth. Some avoid eccentricities of any kind,
is anywhere from 825, numbers of 100 or and devote themselves to their professional
greater are often scored by the ConFed’s lives and civil service.
favorite citizens. There are many who believe
that SPI is a tool for keeping people in line,
because nonconformist behavior reduces
the index and can prevent one from getting
certain positions.
55•5 5
E . D . F . • e.d.f.
EXTRAPLANETARY
DEFENSE FORCE Extra-planetar#
defens fors
forced to rapidly develop a structure for their
militaries, to keep them supplied and main-
tain lines of communication. In their current
form, they are highly organized, with special-
ized services and chains of command. The
EDF has three primary operational branches:
Aerospace Operations, Surface Operations,
and Administrative Operations.
Joint Chiefs
of Staff
The Extra Planetary Defense Force is pre-
sided over by a Board of Directors, which
meet on Arras Charka, the recognized home-
The Confederation and Republic learned a world of all civilization. The Board has the
great deal about waging war during their first following officers:
conflict, knowledge gained at the price of 1. Chief of Surface Operations, the
tens of millions of lives. Both powers have officer who presides over all Surface
adopted different philosophies of battle as a Operations.
result of their wartime experiences, and 2. Chief of Aerospace Operations, the
continue to hone and refine their weapons officer who presides over all Aerospace.
and techniques. EDF battle strategy is based 3. General Secretary, a Chief of
almost entirely on flexible, reactionary Administration responsible for recording
responses to ILR aggression. For its part, the the minutes and disseminating the
Republic is dedicated to developing weapons directives of the board.
and strategies that deliver maximum damage 4. General Treasurer, a Chief of
with minimum effort. Administration responsible for the
Despite these differences of philosophy, fiscal duties of the EDF.
the very nature of interstellar war means that 5. Board Members, persons granted
some elements of military thought are honorary ranks of Vice Chairperson,
universal. The first of these is the need of one per world with a population of at
overwhelming initial force. Interstellar least 134 million citizens. Being a
warfare is an expensive and uncertain Confederation, the rules at the
prospect, and any attacking force must be planetary level for electing a Board
large enough and flexible enough to deal Member vary greatly.
with any conceivable situation. Static siege 6. Board Attendees, being persons
warfare is almost unknown. Invaders (or nominated from worlds or other
liberators) rely on devastating attacks from recognized governing bodies of planets
interplanetary space, followed by quick with a Population Index less than 6.
seizure of key points by ground forces. If a Board Attendees are allowed to attend
ground invasion is repelled, the invaders do meetings but cannot vote on policy.
not dig in, but withdraw for another attempt.
Large forces require high levels or organi-
zation and support. The EDF and ILR were
56•56
E.d.f.• E . D . F .
Table of Ranks
Originally composed of individual Homeguards, the Ranking System of the EDF has grown by
ad-hoc laws. This ranking table is only for Officers – Specialists use the Warrant Officer table
(p. 67). While the Rank Table lists the “official names” of each rank, officers will usually be
Operations
Officer 4 (O4) 10 Cadet, 2nd Class Cadet, 2nd Class Cadet, 2nd Class
Officer 3 (O3) 5 Cadet, 3rd Class Cadet, 3rd Class Cadet, 3rd Class
Officer 2 (O2) 3 Cadet, 4th Class Cadet, 4th Class Cadet, 4th Class
Officer 1 (O1) 1 Cadet, 5th Class Cadet, 5th Class Cadet, 5th Class
57•5 7
E . D . F . • e.d.f.
58•58
E.d.f.• E . D . F .
squads are launched in the hours preceding security actions, such as smuggler interdic-
an attack in order to secure lightly defended tion, or when dealing with enemy space
(but important) resources, such food storage stations. When used against another ship,
or power production facilities. VHALO they are deployed in the same sort of
squads may also be used in conjunction modified ACV used by VHALO troops. When
with infantry in attacks on fortifications. the ACV approaches the enemy vessel, it
The infantry engage the enemy, and VHALO opens, and the squad departs using Extra-
troops are dropped on the fortifications vehicular Activity (EVA) rigs (see below).
while the defenders are distracted. They are trained to fight in zero-g and the
The EDF can dispatch a brigade on short vacuum of space, and to make effective use
notice from any of the Core Worlds to of the EVA rig. Smaller capital ships will
anywhere within the Confederation, using a have a squad of freefall infantry, or even a
standard VLCC group. These fast response single fireteam. A VLCC might have an
brigades are made up of mixed battalions, entire company aboard.
ensuring maximum flexibility of response on
Squads
arrival. Each mixed battalion is comprised of
The most basic “complete” military unit,
3 light infantry companies, 2 heavy infantry
a squad is the smallest unit normally
companies, 1 mechanized company, 1 armor
assigned a specific goal in a battle plan. The
company, 1 VHALO company, and battalion
precise composition of a squad varies from
Admin staff. Units larger than a brigade
service to service, as noted below. Infantry
exist as purely static planet-side forces or
and VHALO squads may be divided into two
organizational units in peace-time, and are
four-man fireteams, one of which is led by
only created for dispatch to other systems
the assistant squad leader. The composition
in times of war.
of fireteams is usually decided in the field,
Of special note are the freefall infantry
based on the skills of each soldier and the
units. While these units are in the ordinary
particular requirements of the situations.
Aerospace chain of command, they are
The squad is the basic building block of
organized as Surface units. Freefall infantry
every Surface Operations unit. Even a light
are normally used as shipboard security in
infantry division is basically nothing more
the event of a boarding, but they may also
than a collection of hundreds of squads,
undertake boarding actions themselves.
with Administrative and command staff
These rarely occur in battles between
tacked on to keep them functioning as a
starships, but are not uncommon in civil
well-oiled machine.
59•5 9
E . D . F . • e.d.f.
Armor Heavy Infantry (HI)
Armor squads in the EDF are deployed Heavy infantry squads have nearly the
to support infantry actions against par- same structure as light infantry squads, but
ticularly well-fortified targets, and do not differ significantly in the arms they carry.
often see action in the first hours of The support weapon specialist carries a
conflict. They are dispatched later against portable rocket-launcher, and is assisted in
enemy hard points, as an adjunct to the firing of this device by one of the
bombardment by aerodyne gunships. riflemen. Snipers are replaced by a second
Armor has much more of a role in Home- support weapon specialist bearing a grenade
guard actions, where it may be used as the launcher. The remainder of the squad carries
spearhead of an overland assault. A typical LAKW 1-30s, the assault variant of the basic
EDF armor squad consists of four armor LAKW rifle, which includes an underslung
crew and four technicians, all operating in grenade launcher.
support of a single tank. The technicians
Light Infantry (LI)
are rarely dispatched into battle, though
Light infantry is the force most com-
they are armed as light infantry riflemen,
monly encountered in an EDF deployment. A
and may be called into action as fireteams
typical infantry squad is made up of a squad
in support of armored actions. Tank crews
leader, a support weapon specialist, and five
carry MPKW machine pistols, and have
riflemen, one of whom serves as assistant
access to a MAKW light machine gun
squad leader. The final squad member may
stored in the tank. As with mechanized
be a medic, electronic warfare specialist, or
companies, an armor company has two
sniper, who works to support the entire
devoted armor support squads, using APCs
platoon. The support weapon specialist
modified for towing and field repair.
carries a MAKW light machine gun or GAKW
Surface Operations: grenade launcher, while snipers carry a
Branches of Service military CKW precision rifle. The term
“sniper” is somewhat misleading, as these
Engineering (ENGS)
troops do not carry true sniper rifles.
Trained in construction and destruction
However, they fulfill much the same role on
of materiel, all Engineers are trained in
the battlefield. Snipers and support weapon
Weapons of Mass Destruction (WMD),
specialists also carry an MPKW as a sidearm
including their deployment and disposal,
for closer actions. All others squad members
and Hazardous Material (HAZMAT) envi-
carry the standard LAKW rifle.
ronment. Many EDF divisions have an
amphibious corps of Engineers, as well. Mechanized (MECH)
Mechanized infantry squads rely on fast,
armored vehicles to move from place to
COMMAND REVIEW • Command R#v#uw place. Mechanized infantry is most com-
Organization of the Homeguards monly seen in planetary Homeguards, as the
Recognizing the need for defense, most EDF makes use of aerodyne gunships for
planets of the Interstellar Confederation rapid deployment and support of infantry.
maintain their own Homeguards – at least, Still, every fast-response brigade has a
the ones that can afford it. Most will use mechanized company, one that usually
equipment identical to the EDFs, and many deployed to assist in patrolling an area after
will be staffed by former EDF officers. it is secure. An EDF mechanized squad
However, each planet has its own ideas for consists of two APC crew, a support weapon
what makes for a good army, and no two specialist, four riflemen (one of whom is
Homeguards will be organized exactly the squad leader), and either a medic, sniper, or
same way. Technically, by their charter with electronic warfare specialist.
the ConFed, all EDF officers outrank all Mechanized infantry take advantage of
Homeguard officers … but when coordinat the carrying capacity of the APC to haul
ing EDF/Homeguard operations, a wise more supplies, ammunition and a selection
commander will be wary of local politics. of common support weapons into field. The
60•60
E.d.f.• E . D . F .
61•6 1
E . D . F . • e.d.f.
Aerodyne Command falls under the men, and a flight medic. Smaller capital
overall direction of Aerospace Operations, ships, such as destroyers, may have a flight
but the sub-branch enjoys a great deal of of aerodynes stored in their hangars.
latitude when it comes to military planning.
Squadron
While most people immediately think of
Aerodyne squadrons are large enough to
gunships when they think of aerodynes, a
take on a multitude of combat and support
significant amount of work done by Aero-
roles, and may be the only EDF presence in a
dyne Command involves unglamorous
given system. They often feature mixed-role
interplanetary transport. About two-thirds
flights to enhance their flexibility. For
of all aerodyne units have combat roles, and
example, a squadron assigned to monitor
these fly small fighters and gunships. The
and protect shipping in Ekosiak might have
remainder operates transport ships, some of
2 flights of space fighters, 1 flight of
which displace several hundred tons. Only
transports, and 1 flight of gunships. At
officers may pilot aerodynes, though some
squadron level, the Admin staff complement
of the larger transport vessels require co-
includes a doctor, morale officer, and
pilots, and this role may be filled by any
civilian liaison in addition to the normal
qualified cadet.
supply/logistics crews.
During any military action Aerodyne
Command is assigned the task of transport- Wing
ing ground troops to their targets and An aerodyne wing is typically assigned to
providing them with ongoing support. These the defense of an entire planet. A wing is
operations make extensive use of the A2 rarely composed of squadrons of a single
gunship (also known as a dropship), which type though in times of war dedicated
has room for a standard infantry squad in fighter wings are not unheard of. They have
the passenger compartment. The pilot drops a large contingent of Admin staff, typically
from a home ship in orbit and accelerates to including enough doctors to staff a small
their drop-off point, where they land and hospital, as well as a team of experienced
open the rear doors. When the squad engineers. An entire aerodyne wing can be
departs, the aerodyne typically remains in contained within the hangars of a VLCC.
the area to provide aerial support by as
Group
firing missiles at targets identified by the
Only the most valuable colonies or sys-
ground troops or destroying enemy vehicles
tems can boast the presence of an aerodyne
with gunfire.
group. They are extremely flexible space-
The Aerodyne chain of command runs
forces in their own right, with wings
parallel to that of Strategic Command until
devoted to defense and supply. Several
the Group level. There are no dedicated
hundred Admin personnel are assigned to a
Aerodyne officers higher than Aero Com-
group, including mental health professionals
modore. Aerodyne units larger than a Group
and advanced aeronautic specialists.
have never been formed by the EDF, and if a
large operation required the combination of COMMAND REVIEW • Command R#v#uw
more than one group, it would simply be Organization of the Enchawah Group
under the command of an Aerospace Enchawah Group does not have a formal
Commodore. Unlike Surface Ops, Aerodyne military structure, but they do have recog
Command includes Administrative Opera- nized levels of authority, a paramilitary
tions staff in their personnel totals. hierarchy, where officers are likely to be
called “Comptrollers” or “Field Officers”. Field
Flight
Divisions are given a great degree of auton
The flight is smallest aerodyne unit as-
omy to manage as they see fit, as long as
signed to independent operations. In an
they get results. Military discipline is also
invasion, each flight is assigned an infantry
lacking; personnel are more likely to be
platoon to transport and support. A flight is
demoted or dismissed than to receive coun
usually comprised of 4 pilot officers, 16
seling or internment, despite the presence of
technicians/crew, 3 supply/logistics crew-
internalaffairs personnel.
62•62
E.d.f.• E . D . F .
63•6 3
E . D . F . • e.d.f.
operations, and may remain in the field for unknown vessels suddenly appear on the
months at a time. edge of a system, any large capital ships
While most capital ships are used for sent to investigate would be considered a
purely military operations, Strategic Com- capital squadron. Once the threat is gone,
mand often places older or idle vessels at the squadron usually dissolves.
the service of the civilian ConFed authority.
Carrier Group
These ships maintain a military crew, but
Carrier groups are the basic elements of
also take on a large complement of civilian
all large aerospace operations. They are
experts, and may even be under the com-
organized around the support and defense
mand of a civilian captain. They are used for
of a VLCC ship, and tend to be very long-
exploration of new systems and scientific
term organizations. Indeed, individual VLCCs
research, and often range very far from
are constantly at the center of their own
home. Larger ships have recycling technol-
carrier group. The sheer amount of fire-
ogy onboard that allows them to operate
power and production capability
independently for years, allowing them to
represented by a single carrier group dwarfs
be dispatched on long-term missions of
that of many colonies. Carrier groups are
exploration to the extreme edge of known
dispatched to respond to extremely dire
space. While a five-year mission in search of
threats. If two VLCCs are present, then the
new life and new planets may be a hardship
unit is reformed as a kind of super taskforce,
for the crew, they represent an excellent
under the command of an Admiral or the
way to advance one's training and career.
senior VLCC captain.
Even the smallest capital ships have a
complement of Administrative staff on Aerospace Operations:
board, most typically medical and science Branches of Service
specialists. Ships of destroyer class or larger
Aerodyne Vehicle Operations
will also have a contingent of planet-based
(DYNE)
staff attached to their crew. This staff
Trained to operate Aerodynes, especially in
remains behind to act as a convenient
the context of landing troops and interplane-
liaison for ships on extended duty.
tary defense from raiders. Aerodyne pilots
Taskforce form the backbone of any EDF operation.
A taskforce is simply a group of capital Engineering (ENGA)
vessels and support vessels brought to- Trained in the deployment and repair of
gether for a specific purpose. The size and Aerodynes, ACVs, and other outer-space
composition of a taskforce varies according vehicles, the aerospace Engineering division
to the task it must complete, though if it is vital to the maintenance of space vehicles
contains a single VLCC, it is counted as a and orbital staging platforms. While it’s not
carrier group. However, if more than one often talked about, the Engineering corps is
VLCC is present, the collective may still be extensively trained in the use of ACVs from
considered a taskforce, though it would be orbit and the deployment of nuclear weap-
commanded by a very high-ranking flag ons, like their Surface-Ops cousins.
officer. The line between a taskforce and a
capital squadron (see below) is often Freefall Infantry (FI)
unclear. Generally speaking, if a taskforce Freefall infantry rarely operate in units
has more than one vessel of cruiser size or larger than platoon. Their job is to board
larger it may be considered a squadron. A enemy vessels and secure them for search,
taskforce is also more often a long-term or subdue the crew and seize control. As
arrangement, whereas capital squadrons such, they require a high level of technical
tend to be formed for single engagements. competence in order to secure ship systems.
Each squad is comprised of a squad leader,
Capital Squadron two electronic warfare specialists, and six
Capital squadrons are ad hoc formations, riflemen. All are armed with LAKW 1-30
usually created in response to a specific, carbines (minus the grenade launcher) and a
short-term military threat. For example, if
64•64
E.d.f.• E . D . F .
selection of variable hand grenades. Freefall everything from the mental health of the
infantry are not equipped for long-term enlisted men, to the safe disposal of their
operations, and are rarely expected to be in sewage. In a battle, his staff maintains
the field for more than a few hours. communications with the field, and make
sure each soldier is where he is meant to be.
Interplanetary (INT)
Admin officers can be found in every branch
The bulk of Aerospace crews, who main-
of the military, and are often posted to
tain the very-large arrays that never land,
civilian positions with the Confederation.
Interplanetary is largely composed of
They make sure that the EDF can do the jobs
medical personnel, along with psychologists
it is meant to do, by providing practical
and administrators.
support of every kind.
Interstellar and Jump-Space
Navigation (FTL) Administration:
Trained in astrophysics, hyper-
Order of Battle
dimensional mathematics, diagnosing and Commanding
preventing misjumps, and interstellar Name Staff Units Officer
navigation, any VLCC must employ a Corps 5,000 2 division Senior
number of Navigators. FTL staff do not Admin admin and Commander
enter combat except in the most dire extra staff (O12+)
circumstances. Division 2,400 4 brigade Commander
Admin admin and (O10+)
extra staff
Brigade 6,00 4 battalion Lieutenant
Admin admin and Commander
extra staff (O9+)
Battalion 150 8 company Lieutenant
Admin admin and (O8+)
extra staff
Company 17 4 platoon Lieutenant
Admin admin and (O7+)
extra staff
Platoon 4 n/a Lieutenant
Admin (O6+)
The organizational structure listed above
Administration reflects the administrative groups assigned to
Administrative Operations is a vital body Surface Operations units. Aerospace units
that supports and coordinates the men, make use of similarly sized groups, each
women, and resources of the far-ranging operating independently on a capital ship,
EDF forces. Admin covers a wide range of and therefore suited to the size of the crew
operations, encompassing everything from on that ship. For example, a cruiser with a
supply clerks to battlefield doctors, aero- total crew of 120 would have a company
nautic researchers, civilian liaisons, morale sized Admin Group aboard. Aerodyne units
officers, and disaster response planners. Of are supported by the Admin Groups attached
particular significance to troops in the field to the capital ships they operate from, or rely
are the Command and Control (C&C) on local Surface Operations Admin Groups in
specialists who constantly monitor and the case of ground-based aerodynes.
direct every aspect of battles on the ground, There are literally hundreds of Admin spe-
down to the level of the individual soldier, cialties, and each group by and large
passing on the directions of the officers maintains their own chain-of-command
managing the operation. The colonel in within the specialty. For example, the captain
command of a corps level Admin unit is in charge of civilian relations on Derzon
quite literally responsible for managing cannot order a lieutenant serving as a
65•6 5
E . D . F . • e.d.f.
66•66
E.d.f.• E . D . F .
engineers, and a civilian liaison team. They gate crimes committed by EDF members,
typically remain aboard a VLCC until the including embezzlement, theft, and accusa-
surface is secured, at which point the group tions of atrocity. Special Services also
may occupy a large surface structure, such as interrogate terrorist leaders, crime lords, and
an office block. other leaders in an attempt to better under-
Division and corps Admin groups are stand their motivations and tactics.
comparable to small towns, with specialists in
every conceivable field spread throughout the Specialists
component units, supported by a central HQ Recognizing the need for personnel
staff numbering in the hundreds. The group trained in unusual or difficult fields of study,
has a substantial manufacturing capability, the EDF maintains ranks of Specialists. These
and is able to operate indefinitely given personnel have a special rank, known as
access to raw resources. They keep track of Warrant Officer Ranks.
every aspect of the lives of those in influence,
and supply every need. A corps level Admin Rank SPI Specialist Title
group commander is an extremely powerful Specialist 7 (S7) 120 Master Warrant Officer
and influential person, though his position is Specialist 6 (S6) 80 Chief Warrant Officer
hardly glamorous. Specialist 5 (S5) 60 Warrant Officer, 1st Class
Specialist 4 (S4) 40 Warrant Officer, 2nd Class
Administration: Specialist 3 (S3) 20 Warrant Officer, 3rd Class
Branches of Service Specialist 2 (S2) 10 Warrant Officer, 4rd Class
Industry and Procurement (IP) Specialist 1 (S1) 5 Warrant Officer, 5rd Class
A fancy title for the factory workers, these
While all Specialists are technically offi-
are the folks who build or purchase the
cers, their training in military fields may be
materiel and ship it out.
limited and their reputation as combatants is
lacking. Also, while a Warrant Officer is
officially equivalent to a regular Officer of the
same rank, in practice “true” Officers are
awarded more respect.
Emissary (EM)
A euphemism for “spy”, the EDF is not
of Administration.
meet with the civilian governments that Explorers report directly to the Vice Admirals
funding, to allay fears of ILR attack, and to Research and Design (R&D)
justify the existence of the EDF. These engineers develop new machines
Quartermasters (QM) of war. Since most of the plans and theo-
Most units have one or more of these, to ries used are already in the massive data
count the beans and balance the books. libraries, most of R&D is either finding more
cost-effective ways to produce machines or
Special Services (SS) applying the same old designs in new ways.
Viewed with suspicion among the troops R&D corps report directly to the Chairper-
in the field, Special Services is staffed with sons of Administration.
psychologists and criminologists who investi-
67•6 7
C H A R A C T E R S • karakters
MAKING
CHARACTERS Making karakters
To start the game, each Player makes Choose one Homeworld Gift. Write this
their Characters. All Players begin with Gift on your Main Character Sheet
one Main Character and five Supporting
Characters.
Choose a Personality
In the Personality chapter, you will find
four choices. Each one improves either your
Main Character Clout or your Drive.
Choose a Species The blanks for noting personality traits
The Interstellar Confederation recognizes are next to either Clout or Drive on your
over 160 Species. The most common ones Main Character Sheet – check each aspect
are presented in the Species chapter, appropriately.
p. Error! Bookmark not defined.. Choose a Service
Your Species determines starting Attrib- Choose a Branch of the EDF, and then a
utes – write these numbers in your Service. Your Branch of Service gives you
character sheet, in the appropriate blanks. several Gifts: one Basic and several Gift
Main Characters have Body, Clout, and Drive Groups. Write these Gifts on your Character
points that can be spent to improve rolls Sheet. Add Marks to your Skills, as dictated
and to use certain Gifts or abilities. by your Group Gifts.
Your Species gives you several Marks in
Skills – add these Marks to your Main Choose Electives
Character Sheet. Next, you can add 10 Marks into any of
Choose one Species Gift. Write this Gift the Skills, with a limit of 3 marks in any
on your Main Character Sheet. given skill. You can buy any Skill you want,
even ones you have zero Marks in at the
Choose a Homeworld moment.
You can choose a Homeworld from the
Gazetteer, or you can make one up. Each Choose a Personal Gift
Homeworld has a basic type, with descrip- You may choose one personal Gift. This
tions beginning on page 82. Note your Gift can be any Gift that you qualify for.
Homeworld’s name and type on your Basic Gifts and Group Gifts have no qualifi-
character sheet. ers. Dubious Gifts also have no qualifiers,
Your Homeworld gives you but they carry with them other game-
several Marks in Skills – add mechanics that hinder as well as help.
these Marks.
68•68
karakters• C H A R A C T E R S
69•6 9
C H A R A C T E R S • karakters
Damage Thresholds COMMAND REVIEW • Command R#v#uw
70•70
Ten Steps to
Character Creation
Step 1: Choose a Name Step 2: Choose a
(p. 69), Species (p. 74). and Homeworld (p. 82).
Step 3: Choose your four Personality types (p. 85).
Gender for your character. This will also give
Each choice boosts Clout or Drive.
Your Species determines your you free Marks in
Attribute Ratings, and will add several Skills.
Marks to your Skills. You can
also choose Species Gift.
• DDOOOOO 11r-aw1
• 0000000 Cllmb
• OOOODOO F reefall
• DDOOOOO G-Forc:e
• 0000000 Hik e
• DDOOOOO .Jump
• DDOOOOO M ele•
• DDOOOOO Run
• DDOOOOO Sneak
00000000 Spec;eeul"
• ODOOOOO •w1m
• 0000000 Thl"DW
gggggggg- - -
00000000 _ _ __
,,1.a_u_t_l.__ _,J~ ~
[,g_._
• DDOODOO •l"'lbe Step 9: Determine your SPI
00000000 Dl agulse
• OODOOOO Gc asl p
• DDOOOOO lmpre••
(lO+Clout+Drive). Your Rank is
• DDOOOOO Innuendo
QQQQQQQQ Lead
• OOQOOOO P ersua d e
the highest you qualify for (p. 57).
• DDOODOO au e.clon
gggggggg- - -
00000000 _ _ __
~CHARAC'TERB Step 10: Choose your Supporting
~- ~ i=........, ..,.w..'"""'=""'=-..,_.....,==---•-=--"'-='-'-----;o--' Characters. Three of them must be
.~........................................ .l. L from the same Branch and Service
·3······················ ....................... J. .. I. . as your Main Character; the fourth
.<': ............................................... .l. .. !.. can be from any service. Equip
them with Weapons (p. 118). Their
"Attack" is their Weapon's Skill
Marks; "Def." Is short for their
Armor's Deflection (p. 137).
Thresholds are based on Body
Rating and Armor.
A T T R I B U T E S • attribqets
ATTRIBUTES
attribQets
Attributes represent qualities that almost
Who has Attribute Points:
all characters have. Simply put, everyone
Major Characters vs.
has physical capacity, social standing, and
mental energy. It’s really a question of how
Supporting Characters
The Players, their major allies, and their
much. Attributes range from zero (no
major opposition, are Major Characters. In
appreciable quality) on up.
terms of the story, they set the stage and
they drive the plot. These characters are
Rating afforded an extra level of detail, by having
The maximum number of Points a char- Attribute Points they can spend.
acter can have is their Rating. For example, The various other characters, such as
if your Clout Rating is 10, you can never subordinates, clerks, merchants, civilians,
have more than 10 Clout Points. On the and other characters that come and go are
character sheet, completely fill in boxes, Supporting Characters. While these charac-
leaving empty boxes equal to your Rating. ters perform vital roles in society, they are
not the focus of the storyline. Supporting
Points Characters can be granted Points from Main
When your character performs certain Characters, in the form of Morale.
actions, or attempts to rise above their
normal limits, they must spend Points to Damage
act. Also, things like damage from attacks, Sometimes, lasting effects can take their
social impositions, and frightening situa- toll upon a character. Exhaustion, bodily
tions can deplete Points. harm, embarrassment, social mishaps, and
Points can never go below zero. A char- emotional trauma – all can take their toll on
acter cannot elect to damage. If a character a character, in the form of Damage.
is forced to lose Points they don’t have, they Damage is worse than a spent Point;
suffer 1 Damage for every 1 Point they can’t until the Damage is removed, the lost Point
spend. cannot be recovered. For example, if you
Spent Points are pretty easy to recover. have a Rating of 10 and two Damage Points,
After a Rest period of 8 hours, a character then the maximum Points you can have is
recovers all spent Points. (10-2=) 8.
On the character sheet, mark spent If the Rating is reduced below the char-
Points with a slash, “/”. acter’s current reserve of Points, excessive
points are lost. Following the above exam-
ple, if you had 9 Clout Points and had your
Rating reduced to 8, then you are left with
only 8 Clout Points. (Damage doesn’t
COMMAND REVIEW • Command R#v#uw
actually reduce any Points you already have,
Why Don’t Attributes Increase Skills?
it just lowers your Reserve.)
Think of Body, Clout, and Drive as the
While spent Points are easily recovered,
reserves of power that a character has to
Damage takes longer, and can require long
bear. By spending their Attribute Points,
and expensive care. On the character sheet,
characters can strive for overwhelming
mark Damage as an “X” until recovered.
success, push themselves past their limits,
and retry when others would give up. While
it’s tempting to think of Clout and Drive as Body
how sociable or smart someone is, actual A measure of your size and physical fit-
capacity is measured by a character’s Skills. ness, Body is a general indicator of strength,
Characters who are better at common Skills speed, and health.
will probably have Group Gifts (p. 90).
72•72
attribqets• A T T R I B U T E S
73•7 3
S P E C I E S • Sp#$es
SPECIES Sp#$es
There are over 160 distinct Species recognized by the Confederation of Worlds. The simple defi-
nition of a Species is that offspring between two members of the same Species breed true, fertile
offspring. (While other Species can interbreed with each other, the results are always sterile.)
74•74
Sp#$es• S P E C I E S
75•7 5
S P E C I E S • Sp#$es
76•76
Sp#$es• S P E C I E S
Marsupial Characters
Body: 6 Clout: 8 Drive: 6
Increase All Skills: Choose One Gift: Macropod Characters
+1 Brawl Ambidextrous Body: 8 Clout: 8 Drive: 6
+2 Climb Belligerent
+1 Jump Conformist Increase All Skills: Choose One Gift:
+4 Sneak Congenial +1 Hike Conformist
Cosmopolitan +2 Jump Congenial
Gadfly +2 Run Cosmopolitan
Grace Under +1 Spot Fast
Pressure Gadfly
Impulsive Grace Under
Quick Loading Pressure
Small Impulsive
Tough Indefatigable
Monotremes Monotremes are accepted freely on most
Monotremes are a species group that in- worlds, though they are rare enough that
cludes Platypuses and Echidnas. They are a they are often the subject of curious gazes.
highly unusual and distinctive group of Their reputation as a mysterious group of
mammals that share some traits with Avian creatures is strengthened by their oddly
species. Most well known is that they lay eggs isolated lifestyles. They rarely collect in
rather than give birth to live young. In groups larger than nuclear family, and seem
addition, like birds they have a single body content to keep to themselves. Since they
opening for reproduction and excretion share many characteristics of personal
known as a cloaca. They have no teeth, and physiology, Monotremes in military service
no external ears. Ear canal openings are often find themselves sharing quarters with
located at the base of jaw. In most other Avians. Monotremes are omnivorous, but
respects, Monotremes act like ordinary have a particular liking for insects and similar
mammals, with the exception of some arthropods.
internal differences in bone structure.
77•7 7
S P E C I E S • Sp#$es
Increase All Skills: Choose One Gift: Increase All Skills: Choose One Gift:
+2 Brawl Ambidextrous +2 Brawl Ambidextrous
+4 Sneak Belligerent +1 Swim Belligerent
Cold-Hearted +3 Sneak Cold-Hearted
Coolness Under Coolness Under
Fire Fire
Energetic Energetic
Grace Under Grace Under
Pressure Pressure
Healthy Healthy
Righteous Righteous
Small Small
Tough Tough
78•78
Sp#$es• S P E C I E S
Rat Characters
Body: 7 Clout: 8 Drive: 6
79•7 9
S P E C I E S • Sp#$es
considered ungulates.
Most ungulates are fairly large and robust
herbivores or omnivores, with a well-
developed sense of society. They can be found
throughout known space, and generally work
very well with other species. In fact, Ungu-
lates may be the single most common species
group in terms of overall population.
Ungulate Characters
Body: 11 Clout: 9 Drive: 6
Bear Characters
Body: 12 Clout: 8 Drive: 6
Increase All Skills: Choose One Gift:
+1 Brawl Belligerent
Cold-Hearted
Conformist
Coolness Under
Ursines Choose One Skill: Fire
Bears have a stocky frame, regardless of +1 Climb Grit
species. Though often considered some- +1 Swim Healthy
what slow-witted, they acquit themselves Indefatigable
equally well in combat roles and support Large
positions that require a great deal of Righteous
careful thought and planning. However, Tough
they may be somewhat uncomfortable on
planets dominated by smaller creatures.
Everything is too small, or too delicate, for
80•80
Sp#$es• S P E C I E S
Vulpines
Closely re-
lated to canines,
Fox Characters
the Vulpine Body: 7 Clout: 7 Drive: 8
species group
has enough Increase All Skills: Choose One Gift:
variety within +1 Hide Charismatic
itself to count as +1 Listen Cold-Hearted
a separate group. +2 Sixth Sense Coolness Under
Vulpines are +1 Smell Fire
foxes, and they +1 Sneak Cosmopolitan
range from tiny Energetic
Fennecs with Fast
bat-like ears to Gadfly
bushy-tailed Red Foxes. Vulpines on the Grace Under
whole have very light and athletic bodies, Pressure
and are rarely larger than the smaller canine Healthy
species. They are highly social creatures who Impulsive
find success in a number of fields, though Overconfident
their size tends to keep them from active Quick Loading
combat positions. Vulpine species have Small
successfully colonized a number of worlds, Sniper Expert
though they are more commonly found Velocity Expert
within a larger, mixed, population.
81•8 1
H O M E W O R L D S • homworlds
HOMEWORLDS
homworlds
Your character’s Homeworld determines
Increase All Skills: Choose One Gift:
their education and upbringing. A Main
+1 Bureaucracy Aristocratic
Character’s Homeworld gives them Marks in
+1 Impress Influence
several Skills and one Homeworld Gift.
+1 Innuendo Belligerent
+1 Persuade Charismatic
+1 Question Congenial
Economic
Influence
Energetic
Gadfly
Grace Under
Pressure
Impulsive
Corporate Righteous
Citizens on corporate worlds are almost Suspiciousness
invariably employees of a large capitalistic Young
organization that owns most, or all, of the
planet. On most worlds, each citizen- Research Colony
employee is also a shareholder. Very early Whether it is a tiny outpost on an in-
in their education they are given aptitude hospitable world or a full-fledged
tests, and steered into specific careers. community of academics, research colo-
While most corporations (such as Encha- nies are dedicated to the pursuit of pure
wah Group) offer a degree of flexibility science. Smaller colonies are purpose built
when it comes to changing careers later, it to look into local phenomenon, whereas
is still much harder to switch professions larger ones conduct general research and
than it is on most worlds. Characters from development. In either case, children are
corporate worlds have a skill specialty of rare in these settlements, and characters
their choice, and know how to “grease the raised in such an environment tend to be
wheels” of corporate bureaucracy to get treated as little adults. They learn early on
what they want. As shareholders, they the importance of careful observation and
have been exposed to hundreds of finan- research, and usually pick up a solid
cial reports throughout their life, and science background. Alternatively, they
know how to read sense into reams of might rebel against the staid atmosphere,
numbers. and deliberately refuse to learn their
parent’s academic specialty.
Increase All Skills: Choose One Gift:
COMMAND REVIEW • Command R#v#uw +1 Medical Cold-Hearted
What Makes for a Homeworld Gift? Sciences Conformist
Since characters will be members of the +1 Planetary Doctor
Extraplanetary Defense Force, some of the Sciences Factotum
Gift choices are biased towards people who +1 Physical Grace Under
would sign up for military service to travel to Sciences Pressure
faraway planets. For example, while young +1 Research Instructor
people eager to see the world are always Analysis Old
eager to sign up, older people would only +1 Search Sensor Expert
sign up for duty if they were already had Spacer Influence
applicable skills or had run out of other Young
opportunities.
82•82
homworlds• H O M E W O R L D S
Rural
Rural worlds may have very large over-
all populations, but they have few
centralized cities. The inhabitants might
live in extended family groups, or in small Space Station
towns of less than 1000 people. Most first- There are hundreds of space-stations
generation colonies would be considered throughout the known Universe. Most serve a
Rural. Farming is often the largest industry specific purpose – such as shipyards or fuel
on a Rural colony, and may be the reason stations – and it is not uncommon for them
for its existence. Others were founded by to host large residential populations. Stations
groups of independently-minded individu- with permanent crews have rotating residen-
als that dislike large communities, or are tial sections, with centrifugal force mimicking
colonies that simply could not attract gravity. Some stations are quite large, with a
83•8 3
H O M E W O R L D S • homworlds
84•84
Personalit#• P E R S O N A L I T Y
PERSONALITY
Personalit#
Choose one of each of the four Personal-
Intuitive:
ity aspects to represent your character. Each
step increases one of your Attribute Ratings.
+1 Drive Rating
You tend to think in patterns and the
abstract, more concerned with what may
Social Orientation be than what is.
How does your character relate to others?
Extroverted: Social Awareness
+1 Clout Rating How does your character decide what they
Your personality is outgoing and socia- would do?
ble. You prefer large, social situations like
Emotional:
parties.
+1 Clout Rating
Introverted: You are sensitive to the needs of others.
+1 Drive Rating You actively work to help people resolve
You are introspective and a bit of a loner. their emotional problems. When others
You prefer to be alone, or to have private around you are unhappy, you’re unhappy.
relationships.
Thoughtful:
+1 Drive Rating
Experience You prefer hard data and facts. You
Awareness prefer analytical analysis, a quality good
How does your character experience the for scientists and accountants. You accept
world? that conflict is an inevitable part of social
Sensitive: relationships.
+1 Clout Rating
You prefer to go out there, and see Action Orientation
what’s going on. You are more socially How does your character decide how to act?
active than most folks. Perceptive:
+1 Clout Rating
You prefer to understand what’s going
on, then improvise as time requires. You
always have one eye on the big picture.
Judgmental:
+1 Drive Rating
You are a meticulous planner, and you
expect others to follow the same plans. You
focus on the task at hand.
COMMAND REVIEW • Command R#v#uw
Personality as a Role-Playing Guide
You can use the personality guide as a role
playing aid for your character. How would an
Emotional Introvert handle a mission briefing?
When planning a mission, how would a
Sensitive, Judgmental character assign duties,
as opposed to a Intuitive, Perceptive character?
Players are encouraged to look up more
information on personality types and how
they might interact with one another.
85•8 5
S E R V I C E • serves
BRANCHES OF
SERVICE
Brances of serves
Both Main Characters and Supporting
Characters belong to a branch of service.
Special Services (SS)
When either a Main or Supporting Character, Gift: Administration +1
choose a Branch of Service, and add the Gifts Gift: Socialization +2
and Marks to appropriate skills. Gift: Suspiciousness
Not all of a Player-Character’s Retinue
Information Analysis +1
have to come from the same Branch of
Service as their commanding officer, but Pistol +1
they should at least come from the same Question +2
division (Administration, Aerospace, or Search +1
Surface Operations).
See “Ranks in the EDF”, page 56.
Administration
Boring, but necessary, the Administration
branch of the EDF oversees the logistics of
distribution, procurement, recruitment, and
other bean-counting activities.
Industry & Procurement (IP)
Gift: Administration +2
Gift: Socialization +1
Gift: Economics Influence
Pistol +1
Plan +2
Scrounge +2
Liaison (L)
Gift: Administration +1
Gift: Socialization +2
Gift: Cosmopolitan
Gossip +2
Innuendo +1
Persuade +1
Pistol +1
Quartermasters (QM)
Gift: Administration +2
Gift: Socialization +1
Gift: Logistics Expert
Lead +1
Pistol +1
Plan +2
86•86
serves• S E R V I C E
Specialists
Officers who aren’t part of any specific
branch, Specialists have niche roles in the EDF.
Emissary (EM)
Gift: Socialization +2
Gift: Subterfuge +1
Gift: Cosmopolitan
Bribe +1
Gossip +1
Innuendo +1
Search +2
Exploration (EXP)
Gift: Astronautics +1
Gift: Sciences +2
Gift: Hyperspace Expert
Information Analysis +1
Navigate +1
Sensor Operations +2
Vehicle Operations +1
87•8 7
S E R V I C E • serves
Scrounge +2
Gift: Firearms +1
Gift: Doctor
Hike +1
Sixth Sense +1
Medical Sciences +3
Mechanized (MECH)
Gift: Athletics +2
Gift: Firearms +1
Gift: Armored Vehicle Expert
Vehicle Operations +1
Heavy Weapons +1
Navigate +1
Repair +1
Sixth Sense +1
VHALO Paratrooper (VHALO)
Gift: Athletics +1
Gift: Firearms +1
Group – Astronautics +1
Gift: VHALO Expert
Hike +1
Longarms +2
Sneak +1
Spacesuit +1
88•88
skils• S K I L L S
SKILLS
skils
A Physical Skill can be Pushed using funding from the Confederation of Worlds,
Body Points. A Social Skill can be Pushed regulations can be complex and draconian,
using Clout Points. A Mental Skill can be and a high Bureaucracy Skill is required to
Pushed using Drive Points. follow through all the red tape.
Each Skill is part of one or more Groups,
listed after the type. Every time a charac-
Climb*
[Physical: Athletics]
ter takes that Group Gift, they get +1 Mark
For infantry, the ability to scale over ob-
in that Skill.
stacles is important. Use Climbing Skill to
Brawl* climb ladders and maneuver over objects
[Physical: Athletics] when in gravity. For pulling oneself along in
For most citizens in the Albedo universe, zero-gravity, use Freefall.
the concept of physical contact to cause
harm is distressing. Nevertheless, it’s
Computer Sciences
[Mental: Engineering]
sometimes necessary.
While the computers of Albedo use stan-
The Brawl Skill covers all unarmed at-
dardized designs, protocols, and code, that
tacks, such as punching, kicking, clawing,
doesn’t make the task of programming
biting, grappling, and wrestling.
them any less daunting. Most folks will
Bribe* prefer to interface with a helpful Net
[Social: Socialization] Artificial Intelligence, but those schooled in
Sometimes, you have to grease a few Computer Sciences will be able to get more
palms to get what you want. The Bribe skill done.
allows you to assess what might actually
bribe someone – such as money, favors,
Demolitions
[Mental: Engineering]
promotions, etc. – and also how to tender
Destruction of materiel with explosives
such a bribe without offending anyone or
falls under the Demolitions Skill. This
attracting undue attention.
ability covers the best way to collapse
Build walls, break engines, set explosive charges
[Mental: Engineering] and booby traps, and to set and to disarm
Many military vehicles are shipped to mines. This Skill does not cover delivered
planets in pre-fabricated parts, air-dropped explosives, such as from a gun or artil-
from very-high altitudes. Build Skill is lery – use the appropriate weapon’s Skill,
necessary to construct any item with the instead. This Skill also does not cover
proper parts and proper plans. large-yield explosives that might take out
Bureaucracy* more than one building – use Weapons of
Mass Destruction, instead.
[Mental: Administration]
If you ask some folks, they wonder how Design
anything gets done with all the forms, [Mental: Engineering]
paperwork, and requisitions that need to be Every military threat has a unique chal-
filled out. Because the EDF derives their lenge to it. Sometimes, the proper
COMMAND REVIEW • Command R#v#uw
solution is to draft a new device in the
Common Skills field to deal with it. Using Design Skill in
Some activities can be performed even by the field can be risky – such devices will be
the untrained. These are called Common temperamental and prone to failure
Skills. Every character gets one Mark in because of unskilled operators or unantici-
these skills for free. Common Skills are pated conditions of use.
marked here with an asterisk (*), and on the
character sheet with one Mark filled.
89•8 9
S K I L L S • skils
Disguise Gossip*
[Social: Subterfuge] [Social: Socialization]
A necessity for spies, Disguse Skill is used In social situations, one can Gossip with
to lie to others, to pretend to be something other folks. This Skill allows one to host a
else, or generally any protracted lie. Disguse successful party or other social event. It
is used for imposture as different social also allows one to glean information in a
classes, positions, or even races. The Spot relaxed setting.
Skill is used to see through a Disguise; The
Question Skill is used in conversation with a
Heavy Weapons
[Mental: Firearms]
Disguised Target; and the Information
Tripod weapons, grenade-launchers,
Analysis is used to study the target’s Deceit-
vehicular-weapons, and other long-
ful behavior.
distance field pieces are covered by the
Forge Heavy Weapons skill. Every infantry squad
[Mental: Subterfuge] should have one Heavy-Weapons expert.
Although it’s a crime with severe pun-
ishments, there are those who know the
Hike*
[Physical: Athletics]
art of Forging documents. Characters in
Infantry spend a lot of time on foot,
the EDF learn this Skill not because they
moving from place to place – especially
are expected to fake credentials, histories,
where vehicles can’t go. Hike Skill is used
and information, but because this Skill also
to cross greater distances in shorter time.
helps spot such fakery.
Freefall* Hyperspace Sciences
[Mental: Science]
[Physical: Astronautics] The mathematical convolutions needed
A lot of time spend in outer-space is in
to arrange for a hyperspace jump are
microgravity or less. Freefall is used to
something you want to get right, espe-
steady oneself when spinning and to
cially if lives are involved. Hyperspace
maneuver in zero-gravity environments.
Sciences is necessary to perform these
G-Force* calculations correctly, with or without a
[Physical: Astronautics, Vehicles] computer.
When a vehicle changes direction, or
accelerates, it inflicts force upon the crew.
Impress*
[Social: Socialization]
G-Force represents the physical condition-
To properly show off to others, especially
ing and training to avoid losing
in a public setting, use the Impress skill.
consciousness and other injuries.
Most folks in Albedo’s societies have diffi-
culty speaking before a crowd. For one-on-
one situations, use the Persuade skill.
90•90
skils• S K I L L S
91•9 1
S K I L L S • skils
92•92
skils• S K I L L S
Search* Sneak*
[Mental: Observation] [Physical: Subterfuge]
Methodically going through someone’s This Skill is used to move from one posi-
pockets, their room, or an area is covered by tion to another while avoiding detection, or
the Search Skill. A Search is always an to hide for long periods.
active action that requires concentration.
Spot*
Sensor Operations* [Mental: Observation]
[Mental: Observation] A popular Skill, Spot is the ability to see
The skill of using sensing equipment. things. Combatants use this Skill to sight
Most devices, such as light-enhancing targets, among other things.
goggles, are self-explanatory. Fancy devices,
like electronic-countermeasure devices,
Spacesuit
[Physical: Astronautics]
eavesdropping microphones, and the like
The first thing any spacer learns is how
will require this Skill.
to suit up quickly, in case of emergency.
Sixth Sense The second thing they learn is how to
[Mental: Observation] maneuver in a Spacesuit.
Sometimes called “the skill of known
unknowns,” Sixth Sense is the Skill veterans
Swim*
[Physical: Athletics]
pick up to know where their blind spots are.
Most inhabited planets have large bodies
This skill can be used to be wary of avenues
of water, in which someone could flounder
for ambush or locations for traps.
and drown. Many races have a natural
Smell* affinity for Swimming, as well.
[Mental: Observation]
Some races have a keen sense of Smell,
Throw*
[Physical: Athletics]
stronger than other races. The Smell Skill
When it comes to explosives like gre-
can be used to identify chemicals such as
nades, it’s handy to be able to place it where
lubricants or bodily fluids.
you want. Throw Skill covers both distance
and accuracy.
Vehicle Operations
[Mental: Vehicles]
The ability to drive or pilot any vehicle,
land-based or otherwise, is covered by this
Skill. Trained military personnel will have
Gifts that make them even better.
Vehicular Weapons
[Mental: Engineering]
This Skill covers the use of vehicular tar-
geting systems and their linked weapons.
(For weapons that use direct line-of-sight,
such as pintle-mounted guns, use Heavy
Weapons, instead.)
Weapons of Mass
Destruction
[Mental: Engineering]
This Skill covers the use of autonomous-
combat vehicles, nuclear weapons, and
other high-yield devices, as well as counter-
measures against them. This training is a
necessary evil for military engineers.
93•9 3
G I F T S • gifts
GIFTS gifts
Gifts represent special abilities that sepa-
rate a character from the rank and file.
Coolness Under Fire
Each Round, the total Awe you suffer is
Gifts are often “rule-breakers” – they allow
reduced by 1 (down to zero).
a character with the appropriate Gift to
circumvent or work around a default rule. Cosmopolitan
Many Gifts require Points to work. For You never suffer any penalties for not
Main Characters, these are either Body, knowing the local culture. If your Retry on
Clout, or Drive. For Supporting Characters, a failed Social roll Succeeds or better,
these points are Morale. If the character reduce any Clout loss by 1.
doesn’t have the points to spend, they can’t Increase your SPI by 1.
use the Gift.
Doctor
You can perform advanced medical
Basic Gifts techniques. You can attempt to heal targets
Anyone can buy these. They have no of Injury, using Medical Sciences Skill.
extra requirements. Without this Gift, you can only perform
Ambidextrous basic first aid.
You can use either hand with no penalty. Economic Influence
If you spend 1 Drive point, you can shoot You spend one less Clout when Influenc-
two Pistols in one round; you can either ing capitalists.
claim two attack rolls, or you can Suppress Raise your SPI by 1.
the same area, etc. Without this Gift, you
can only use one weapon per action. Energetic
You have +1 Drive Rating.
Aristocratic Influence
You spend one less Clout when Influenc- Factotum
ing aristocrats, plutocrats, and other You can help other folks get organized,
oligarchs. and you can repair damage to reputations.
Raise your SPI by 1. You can attempt to heal other targets of
Oversight, using Bureacracy Skill.
Armored Vehicle Expert
You can maneuver any vehicle you Vehi- Fast
cle Operations to reduce exposure to Your Running distance is 1.5x normal. If
vulnerable ears. you are ever in a contest involving physical
By spending 1 Drive Point, you can im- speed against someone else, they must
prove the Armor rating of your vehicle by 5. spend 1 Body, or you automatically act first.
By spending 1 Drive Point, you can ne-
gate the extra 1d20 for driving a Damaged
Vehicle. (There is no effect if the vehicle is
not damaged.)
Charismatic
You have a strong personality that
makes it hard for folks to dislike you. You
may ignore the first 3 Oversight on your
Damage track for purposes of reducing your
Clout Rating.
Raise your SPI by 1.
Congenial
You have +1 Clout Rating.
94•94
Gifts• G I F T S
95•9 5
G I F T S • gifts
times. Each time you have a Group Gift, it Lead Marks 6+)
adds +1 Mark to all appropriate Skills. When Rallying a target that has Loyalty
Administration +1 to you, you may add up to five Morale
Each Gift gives +1 to Bureaucracy, In- instead of the maximum of 3.
formation Analysis, Lead, Plan, and Research Raise your SPI by 1.
Analysis. Following-Fire Master
Astronautics +1 (Requires: Following-Fire Expert)
Each Gift gives +1 to Freefall, G-Force, When claiming Following Fire (q.v.), the
Navigate, Physical Sciences, and Spacesuit. second and third attacks do not cost any
Drive. The fourth and later attacks do.
Athletics +1
Each Gift gives +1 to Brawl, Climb, Hike, Hyperspace Expert
Jump, Melee, Run, Swim, and Throw. (Requires: 1+ Marks in
Hyperspace Sciences)
96•96
Gifts• G I F T S
You can plot Hyperspace Jumps longer Under your administration, troops re-
than other folks can. You can increase the cover faster. See the Recovery chapter for
maximum range of a jump by the Score of more details.
your Hyperspace Sciences Skill (using either
Rote or a Roll)
Martial Arts
(Requires: Coolness Under Fire)
Or, instead, you can reduce the amount
You have trained yourself to fight hand-
of time it takes to make the calculations.
to-hand. You can kick, head-butt, slam, or
Reduce the time by 5% times your Score.
even bite your target, for improved damage.
(For example, if you have a 9, then it takes
At the start of your action, pick any one
45% less time.)
combatant. You may claim 25% Cover in
Improved Coolness Melee Only vs. that target, because of your
Under Fire ability to parry and to control space. If you
(Requires: Coolness Under Fire) spend 1 Body, you may reduce a target’s
Subtract two from any Awe you suffer, Cover vs. your unarmed attack by 25%
instead of subtracting one from Coolness (except for 100% Cover).
Under Fire. If you hit with your unarmed attack,
Inventions Expert you may claim a following attack against
other combatants, with your unarmed
(Requires: 1+ Marks in Research Analysis)
attack. Similar to Following Fire, you may
You can use research to improve produc-
strike a second time at no cost (and if that
tion. While under your supervision, a plant
attack hits, you may strike a third time,
improves production by 5% times your
spending 1 Body). Remember that any
Score in Research Analysis. (For example, if
Close attack, even Following ones, provoke
you have a 9, then a plant yields 45%
counter-attacks. This is not true “follow-
greater production under your supervision.)
ing-fire”; the gifts of Following-Fire Expert
Knack: [of Choice] and Master do not apply.
(Requires: 3+ Marks in Skill of Choice)
When you buy this Gift, choose one Skill.
Master Planner
(Requires: 1+ Marks in Plan Skill)
If you ever Overwhelmingly Succeed with
Before you enter a battle, if you have
the resulting Skill Roll, you recover 1 spent
time to prepare, you may declare the fight
point in the appropriate attribute (Body,
to be a Planned Encounter. You may use
Clout, or Drive), provided you spent the
Plan Skill to add Morale to folks, spending 1
point to push the skill.
Drive. This Morale represents presence of
You may take this Gift multiple times.
mind and keen forethought in dealing with
Each time, choose a different Skill.
the situation.
Raise your SPI by 1 for each Knack.
You cannot Rally folks with Plan Skill.
Logistics Expert You still use Lead Skill to Rally folks. Among
(Requires: 1+ Ranks in Bureaucracy)
97•9 7
G I F T S • gifts
other things, this means that you cannot ignore the first 3 Trauma on your Damage
remove Panic with Plan Skill. track for purposes of reducing your Drive
You can only use the Master Planner Gift Rating.
if you had time to plan the battle. If you are
ambushed in an unlikely place, you cannot.
Robotics Expert
(Requires: 1+ Marks in
The Game Host is the final arbiter of when
Computer Sciences)
your advanced planning is effective.
By spending 1 Drive Point, you can con-
Melee Expert vince a robot under your control to Roll,
(Requires: Coolness Under Fire) Risk, Push, or Breeze. Without this gift,
You have trained yourself to fight with robots under your control can only do
melee weapons. things by Rote.
At the start of your action, pick any one Semi-Automatic Master
combatant. You may claim 50% Cover in (Requires: Semi-Automatic Expert)
Melee Only vs. that target, because of your When using a semi-automatic weapon,
ability to parry and to control space. If you and you miss a target at Medium Range or
spend 1 Body, you may reduce a target’s less, you can immediately Retry, spending
Cover vs. your unarmed attack by 25% Drive points and two bullets from your gun.
(except for 100% Cover). Normally, you are not permitted a Retry
If you hit with your melee attack, you with attack rolls.
may claim a following attack against other
combatants, with your unarmed attack. Sniper Master
Similar to Following Fire, you may strike a (Requires: Sniper Expert)
second time at no cost (and if that attack Whenever you have Aimed at a target,
hits, you may strike a third time, spending and you successfully hit the target with a
1 Body). Remember that any Close attack, firearm attack, you may spend 3 Drive and
even Following ones, provoke counter- add an extra 2d20 to the Damage Roll.
attacks. This is not true “following-fire”; Strong
the gifts of Following-Fire Expert and (Requires: Body Rating 8+)
Master do not apply. You are stronger than average. Im-
Net Influence prove the Damage of all your hand-to-
(Requires: 1+ Marks in hand attacks by 5.
Computer Sciences) You can Carry 3 times your Body rating
You know how The Net “thinks.” You (not 2). You can Lift 8 times your Body
spend 1 less Drive Point when trying to rating (not 5).
influence The Net and other artificial When you engage in a contest of
intelligences to do what you want. strength (such as grappling or wrestling)
Raise your SPI by 1. with someone who is not Strong, your
opponent must spend 1 Body point before
Resolute even rolling any dice, or automatically lose.
(Requires: Drive Rating 8+)
98•98
Gifts• G I F T S
99•9 9
G I F T S • gifts
100•100
Basik rulz• B A S I C R U L E S
BASIC RULES OF
ENGAGEMENT Basik ruls of eng&jment
Rules exist for fairness and consistency. the Players encounter store clerks,
By using the same role-playing game rules, frightened civilians, obstinate businessmen,
all the Players and the Game Host will grizzled prospectors, armed criminals, and
better understand how the story of the all other sorts, the Game Host controls and
game is moving along. Many decisions will plays each one.
have fateful consequences – and when the
Players and
military is involved, lives will often hang in
the balance. To this end, Albedo: Platinum
Player-Characters
The rest of the participants are simply
Catalyst has rules for moderating conflict.
called Players. Each Player controls one
Main Character, their starring role in the
Playing a Role story-line, often called the Player�Character.
The essence of the game is to pretend to Players will often control one or more
be someone else. There are various kinds of Supporting Characters – their subordinates
roles to be played in the game. in the Extraplanetary Defense Force.
Moderating the Action:
The Game Host
One participant takes the role of the
Game Host. The Host is like the director of a
play, responsible for keeping the action
moving. In the game sequence, the Players
describe what they want their characters to
do; the Game Host decides what rules or
other factors need be taken into account;
dice are rolled, tables are consulted, and the
Game Host describes what happens as a
result; then the Players decide where to go
from there.
The Game Host has the final say in what
does and does not happen – up to and
including changing or breaking the rules.
No rule can handle every situation, and
sometimes numbers and dice just get in the
way. The goal of the game is for everyone
to have fun, and the Game Host should
know their Players and keep the enjoyment
levels at maximum. However, a Game Host
should always strive for maximum fairness
and consistency – two qualities provided by
rules. It’s not an easy balance, and Game
Hosting is not an easy role, but it can be
very rewarding.
The Game Host plays the role of all Main
Characters who are not Player-Characters.
The Host also plays the role of all
Supporting Characters not played by the
Players – the “extras” in the script. When
101•1 0 1
B A S I C R U L E S • Basik rulz
d6; for three, d8; for four, d10; and for five
or more, d12. This is a Basic Roll.
exampul
Example: Toki has 4 Marks in Repair Skill.
When she is called upon to make a
Repair Skill Roll, her Player rolls a ten-
sided die and reads the number.
To accomplish a task, you roll a die pro- Example: If Toki were to need to roll an
portional to the number of Marks you have. 11 or 12, Toki could spend 1 Drive Point
For one Mark, roll a d4. For two Marks, roll a to Risk her Skill, and roll a d12 for Repair
instead of d10.
COMMAND REVIEW • Command R#v#uw
Dice Are Rarely Added Together Business as Usual:
When rolling multiple dice, such as Risking or Rote
Breezing, only the highestshowing die mat In most cases, the activity you’re per-
ters. Don’t add them together. Likewise, when a forming is second nature. Characters in
combatant shoots at a target, the Cover, Albedo perform the same daily chores over
Concealment, and Range dice are not added and over again. Instead of rolling dice, a
together. Most rolls in Albedo are pushing character who is in a typical situation, doing
near the limit of 12; do not add the dice a typical thing, can just go by Rote, not
together unless specifically instructed to do so.
102•102
Basik rulz• B A S I C R U L E S
exampul
Example: Toki has repaired engines before, quired to do something, as well as how
and she’s in the shop, so she just goes by chancy it might be to get it work, is called
Rote. With four Marks, she doesn’t have to Difficulty.
roll, she can just claim a 5. The Game Host should choose a diffi-
Rote is claimed instead of rolling. Do not culty based on how hard the activity is.
roll dice and claim the Rote. Some suggestions:
Robots and AI can only take Rotes. They Kind of Task Target
can never Push, Risk, or Breeze, unless Trivial: anyone could do this 1
directed by someone with the Robotics Routine: Anyone with one Mark 2, or d4
Expert gift. Characters who have Panic could get this after a few tries
cannot claim Rotes. Intermediate: Experts can do this 4, or d8
Overqualified: easily, but other folks have a hard
Breezing time
The opposite of Pushing, Breezing is Advanced: Even trained personnel 6, or d12
when a character knows enough to try to find this a chore
score an Overwhelming Success. A charac- Experts Only: Only highly-trained 9, or 2d12
ter with two or more Marks can often push personnel can perform this task, and
themselves where others would think twice. often only after repeated tries
Characters with 2 Marks or more in a Skill Nigh-Impossible: Tasks this 11, or
can Breeze, effectively halving their Marks difficult can only be performed by 3d12
to claim twice as many dice. masters.
Since you can only Overwhelm when two
or more dice roll higher than the target, Simple Rolling:
Breezing is way to get more dice without Target
spending points. In most cases, you’re trying to beat a
Panicked Characters cannot Breeze. Target. Targets are for most solo activities,
like fixing an engine, researching a project,
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103•1 0 3
B A S I C R U L E S • Basik rulz
Results of Rolls
Cost to
Dice Result Outcome Retry?
All of your dice are Botch – the +2
showing ones (the worst possible
worst possible roll). result (see below).
None of your dice Failure – your +1
beat the target activity simply
number, or your fails.
Rote was not high
enough
The highest number Tie – a marginal Zero
you rolled is equal to failure, or a partial
the target, or your success.
Rote is equal to the
target
One of your dice Success – your n/a
rolled higher than activity is clearly
the target, or your successful.
Rote exceeds the
target
Two or more of your Overwhelming n/a
dice rolled higher Success -- your
than the target activity is
remarkably
successful example, a Botch on trying to Jump across
For most activities, a simple Success is a gap might send the character falling.
enough to get things done. An Overwhelm- Adding or Subtracting Marks:
ing Success is even better – a spectacular Bonuses and Penalties
landing, a rousing speech, a fantastic Your Game Host may rule that some-
design, etc. Many Gifts have special modifi- thing is easier to do. You may gain one or
ers that only work on Overwhelming more Marks in your Ability to do something.
Successes. Bonus Marks raise the size of the dice you
Botching can use, and they may allow you to claim
A roll of all ones is the worst a character some extras.
can ever do. Such a result can indicate a Your Game Host may rule that some-
minor cut or bruise, exhaustion, frustration, thing is harder to do. You may lose one or
a misspoken statement, or anything the more Marks in your Ability to do something,
Game Host and the Players can think of. as a Penalty.
All Botches result in the loss of 1 Point in
the relevant Attribute (Body for Physical, Retries
Clout for Social, Drive for Mental). Support- When a task fails, a character might
ing Characters lose Morale, instead. If the want to try again. In most circumstances,
character doesn’t have the point to lose, this won’t be an issue. Attacking with a
then the character either suffers Damage weapon, leaping across a gap, enduring G-
(Injury, Oversight, or Trauma) or Panic (for forces, or piloting a vehicle are all activities
supporting characters). that are short, fateful, and measurable. A
At the Game Host, Botches on a roll Failure either has immediate consequences,
might have some other consequences. For or it will be forgotten in the next moment.
104•104
Basik rulz• B A S I C R U L E S
exampul
Example: Auitzotl and his crew have to
Fixing a broken vehicle, convincing the
set up a radar array, a labor requiring
chancellor to see things your way, scanning a
800 Quality-Hours of Sensor Operations.
sector for signs of activity… Using a Skill to
Auitzotl’s team has one specialist with
try something a second time is a Retry.
Skill 5, he himself has Skill 3, and four
The first Retry from a Failure costs 1 more in his crew has the standard Skill 1.
Point from the relevant Attribute (Body for In his labor pool, the specialist has
Physical, Clout for Social, Drive for Mental). Rote 6, Auitzotl has Rote 4, and the last
The first Retry from a Botch costs 2 Points four have Rote 2. That adds up to
from the relevant attribute. (Since the (6 + 4 + 4 × 2 =) 18. Dividing 800 by 18
Botch in the first place cost 1 Point, that gives a little more than 45 hours. Work
brings the total spent up to 3.) Supporting ing 8 hours a day, the activity will be done
Characters use their Morale. in a little less than 6 days.
What’s the Total Point Cost for Much of the work of the Extraplanetary
an Action? Defense Force will involve building fortifica-
If you have a Gift or other circumstance tions, preparing vehicles, moving into
that reduces the points spent, the reduction position, gathering intelligence, etc. Some
is applied once on the entire action se� Labors may even require mixed pools of Skills!
quence, not on each cost. The Players will have to divide their re-
sources to perform various Labors. Keep in
exampul
Labor
Some uses of Skills take place over a long
period of time. For example, assembling a
tank might require thousands of hours of
skilled work. In game-terms, a long-term
activity is called Labor.
Labor is a large number, representing
Difficulty times hours of labor. Following
the above example, assembling the tank
might be a Labor of 4,000 Quality-Hours.
Most Labor will be performed by Rote.
Add together the Rotes of all the characters
assigned to the tasks, and divide that
number into the Labor, to determine how
105•1 0 5
C O M M A N D • command
COMMAND
kommand
Albedo: Platinum Catalyst is a game Military personnel are trained to obey
106•106
Kombat• C O M B A T
COMBAT
kombat
Beginning the Battle it’s time to move on and get to the next
Time in a role-playing game like Albedo plot point.
can vary. When weeks or months go by Combat situations, however, are likely
without an incident, the Game Host may to be heated. Everyone’s going to want to
call for narrative time – glossing over long attack as often as they can. When the
periods with but a few sentences. For Game Host declares that Combat has
example: “You spend two weeks accelerat- started, the flow of time and participation
ing out of your own system, then you becomes very orderly and organized.
jump and spend another two moving into Readiness
position to land.” If all the players agree In most military engagements, there
that nothing important was going on, then will be two sides to a battle. The side that
107•1 0 7
C O M B A T • kombat
108•108
Kombat• C O M B A T
109•1 0 9
C O M B A T • kombat
Attacking a Target
exampul
Example: Auitzotl sights a dissident with a
When launching an attack against a tar- man-portable rocket behind a wall, several
get, use the following steps. meters away.
The target has half their body behind a
Determine Range
solid, opaque wall, giving both 50% Cover
Each gun has a rating for Close, Short,
and 50% Concealment. With Auitzotl’s
Medium, Long, and eXtreme. The farther
rifle, the target is at Medium Range.
away the target is, the larger the dice used
Auitzotl has to shoot against a Range
to defend the target.
Die of d8, a Cover Die of d10, and a
Determine Cover Concealment Die of d10.
The more obstructions to line-of-sight to Auitzotl has 5 Marks in Longarm. He
the target, the harder it will be to hit the chooses his Rote of 6. The target rolls
target. Remember than an active, aware the 2d10 and the d8, and gets 5, 4, and
target can claim Cover that’s 25% worse, 1. The highest-showing die is 5, less than
within 2 meters of their position. Auitzotl’s 6. Auitzotl has hit the target.
Determine Concealment
Remember than an active, aware target Actions
can claim Concealment that’s 25% worse, Each Round, a combatant can perform
within 2 meters of their position. one Action. Players may order their Main
Character first, then their subordinate
Attacker rolls Firearms dice vs.
Supporting Characters.
the difficulty to hit the target
The shooter can claim any sort of roll Aim
they can to hit the target: Basic, Push, Risk, You can move 2 meters to a better posi-
Breeze, or Rote. tion. Then choose a target with 75% or less
In most cases, a shooter will use their Concealment. (If you can’t see a target, but
Rote when attacking. Rotes eliminate the you know where they might come out, the
possibility of Botching. best you can do is Guard.)
Table of Attack Results Next Round, you can shoot at the target
as if it was one Range Band closer, and as if
Result Outcome it had 25% less Cover and 25% less Con-
Botch (Highest die is 1) Something bad happens. cealment.
Failure (short-fall by 1 Miss. You closely miss If you move from your position, or if you
or more) your target. suffer Awe, then your Aim is ruined.
Tie (attacker’s highest Miss. You barely miss Characters with Panic cannot Aim.
score ties target’s your target. (Gifts such If you are using miniatures, place a
highest) as Semi-Automatic heads-up penny next to an Aiming figure,
Expert can make this a and place a tails-up penny next to their
hit.) target.
Success (one of Hit. You hit the target –
Attack at Range
attacker’s dice exceeds Roll Damage Dice.
You can designate any target and shoot
defender’s highest score
at them. Roll to hit, using the appropriate
by 1 or more)
skill for your weapon (Pistol, Longarm,
Overwhelming Critical Hit. You may Heavy Weapon, etc.). The Difficulty is based
Success (two of roll increased Damage on the Range to the target, the Cover the
attacker’s dice exceeds Dice. You can only target has, and the Concealment.
defender’s highest score score a Critical Hit if Roll to hit. On a Success, you claim one
by 1 or more) you have multiple dice, Normal Hit. On an Overwhelming Success,
such as from Pushing or you claim a Critical Hit, rolling an extra
Breezing. Damage Die.
On a Tie, you can still hit the target if
you have a semi-automatic or fully-
110•110
Kombat• C O M B A T
111•1 1 1
C O M B A T • kombat
112•112
Kombat• C O M B A T
Panicked characters themselves cannot takes at least two Actions: one to remove
Rally others. the Panic, the second to boost the Morale.
Rallying can do one of two things: re- If you are using miniatures, place 1 green
move Panic, or boost Morale. counter next to a figure for each point of
Morale granted.
Removing Panic
You can Rally any Main Character or Run
Supporting Character. You must make a roll Sometimes, you just have to move
of your Lead Skill. quickly from one spot to the next. Running
Rallying to remove Panic costs 1 Clout. is any movement over 2 meters, and such
(You may spend additional Clout to Risk or movement counts as the character’s Action.
to Push your roll.) If you don’t have the Any combatant can run 12 meters, no
point to spend, you cannot Rally. Support- questions asked. A combatant may also
ing Characters can remove Panic, spending choose to sprint, to cover more distance.
Morale instead of Clout. The combatant can cover 10 meters plus a
For combatants on your side, who ac- roll of their Run Skill dice. (Yes, the usual
tively support you (such as your fellow run is the same as moving 10 Meters plus a
Player-Characters), the difficulty is Trivial Rote movement of 2.)
(1). For neutral combatants (such as hys- When moving from 100% Cover to
terical civilians), the Difficulty is 100% Cover, across a space that is 5 meters
Intermediate (4 or d8). For opposition or more that has no Cover, you can claim
forces (that you need to calm down so you 50% Cover – even against attackers Guard-
can take them prisoner), the difficulty is ing that space – vs. attacks made at Short
Expert (9 or 2d12). Range or longer. (Close-Range Attacks are
If you Tie or better, you remove the tar- not effected.)
get’s Panic. If you Fail, you can Retry next A combatant can run for ten Rounds.
round, with the usual penalties. After that, they must either spend 1 Body to
Supporting Characters can attempt to run for 10 more Rounds, or stop Running
remove Panic, as well. They must spend until they have rested for 20 Rounds.
Morale instead of Clout. Spacesuits, with their insulation, are bulky
If you are using miniatures, place a yel- and impeding. Characters in Spacesuits run
low counter next to a Panicked figure. slower – use 5+Spacesuit Skill instead.
Boosting Morale Charge
You can boost the Morale of any Sup- A special kind of Run is the Charge –
porting Character with whom you share moving towards a combatant into Close
Trust or Loyalty. You cannot boost Morale Range. At the end of your move, you
in a Panicked Combatant. engage your target in a Close-Range Attack,
Rallying to boost Morale costs at least 1 with appropriate counter-attacks.
Clout. Only Main Characters can boost Panicked characters cannot Charge.
Morale.
The Difficulty is Routine (2 or 1d4),
Sneak
Combatants may try to move quickly
unless the Game Host rules that the situa-
from one area to another while avoiding
tion is worse. If you Tie or better, the target
detection.
gains 1 Morale. If you Fail, there is no
Sneaking is impossible unless you have
penalty for Retrying (though there is still a
at least 25% Concealment for the entire
loss for Botches).
distance you plan to Sneak through. Since
If your boosting Morale was successful,
you can claim reduced Concealment within
and the target has Loyalty to you, you may
2 meters, a Sneaking combatant can cross
spend 1 or 2 extra Clout to add 1 or 2 more
through 4-meter wide gaps, but no larger.
Morale, up to the maximum of 3.
The maximum distance you can move is
Since you cannot add Morale to a Pan-
your Sneak score. Yes, Sneaking can be
icked combatant, boosting their Morale
done by Rote. Sneaking is your only
113•1 1 3
C O M B A T • kombat
Action – you cannot shoot, and Sneak, for suffers +1 Awe, cumulative with other losses,
example. even if they are not hit. The hail of bullets is
Sneaking is the only way to move frightening to all but veterans of combat.
through a Watched area without provoking During their turn in the sequence, a
an automatic attack. combatant that moves out of, or remains
Suppression in a Suppressed Area, is immediately
attacked. And the attack has +1 Awe, as
One function of the fully-automatic
mentioned earlier.
weapon is area denial – filling a zone with
Use only Cover and Range modifiers for
bullets so that any target that moves
targets; Concealment does not apply for
through that area might be struck down.
attack rolls. Suppression is sometimes used
Belt-fed weapons are ideal for this purpose,
to fire on unseen targets, such as in smoke.
but in a pinch any fully-automatic weapon
All targets in the Suppression Zone are
will do. In game terms, Suppression Fire is
subject to Selective Fire. In other words,
when an attacker fills a designated zone
they are hit on Ties.
with bullets.
All targets in the Suppression Zone are
Only fully-automatic weapons can sup-
subject to Following Fire. Since the attacker
press. Semi-automatic weapons do not fire
gets multiple attack rolls, there is the
bullets fast enough.
possibility that one attack might miss, but
First, the attacker may move up to 2
another one might Succeed, allowing for
meters, then declares an area no longer
Following Fire. Following Fire attacks are
than Short Range on all sides. This is the
resolved normally, including Concealment
Suppressed Area, also known as the
with Cover and Range. Also, point costs
“beaten zone.”
must be paid for the third and later attacks.
All targets in the Suppression Zone are
Following Fire represents that the attacker
attacked, regardless of whether they are
has limited control over the dispersal of
friend or foe.
bullets and can choose to “hose down”
Anyone who enters a Suppression Zone
visible targets.
114•114
Kombat• C O M B A T
The Suppression lasts a full Round, until 100% Cover. Otherwise, the most you can
the target’s next action in the sequence. have is the minimum to attack (75% for
Any target that enters that area is attacked. pistols, 50% for long-arms.)
If a target leaves the area, and then enters it
exampul
Example: Auitzotl positions himself to
again, they are attacked again.
cover a street. He declares a Watched
At the beginning of the attacker’s next
triangle that extends 80 meters from his
round, their weapon is depleted of ammuni�
left, 30 meters from his right, and is 8
tion (unless it is a belt-fed weapon). The
meters wide at the end.
attacker should either reload or should If a combatant enters this triangle be
move to a place of safety. fore Auitzotl’s next action, he may shoot
Panicked combatants can still Suppress, them. The longest range in his triangle is
and often do, to clear an area of hostiles so 80 meters, which is Long Range for his
they might flee next Round. rifle. No matter what range a target first
If you have the Gift of Suppression Ex- enters his triangle, Auitzotl treats the
pert, you can declare a larger triangle, with target as being at Long Range.
sides up to Medium Range in length. (If
any side of your triangle is over Small Watching with Following-
Range, then all targets are fired at if at Fire Weapons
Medium Range.) If you have a fully-automatic weapon, you
If you are using miniatures, place three can usually only claim Following Fire at Short
black counters on the table – one next to Range. If you declare a Watched triangle for
the Suppressing attacker, and the other two Short Ranges only, you don’t have to imme-
at the points of the Suppressed triangle. diately shoot a second target if you don’t
Throw want to. Instead, you can use your Following
Fire to “remain watching” and to shoot
You can throw an object, most likely a
another target should one enter your trian-
grenade. Your throwing distance is your
gle. You can even shoot a third time, if you
Lift divided by the weight of the object.
have Drive (or Morale) to spend.
Remember that dividing by a fraction is
A Panicked combatant cannot Watch if
the same as multiplying by the denomina-
they could instead choose a maneuver that
tor – since grenades weigh ½ kg, you can
improves their Cover or Concealment
throw a grenade twice your Lift, in meters.
against known attackers. In fact, Panicked
A thrown object deviates 70% the total
characters will first get the best Cover and
distance thrown, minus 10% times your
Concealment they can; second, they will
Throw Score. For rolls of 8 or better, your
Watch a triangle where attackers might
Throw lands exactly where you want it to.
come from to reduce effective Cover or
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115•1 1 5
C O M B A T • kombat
tially the only limit is a 180° field of vision, represents the general likelihood of an
vs. targets without full, 100% Concealment. attack to cause damage; the Penetration
If you are using miniatures, mark a line represents improved odds by cleaner hits,
through such a Watcher using two blue or hits against more vulnerable points.
counters, on either side of the figure. Targets resist damage with two num-
Other Actions bers: their Deflection (how unlikely
Penetrations are) and their Thresholds
Characters will want to open doors, work
(how great the Damage must be for the
consoles, use sensor equipment, etc.
target to suffer ill effects.)
As a general rule, a character can move
When a target is hit by an attack, one or
2 meters or less and still perform a simple
more twenty-sided dice (d20s) are rolled;
action, such as reload a gun or open a
these are called Penetration Dice. Roll the
door. Actions that require complex con-
d20s, and compare each one separately
centration, such as using a GPS device to
against the Deflection of the target – each
call for an artillery strike or as defusing a
one that equals or exceeds the Deflection is
bomb, will take more.
a Penetration; for each one, add the Pene-
A combatant can Hide in one Round,
tration Value to the Damage.
then remain hidden and perform actions the
Then, find the highest�rolled d20, and
next Round, still claiming the benefits of
add that result to the Damage, as well.
Hiding, as long as they do not move from
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116•116
Kombat• C O M B A T
Penetration Dice Gift of Coolness Under Fire will be able to
The number of Penetration Dice is de- shrug this off.)
pendent first on how injured the target is,
Wounded
then other modifiers like awareness.
A Main Character that is Wounded suf-
Circumstance Penetration Dice fers 1 Injury. If this Injury would reduce the
Target is not injured 1d20 Body Rating below zero, the character
Target is Wounded 2d20 becomes Incapacitated, instead.
Target is Crippled 3d20 A Supporting Character that is Wounded
Target is Incapacitated 4d20 has no Body Points to lose. For simplicity,
Target is Helpless +1d20 multiple injuries are not measured against
Target was Critically Hit +1d20 Supporting Characters, although the Game
Host may rule that multiple Woundings may
Thresholds have long-term effects.
After adding all Penetrations to the Future attacks against a Wounded char-
Base, the final number is the Damage. acter roll two d20s instead of one. While
Compare the Damage number to the both d20s are rolled for Penetrations, only
target’s Thresholds. the highest one is added in.
If you are using miniatures, place one red
Damage is… Default Value Result counter next to a Wounded figure.
No Threshold n/a Target suffers
(less than 1st) 1 Awe Crippled
Wounding Body×2 Target suffers 1 A Main Character that is Wounded suf-
(1st but less Injury and 2 fers 3 Injuries. If these Injuries would
than 2nd) Awe; change reduce the Body Rating below zero, ignore
status to the excess; the character becomes Incapaci-
Wounded tated, instead.
Crippling Body×2+10 Target suffers 3 A Supporting Character that is Crippled
(2nd but less Injuries and 3 has no Body Points to lose. For simplicity,
than 3rd) Awe; change multiple injuries are not measured against
status to Supporting Characters, although the Game
Crippled Host may rule that multiple Cripplings may
Incapacitating Body×2+20 Target suffers 5 have long-term effects.
(greater than Injuries and is Crippled characters cannot act unless
3rd but less out of combat; they spend 1 Body (or 1 Morale).
than 4th) change status to
Incapacitated COMMAND REVIEW • Command R#v#uw
117•1 1 7
C O M B A T • kombat
118•118
Kombat• C O M B A T
Trauma, the Game Host may rule that track “negative Morale” for Supporting
repeated, severe mental stress can have Characters – simply mark the character as
permanent effects. Panicked.
Rare circumstances, such as overwhelm-
Panic ing fear or frustration, can also cause Panic.
Characters that suffer Panic have re- The Game Host may rule that dire situations
duced capacity to fight. Panicked such as explosive decompression, poisoning,
characters cannot spend Drive or Morale, so impending nuclear holocaust, and other
they cannot Push or Risk on rolls, nor can events causes Panic in certain characters.
they use Gifts or other abilities that require What Panic Does
such points to be spent. As a general rule, a Panicked character is
Panicked characters have a crisis of con- frustrated and confused.
fidence. While they may act rashly, they are Each Action lists whether a Panicked
not assumed to be reckless or insane. Panic character can perform it, and in what
might not be fear – botched rolls and other capacity. As a general rule, if a Panicked
mishaps can cause loss of Morale, and thus combatant could choose an Action that
cause Panic. would make it harder to be hit – any action
What Causes Panic that increases Cover, Concealment, or
A Main Character suffers Panic if they Range against known hostiles – they will
run out of Drive Points and if they have one choose that Action over any other.
or more Trauma. A Main Character that If you are using miniatures, place a yel-
runs out of Drive and has zero Trauma may low counter next to a Panicked combatant.
be mentally exhausted, but they do not
automatically suffer Panic. (Note that if a Special
Main Character is forced to lose Drive they Circumstances
can’t spend, they suffer Trauma for each The standard attack assumes a careful
point of short-fall.) attacker shooting at a ready opponent.
A Supporting Character suffers Panic if However, there are some exceptions to
they run out of Morale Points, and they typical attacks.
suffer some condition that forces loss of
Morale points that they can’t cover. Do not
119•1 1 9
C O M B A T • kombat
120•120
Kombat• C O M B A T
and to defend themselves – in other words, called “defensive grenades” because while
they are Helpless targets. they might not cause actual injury, they can
Being Helpless is like being Surprised, reduce enemy morale and can encourage
only worse. A Helpless target cannot claim their blast areas to be empty of hostiles.
Cover or Concealment within 2 meters of Remember to figure effective Cover
their position. If it matters, any attacks on a from the center of the explosion! Thrown
Helpless target inflict +1 Awe. Also, attacks grenades will explode on the ground, but
against a Helpless Target roll an extra d20 airborne explosives burst overhead, reducing
Damage Die. effective Cover for deadly effect.
An inanimate, unattended object, such as
Distance from Blast Radius Damage Dice
a door or a wall, is considered Helpless for
Physically touching explosive 5d20
this rule. A moving object (such as a
Up to 1× 4d20
vehicle) or an attended object (such as a
rifle in an opponent’s hands) is not. More than 1×, Up to 2× 3d20
More than 2×, Up to 3× 2d20
More than 3×, Up to 4× 1d20
More than 4× None
Each 25% of Cover Less 1d20
exampul
Example: Auitzotl is taking fire, pinned
down in a cafeteria. A hostile throws a
grenade, which lands in the center of
the room. A veteran of many skir
mishes, Auitzotl had tipped over a table
in a previous Round; now, he moves to
Explosions Hide behind it. Next Round, when the
Volatiles such as grenades, can send grenade explodes, Auitzotl has 100%
sharp debris flying into the air. Such attacks Cover from the table. He suffers no
are called Explosions. Damage and (with zero d20s rolled for
An Explosion does not use a to-hit roll. damage) no Awe.
Instead, all targets are attacked. Find the The following Round, Auitzotl takes an
center of the attack, and measure the range act of desperation. He stands up and fires
to other targets. An Explosion has a blast his GAKW under-rifle grenade at the
radius in meters. A target within the blast ceiling behind the hostiles. Since the
radius suffers a 4d20 Damage Roll; a target center of the explosion is behind and
within 2× the blast radius suffers 3d20; above the targets, they will gain no Cover
within 3×, 2d20; and within 4×, 1d20. An (as they, too, were using overturned
explosive that goes off when touching the tables, which are facing Auitzotl’s door.)
target inflicts 5d20. The hostiles are each 3 meters away
Each 25% Cover reduces the Damage by from the center of the Explosion; with a
1d20. A Hiding character improves effective blast radius of 2m, this is more than 1×
Cover by 25%, even if out in the open. A but not more than 2×; Damage is 3d20,
combatant expecting an Explosion can and the Awe is +3.
“hunker down”, using the Hide Action to Auitzotl himself is 5m away from the
reduce damage. explosion, so he suffers damage for being
If an Explosion’s d20s are reduced to within 3×blast radius, or 2d20; Auitzotl
none, the target suffers no Damage and no has also positioned the explosion so that a
Awe. Thus the farther away a target is from standing hostile can provide reduced
the center, and the more cover they have, Cover (a reduction from half-cover, to
the less effective the Explosion will be. 25%) – this reduces the damage to
Explosions cause +1 Awe per d20 of 1d20. Auitzotl himself suffers 1d20 and
Damage Dice rolled. The large area of effect +1 Awe from his own Explosion.
and violent concussion of the wave of air are
quite unnerving. Thrown grenades are often
121•1 2 1
C O M B A T • kombat
122•122
Kombat• C O M B A T
Firearms
The most common attacks in Albedo
will be from guns. The common firearms
that players will encounter have the
following statistics.
Weapon is the name; you can find more
information in the Equipment chapter,
p. 136. Type is the Skill used when attack-
ing with the weapon. Ammo refers to the
123•1 2 3
S P O T R U L E S • spot rulz
SPOT RULES
Spot ruls
Role-playing games are full of all kinds regardless of what they do, or be rendered
of scenarios and circumstances. The Game unconscious (and Helpless). If denied air for
Host will have to make “ad hoc” judgments four more minutes, they will die.
on the spot of what a character can and A cubic meter holds enough air for a
cannot do. This chapter has a listing of character to breathe for 15 minutes. A 3m x
many of the rules 3m room would thus hold enough air for
Don’t let all the rules bog you down. one character to breathe for about six
Rather, rules should add new wrinkles to old hours. More characters consume propor-
situations, or be a plot point for the story. tionally more air.
Any military force will seek to take advan-
tage of a situation as well as they can.
Vacuum
Without air pressure, ears will pop, eyes
Outnumbered troops will prefer to fight in
will bleed, lungs will rupture, and the very
fog or thick forest, where they can take
liquids of the body will boil away. Unpro-
advantage of improved cover and conceal-
tected combatants exposed to 0
ment. A highly-trained force might choose
atmospheres (pure vacuum) become
to invade a space-station, where they can
Wounded at the end of the first Round,
use their superior zero-gravity training
Crippled at the end of the second Round,
against ill-equipped foes.
Incapacitated at the end of the third Round,
Rules are to be fair and consistent. Play-
and Devastated at the end of ten Rounds.
ers should be able to make informed choices
Lack of air resistance will multiply a bul-
about what their Characters do, so they
let’s Long and eXtreme ranges by 5. Close,
know what they’re getting into. Clever
Medium, and Long ranges are unaffected –
tacticians will seek out every advantage
these ranges are determined by make,
they can, so the Game Host should encour-
manufacture, recoil, and other factors. This
age his players to exploit new and unusual
multiplier combines with the multiplier
situations in the game.
from gravity.
Atmosphere exerts a great degree of
Atmosphere force on the walls of a spaceship; a single
Characters in poor oxygen environments, bullet-sized hole can lead to a rapid escape
such as high-altitude or a leaking space- of air into space, called explosive decom-
suit, must spend 1 Body to move or exert pression.
themselves, at all. If their oxygen runs out, A combatant that suffers any attack that
they will suffocate. successfully Penetrates their spacesuit,
Suffocation while in vacuum, is leaking air. Someone
Characters that are denied air can hold must take an Action of Spacesuit vs. Inter-
their breath for two minutes if they don’t mediate Difficulty (d8 or 4) to patch the
move or exert themselves. After two hole, using a kit that comes with all vac-
minutes, the target must spend 1 Body uum-suits. Otherwise, at the end of each
Round that the suit remains unpatched, roll
COMMAND REVIEW • Command R#v#uw 1d20: on a 1, the suit has run out of air and
Spot Rules vs. Variant Rules the combatant inside is suffocating and
A Spot Rule is “if anyone asks, this is what exposed to vacuum.
we do” – a rule that rarely comes up, but
when it does, it has significant effects. A Distance
Variant Rule (p. 126) is a change that
With proper communications, even a
changes the dynamic of play. Assume that
simple man-to-man guerilla battle can
all Spot Rules are in play, but only those
involve resources kilometers away, or even
Variant Rules that the Game Host specifi
in space.
cally declares.
124•124
spot rulz • S P O T R U L E S
Horizon
The maximum distance a spotter can see,
before the curvature of the planet drops off,
is called the horizon. The higher the van-
tage point, the greater the distance that can
be seen. For a standard 1-diameter world:
Altitude Horizon
Ground level 11,000m
On a roof (4m up) 14,000m
125•1 2 5
S P O T R U L E S • spot rulz
126•126
spot rulz • S P O T R U L E S
127•1 2 7
S P O T R U L E S • spot rulz
Temperature
All races of Albedo have protective
fur or feathers that helps protect folks
from the elements. While fur can be
singed or frozen, it will grow back –
unlike skin.
At temperatures below freezing (0
degrees Centigrade) a character must
spend 1 Body every eight
128•128
spot rulz • S P O T R U L E S
129•1 2 9
S P O T R U L E S • spot rulz
130•130
spot rulz • S P O T R U L E S
131•1 3 1
A F T E R M A T H • afterma%
AFTERMATH
Afterma%
After any battle, EDF officers will be ex-
Highest Attribute (of Body, Clout, or Drive)
pected to attend a debriefing, to report
what occurred. Video records will be 4 5 6 7 8 9 10 11 12 13 14 15
compiled, statements will be taken, and 4 3 4 4 5 6 7 8 8 9 10 11 12
Lowest Attribute (of Body, Clout, or Drive)
132•132
afterma% • A F T E R M A T H
exampul
Example: Auitzotl has Body 11, Clout 7,
and Drive 9. His highest attribute is 11
and his lowest is 7. His Recovery is
(11×7 = 77/5 = 15.4 ) 15, after
rounding down.
Auitzotl has 2 Injuries. To recover
from 2 Injuries to 1 Injury takes
(100×2 = ) 200 Labor. On his character
sheet, Auitzotl lists “0/200” in his Recov
ery track. Each rest period, Auitzotl
recovers 15 worth, so after three rests,
Auitzotl has “Injury Recovery 45/200”
listed on his character sheet.
After 12 Rests, Auitzotl has
195/200, so he’s feeling better. After
one more Rest, his Recovery becomes
205 – he subtracts 200, and removes
one Injury. He applies the difference of 5
to his next Recover – removing the 1
Injury, which costs 100. Auitzotl’s player
erases one point of Injury, and he writes
“Injury Recovery 5/100” on his charac
ter sheet.
If a character suffers Damage, their
Recovery resets back to zero.
exampul
133•1 3 3
A F T E R M A T H • afterma%
Example: Auitzotl has 2 Injuries and a After the debriefing, equipment will be
Recovery of 15. After three Rests, his inspected and repaired. Ammunition,
Injury Recovery is 45/200. batteries, and other consumables will be
He visits a Doctor, who has 5 Marks in replaced.
Medical Sciences. With a rote of 6, that’s Incapacitated Supporting Characters will
good enough to deduce (6×5 = ) 30 from be sent to the infirmary. For each support-
the Recovery. Auitzotl’s player writes ing character that was killed, the
“Injury Recovery 45/170” on his charac commanding Main Character’s credibility
ter sheet. will take a hit – add 1 Oversight.
The Doctor tells Auitzotl to take it easy. A Main Character whose Body Rating has
If Auitzotl suffers 1 Injury, that would been reduced to zero from Injury will be
change his Recovery to 0/300 – not only sent to the infirmary, temporarily relieved of
negating all his rest, but also eliminating command.
the benefit of the Doctor’s treatment. A Main Character whose Clout Rating
After 12 Rests, Auitzotl has 180 Re has been reduced to half due to Oversight
covery. He completely heals the first will generate gossip among their peers
170, and now has “Injury Recovery about how they are having difficulty
10/100” on his character sheet. He can keeping their affairs in order. The character
now visit the Doctor again, who could will be brought before their superior officer
lower this to 10/70. for review – which should be an opportunity
A character with the gift of Factotum for role-playing. If they fail to present a
can use Bureaucracy to organize another good review, their SPI will be reduced by 1,
character’s schedule, perform damage- 2, or even more. A Main Character whose
control on their mistakes, advise them of Clout Rating has been reduced to zero due
their schedule, and generally help get things to Oversight will be censured – they will be
back in order. A Factotum treats Oversight relieved of command, given a new assign-
the same way a Doctor treats Injury – by
COMMAND REVIEW • Command R#v#uw
reducing Oversight Recovery by 5× a roll of
Why is Recovery So Involved?
Bureaucracy skill.
Battles will go quickly, with lots of fateful
A character with the gift of Psychiatrist
decisions. The aftermath, however, will
can use Question skill to psychoanalyze a
have longterm repercussions. A
patient, helping them to resolve their
commanding officer will have to make
anxiety. A Psychiatrist treats Trauma the
decisions about which of their subordinates
same way a Doctor Treats Injury – by
will have to perform dangerous work, and
reducing Trauma Recovery by 5× a roll of
which ones need to take it easy. Recovery
Question skill.
is shown as two numbers – one progress,
one goal – for easier record keeping
between game sessions.
134•134
afterma% • A F T E R M A T H
135•1 3 5
E Q U I P M E N T • equpment
EQUIPMENT
#qupment
seldom saboted, as the targets they are
shooting at do not wear armor.
Gun controls vary widely from world to
world, and are largely dependent on the
local state of settlement and attitude
towards personal security. Gun ownership is
strictly controlled in the Core Worlds, and
civilian weapons include digital gun cam-
eras that record an image every time the
gun is fired. In some cases, this image may
even be automatically broadcasted to the
local police station. On some Core Worlds,
gun ownership may even be taken as a sign
of undue paranoia and unsociability. On
Despite the overall advanced state of some Outer Worlds, personal firearms are
technology in the Confederation and in the the norm.
Republic, military scientists have yet to All normal ammunition can be fired in a
improve on the familiar ballistic weapons of vacuum, or underwater, as the rounds are
the sort employed in the real world. While propelled by means of a chemical charge
more exotic weapons do exist (such as that contains sufficient oxygen within itself
powered rifles that use magnetic fields to to ignite and explode. An unsupported
hurl thousands of razor-sharp flechettes at person firing a gun in zero-g will find
a target) these tend to be prototypes, rarely themselves moving in a direction opposite
seen in the hands of the common soldier. the one they were firing in. The movement
Old fashioned slug-throwers remain a quite imparted will be very slight in most circum-
effective way of killing at a distance, and stances. For example, an 80 kg character
the most affordable manner in which to who fired a two-gram bullet at 400 meters
equip an army. per second would find himself traveling
Slug-throwers manufactured by the ma- backwards at a rate of one centimeter per
jor powers fire rounds of two basic second, or 0.036 kph. Even firing under full
calibers – 6mm and 8mm. The EDF uses the automatic for several seconds would not
8mm standard caliber in all their firearms, send the character spinning away into
while the Republic uses 6mm. The Encha- space. A gun fired underwater works
wah Group generally uses 5mm normally, but accuracy is very poor.
ammunition, and a wide range of calibers is
offered by civilian manufacturers. Military
firearms fire saboted projectiles, meaning
Weapons of
that each round contains a smaller projec- the EDF
tile, one which actually strikes the target. EDF military weapon design philosophy
The larger round (8mm in the case of the proceeds from the assumption that their
EDF) is fired out the barrel but is quickly forces will be engaged with armored, military
shed, and the smaller projectile proceeds on opponents. As such, they are loaded with
its own trajectory. Saboted rounds are rounds specifically designed to penetrate
capable of great velocities, and pierce armor normal infantry armor. All EDF weapons use
quite readily. EDF rounds are cased in Teflon, standard 8 mm ammunition, and may also
in the belief that this enhances their pene- fire non-saboted 8 mm civilian rounds. The
tration ability further, while ILR rounds are only differences lie in the length of pistol and
caseless. Civilian and police rounds are rifle ammunition, 24 mm and 56 mm respec-
tively. Civilian models of most weapons are
available – with the exception of assault and
136•136
equpment • E Q U I P M E N T
support weapons – but these may have for firing. The grenades may also be set to
limited capabilities depending on local laws. A explode at certain ranges before impact –
digital camera that broadcasts an image of allowing a soldier to rain shrapnel on the
the target to the local police station when- heads of enemy troops by exploding a
ever a shot is fired is a common addition to grenade above their heads. The carbine
civilian weapons, as are mechanical restric- magazine contains 24 rounds, while the
tions on fully automatic fire. grenade launcher holds a single 32 mm
LAKW 1-56 rifle grenade. With the launcher it weighs
3.5 kg, unloaded. Without, it weighs 3 kg.
GLKW 32 under-rifle
grenade launcher
The standard combat weapon of EDF
surface operations, the LAKW-156 8 mm
Not an independent weapon of its own,
automatic rifle is efficient and easy to use.
the GLKW is designed to be mounted under
Administrative Operations personnel
the muzzle of any of the LAKW rifles. It is
attached to surface units are also issued
essentially a barrel designed to accommo-
these weapons, though they are usually
date a single 32 mm grenade. Internal
kept in storage. Known to most troopers
electronics can adjust the standard EDF
simply as the LAK (and informally as “the
variable grenade, allowing the firer to
lackey”), the LAKW is an excellent all-round
control at which range the grenade ex-
weapon, suitable for a range of operations.
plodes. The GLKW must be used on a rifle
Standard surface operation models include
with digital targeting sights to make use of
a laser spot, and may also come with digital
this capability. The GLKW weighs 0.5 kg.
sights that feature night-vision and zoom
capabilities. Homeguard units often have PAKW 4-12
stripped down versions, with a just a laser- semiautomatic pistol
spot. The metal stock may be slid into the
body of the weapon – this is commonly
done when fighting in close quarters. The Issued to everyone of rank O6 or above,
military version of the LAKW is capable of regardless of service, the PAKW is nearly as
single-shot, burst, or fully automatic fire. common as the LAKW. A durable and
EDF battlefield philosophy discourages the simple weapon, it is also commonly found in
use of auto-fire. It has a magazine capacity civilian use, for personal use or civic secu-
of 24 rounds. It weighs 3.5 kg, unloaded. rity. The PAKW is used solely for close-
LAKW 1-30 range fighting, and is particularly useful for
carbine/assault weapon indoor engagements or fighting in close
quarters, as aboard a ship. The military
version of the PAKW usually features a
laser-spot. Its magazine holds 16 rounds. It
weighs 0.75 kg, unloaded.
COMMAND REVIEW • Command R#v#uw
The LAKW 1-30 is a stripped down ver- Equipment of ILR Troops
sion of the LAKW 1-56, with a shorter Republican troops on the ground often lack
muzzle. It is used for close range fighting. access to specialized equipment. There are two
Among EDF forces it is most commonly seen reasons for this. First, the overriding desire to
in the assault weapon variant, with a achieve the most “bang for buck” means that
grenade launcher slung under the barrel. In advanced or expensively manufactured
this configuration the LAKW 1-30 also equipment is spread as thinly as possibly.
serves as a powerful support weapon. Secondly, the average ILR recruit has rather
Digital sights work with the launcher to weak technical skills, and cannot be trusted to
determine range and targeting, automati- make use of some equipment. As an example,
cally informing the user of the best angle hand computers are assigned only to officers.
137•1 3 7
E Q U I P M E N T • equpment
138•138
equpment • E Q U I P M E N T
very high vantage point, such as an apart- usually out-maneuver or outrun the mis-
ment building. LRSKWs are too bulky to be siles, and larger vessels are unlikely to suffer
assigned to squads in normal operations, serious damage. However, the PRLW can be
and are controlled as company level re- extremely effective when used against an
sources. It weighs more than 15 kg. aerodyne as it is landing. The launcher
GAKW 32 grenade weighs 12 kg, and each rocket weighs 3 kg.
launcher Variable Grenades
139•1 3 9
E Q U I P M E N T • equpment
temporarily blind enemy combatants, high rates of fire compensate for mediocre
especially if used at close range. Flare marksmanship. The average ILR infantry
grenades may also serve as a signal to squad is equipped with stripped down
passing aircraft. automatic carbines, submachine guns, or
Irritant grenades emit a cloud of noxious machine pistols, all using saboted 6x40 mm
chemicals, such as tear gas, potent enough rounds. While this ammunition load is not
to force most unprotected people to flee the always effective against EDF troops in battle
area. Typically, they cause shortness of armor, it is brutally efficient when it comes
breath and extreme eye irritation. These to killing lightly-armored Homeguard troops
effects are temporary, but highly unpleas- and civilians. The high rate of fire also
ant. Depending on the chemical used, they makes these weapons effective tools for
may linger for several hours. Stun grenades denying passage through a given area to
emit a powerful burst of sound and light enemy troops – ILR squads are trained to
meant to shock and disorientate the target, simply hose the enemy with projectiles until
and can be devastatingly effective if used they can close with them.
indoors.
AW 191 carbine
SBKW 10
Shotgun
140•140
equpment • E Q U I P M E N T
where it not for the extra-long magazine ble of penetrating standard EDF ballistic
protruding from the grip. The MP 197 is a cloth, though rifle rounds may do so. It is
devastating weapon in close quarters possible to severely injure or kill someone
combat. It has a laser spot and short sight. who is wearing ballistic cloth armor, even if
The magazine contains 32 rounds. firing a weapon that cannot penetrate the
MS 195 shotgun material, as the force of impact is in no way
reduced. It is simply spread over a larger
area.
Battle Armor:
The preferred weapon for pacification Surface and Aircrew
forces on the ILR homeworlds, the MS 195
does not often see field use -- the ILR prefer
to use machine-guns, rifles, and armor to
prevent hostile troops from entering
territory in the first place. However, police
forces and hold-outs during EDF mop-up
operations will often encounter desperate
soldiers holed up in buildings, with these
shotguns.
Clothing and
Armor
Clothing presents a special problem for
the EDF, given the varied body-types of the
species in the service. Entire committees of
administrative and logistics staff work to
solve the matter, spending months design-
ing a better sock, or a VHALO boot that will
fit a penguin. Avians are a particular
problem, with the exception of penguins,
who may dress in tailored version of normal
garb with extremely short trousers. The
avian body form is simply unsuited to
military garb and armor, and most birds go
unclothed. While this undress causes no
concerns when it comes to modesty or
comfort, an eagle (for example) who ven-
tures onto a battlefield in the altogether is
going to be at a significant disadvantage
when facing his well armored enemies.
Solutions do exist, but they are far from
perfect, and as a result very few birds end Worn over the standard combat fatigues
up in combat roles. (see below), EDF infantry battle armor
Most military garments make use of bal- provides ample protection, and can even
listic cloth. This is a light-weight, durable deflect direct rifle hits. A shell of ballistic
fabric made from multiple layers of syn- cloth contains several monomolecular plates
thetic fiber that are, weight for weight, that protect the torso and limbs. To preserve
many times stronger than steel. When a flexibility, the joints are protected with an
bullet or fragment of shrapnel hits the additional layer of ballistic cloth instead of
ballistic cloth, it cannot penetrate, and the metal plate, making them somewhat
force of the impact is spread over the vulnerable. A ballistic cloth collar may be
surface of the fabric. Handguns are incapa- closed around the throat and chin, though
141•1 4 1
E Q U I P M E N T • equpment
this is normally only done when a solider is internal padding is shaped to reflect the
bracing for an explosion. Aircrew battle diverse ear types of EDF soldiery. Rabbits
armor is similar to infantry armor, but is and similarly large-eared animals keep their
much less bulky in order to deal with ears under the helmet, which may become
cramped cockpits. Consequently, it offers uncomfortable after long wear.
less protection from direct fire. This armor is The helmet is open-faced, with a padded
worn by aerodyne pilots and crew while chinstrap. Transparent ballistic visors can be
they are in the atmosphere, and expect affixed to the front of the helmet for face
surface fire. and eye protection, but these are distributed
Both versions of the battle armor are only for specific short-term operations
worn in two pieces – trousers and jacket – (such as raids), and soldiers on long-term
and may be worn underneath foul weather duty in the field rarely use them. Helmet
garb. It contains biometric sensors that electronics are powered by a small battery,
monitor the life-signs of the solider wearing which typically has a field-life of 96 hours.
them. These are constantly relayed to Soldiers carry several of these batteries.
Command and Control (C&C), and also serve The helmet is a miracle of compact elec-
to act as a locator beacon that displays the tronics. It incorporates a computer
soldier’s location. The avian version of this controlled radio headset and throat micro-
armor is comprised of a rugged bib that phone that allows a solider to stay in
protects the soldier’s torso, lined with contact with C&C, and with members of his
monomolecular plates. The wings are own squad. Squad leaders are able to carry
covered with a thick cape of ballistic fabric. on private conversations with individual
All versions of the battle armor include members of their unit, and can enforce
durable gloves. radio silence. The helmet understands basic
Standard Battle Helmet verbal commands for directing communica-
and Field Communicator tions - a squad leader who requests a
private channel to his superior is connected
without pressing a single button. C&C
passively records every conversation for
later reference, but does not actively
monitor radio chatter.
Embedded sensors in the helmet monitor
brainwave activity, and upload this informa-
tion to C&C. An alarm is triggered if
brainwave activity ceases or drops below a
certain level. Medical officers and psycholo-
gists can actually interpret this data to
determine the basic emotional state of an
individual.
Advanced Battle Helmet
and Field Communicator
Worn by combat officers, armor crews,
and pilots, the advanced battle helmet is
actually comprised of two separate layers.
Lightweight and durable, the standard The first is a padded skull-cap that contains
EDF battle helmet is designed to protect communications gear and biometrics. This
against impacts and shrapnel, as well as skull-cap is covered with ballistic cloth, and
keep an infantryman in constant contact provides enough protection against impacts
with the chain of command. The rigid that many armor crew rely on it alone. In
monomolecular shell can deflect direct hits the field the padded cap is worn under a
from smaller caliber sidearms, and internal monomolecular shell similar to the standard
padding diffuses the shock of impacts. The battle helmet. The advanced helmet con-
142•142
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tains more extensive electronics, and a All EDF personnel are provided with a
longer range integral radio. It may also be pair of combat boots and uniform shoes,
fitted with an armored face plate that with the exception of birds, who receive
automatically seals to the helmet, making it general purpose “gloves” they may choose
a suitable component for a spacesuit. If this to wear over their talons. Aerospace crews
is done, a miniature oxygen tank and wear a combat boot variant that connects
rebreather provides life-support for up to to their spacesuit. Non-avian officers with
two hours. VHALO personnel invariably higher than O6 rank also receive parade
wear this face plate during drops. boots (plantigrade only) to wear with their
Concealed Armor dress uniforms. Normal combat boots are
made from durable, waterproof synthetics,
Dignitaries, secret police, criminals, and
with a rubber sole. They are laced up the
other folks of means who are expecting
front. Aerospace boots are laceless, and
violence may employ varieties of concealed
must be pulled on. They may be sealed to
armor. Protective vests can be worn under
any standard spacesuit or vacuum-suit liner.
bulky clothing, but sometimes such clothing
VHALO troops wear specialized combat
is inappropriate. Clothing can be crafted
boots that contain a complicated internal
from monomolecular fibers woven over
metal framework that provides ankle
protective plates, appearing almost indistin-
support during drops. Combat boots are
guishable from regular clothes, but
worn by all personnel when they are dressed
providing protection that approaches full
in their utility fatigues or battle armor.
battle dress.
Uniform shoes and dress boots are made
Footwear from a glossy synthetic coating over a
The design and issue of practical foot- organically grown suede-like material,
wear provides a particular challenge for the similar to patent leather. They are worn
EDF, given the wide differences in foot and more for their appearance than durability.
leg physiology amongst the various races of Uniform shoes are worn with the standard
the Confederation. The sentient races have general duty uniform, and are laced. Dress
hooves, trotters, and paws of every descrip- boots rise to the knee, and are lace-less.
tion. The talons of birds present a particular They are meant for wear with the formal
problem. Though they are able to go “bare- dress uniform, but are sometimes worn with
foot” in almost all situations, they obviously the general duty uniform by officers in
require foot protection in combat condi- specific units, as part of an obscure military
tions, extreme environments, and in a tradition that likely originated in a local
vacuum. shortage of uniform shoes.
Another complicating factor is the dif- Socks are worn under all footwear, to
ference between digitigrade and plantigrade provide additional insulation and protection
legs. Digitigrade legs most closely resemble from chafing. Socks of different weights
those of real world dogs and cats, and and warmth are worn in each season – this
feature what appears to be a “backward is affectionately known as the CSS, or
knee.” In reality, this is an extended foot and Combat Sock System.
ankle structure, and the toes are used as the
foot. Digitigrade legs appear in a small, but
Foul Weather Garb
In cold weather infantrymen will don
significant, portion of the population, most
insulated jackets and trousers over their
commonly among foxes. Plantigrade legs
fatigues and battle armor. These waterproof
are humanoid. To address this problem, the
garments are bulky, especially when worn
EDF is forced to produce a large range of
over battle armor, but are loose and light
fairly generic shoes and boots suitable for
enough that they do not impede mobility.
both leg types. Digitigrade footwear is
The padding provides a small degree of
simply more flexible than plantigrade
protection against minor impacts, such as
footwear, almost resembling a snug sack
punches and kicks. Foul weather garb is
that is placed over the leg. It has a smaller
invariably olive green, no matter the service.
sole to reflect the smaller walking surface.
143•1 4 3
E Q U I P M E N T • equpment
The avian version of this clothing resembles impacts. The outer layer is not flexible,
an insulated cape, with leggings. In ex- requiring the joints to be made of a compli-
tremely wet or rainy conditions infantrymen cated “accordion” of ballistic fabric that
will be issued a rain poncho made of coated allows the wearer to bend his arms and legs
cloth that goes over all other clothing. It is normally. Gloves and boots are separate
open at the sides to allow access to firearms from the basic suit, and must be worn for it
and gear. Avians may wear this poncho with to be effective. Normal Aerospace combat
only minor modifications. boots can be used with the suit, but these
Headgear (non-combat) do not offer the same protection.
If the suit is slashed, the gel forms a bar-
EDF units normally disdain non-
rier that serves as a temporary patch. Larger
functional headgear, limiting themselves to
tears can be repaired with adhesive repair
woolen toques or watch-caps in cold
patches that are stored in a pocket. The
weather, and peaked caps (similar to a
most obvious difference between the EDF
baseball hat) in sunny weather. Homeguard
suits and civilian models are the protective
units have a wide variety of headgear, much
monomolecular plates sewn into the torso
of it simply decorative. These hats serve to
section. These provide substantial protection
distinguish units and identify their planet of
against firearms and accidents.
origin.
The suit is a one piece garment (aside
Spacesuit: from the helmet, gloves, and boots) that is
EDF Utility put on like a coverall. It must be worn over a
liner (see below) for maximum effectiveness,
though in a pinch it may be worn alone.
Biometric and environment sensors are
located throughout the suit, and transmit
data to a tiny computer in the helmet. A
computer jack and status monitor is affixed
to the left breast, and it may be used to
patch into shipboard computers. Spacesuits
have a variety of Velcro patches, clips and
pockets for storing tools, as well as a
detachable electric lamp used to provide
light during repair jobs. EDF suits have
electromagnetic pads on the soles and
palms. These pads can be activated at will,
and allow the wearer to adhere to any
metallic surface. A flexible coil of tether line
is normally secured to the ship as an
additional precaution.
The suit is light enough and flexible
enough to be worn on the surface, and may
be used to explore airless bodies, or planets
with poisonous atmospheres. It is water-
The standard EDF spacesuit is little dif- tight, but the military version is not
ferent from the civilian model. It is made buoyant, making it a poor choice for un-
from two semi-rigid layers of synthetic derwater exploration. It offers limited
cloth, in between which are suit electronics, protection against high pressure conditions,
a layer of sealing gel, and a Mylar sheath and specialized hard-shell suits are required
that blocks a portion of incoming cosmic for exploring planets with very high atmos-
radiation. The gel also acts as temperature pheric pressure. Utility suits are not suitable
regulator, and is capable of rapidly cooling for protection from large amounts of hard
or heating. The outer layer is a light ballistic radiation, though they do provide enough
cloth that resists tearing and micro-meteor protection for normal wear in space. The
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suit has a small backpack with an oxygen infantry in transport, are given generic
supply and advanced rebreathing system emergency suits. Some crewmen may wear
that provides about 12 hours of life support. armored spacesuits instead, especially on
This backpack may be replaced or supple- smaller ships. Civilian ships are not required
mented by a much smaller unit that to provide utility suits to passengers, but
attaches to the back of the helmet. This they must have an adequate supply of
smaller unit is only useful for two hours. emergency suits or rescue balls (see below)
Spacesuits cannot recycle bodily waste. for everyone aboard. Avian spacesuits are
Urine is usually collected by a super absor- available, though they greatly reduce
bent gel pad (essentially a diaper) that can manual dexterity because the delicate,
trap several times its own weight in liquid. feathered fingers must be enclosed in fairly
This is usually sufficient for the normal crude mittens.
duration of the suit’s life support. Some
Spacesuit:
suits intended for only extravehicular use
have the option to store urine in a bladder
Armored
that may be discharged into space. While no
provisions are made for the collection of
solid waste, the suit is designed so that a
bowel movement will cause no serious
problems, though the personal comfort and
pride of the wearer will certainly be dam-
aged.
The suit helmet consists of a durable
shell that covers the head and a separate
face plate. The face plate is designed to suit
a range of muzzle sizes and types. It is made
from monomolecular metal, with a trans-
parent polycarbonate visor. If the user
wishes, a second photosensitive visor can be
lowered over the main visor. This automati-
cally darkens when exposed to very bright
light or flashes. Wearers normally lower the
photosensitive visor while moving from
place to place outside the ship, and raise it
when doing repairs or other tasks that
require full use of their vision. Some face- Armored spacesuits are worn by freefall
plates are simply transparent plastic half- infantry and aerospace crew in extraordi-
spheres that affix to the helmet – these are nary situations. It is simply a more
worn when full visibility is required. The extensively armored version of the EDF
helmet incorporates much of the suit utility suit, with additional plates in the legs
electronics, and includes a radio, additional and arms, and a more durable helmet. The
biometric sensors, and a miniature video suit is designed to fit onto the EVA rig (see
projector that can display visuals on the below) and has an elaborate system of
inside of the faceplate. Vomiting inside a backpack clamps to accommodate the rig. It
suit helmet is a potentially serious matter, also has clips and ammo pockets, similar to
especially for zero-g novices. EDF suit those on surface body armor, for securing
helmets are equipped with filters that arms and ammo. It is otherwise identical to
prevent vomit from entering the rebreather the utility suit.
system, and all internal helmet electronics Armored spacesuits are very bulky – any-
are waterproof. one wearing one moves much slower.
Utility suits are issued to normal EDF
crew and are donned whenever the vessel
enters a hostile system. Passengers, such as
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E Q U I P M E N T • equpment
Spacesuit: Uniforms
Emergency When not in combat or engaged in po-
Emergency spacesuits are issued to pas- tentially messy duties, cadets and officers
sengers on civilian liners and infantry in alike are expected to don their general duty
transit aboard a capital ship. They are uniform. The general duty uniform is made
necessarily very generic, and a given suit of light-weight material, and is intended for
can be adjusted to fit every body type, indoor wear or temperate weather. A short-
though some of the more unusual avian sleeved tunic is often worn aboard ship.
types will require some effort. Essentially, Aerospace personnel wear blue uniforms,
the emergency suit is an air-tight bladder in while Surface Operations wear green.
roughly humanoid shape, topped with a Administrative staff and specialists wear the
metal collar that holds the helmet. A small color appropriate to the service to which
canister on the chest contains basic life- they are attached, with the exception of
support equipment, and a pouch around the certain departments. Doctors, especially in
waist contains an emergency repair patch. space, wear white versions of the uniform
Unlike rigid utility suits, which are able to when not in field. Most avians do not wear
maintain a constant volume of air and general duty uniforms, with the exception
pressure, emergency suits inflate like large of a collar featuring rank and service
balloons, lending the wearer a somewhat insignia.
comical appearance. The normal general duty uniform con-
Emergency suits have a durable outer sists of high collared tunic, belt, and
layer of thin ballistic cloth that serves to trousers. The jacket is fastened up the left
block micrometeor impacts and resist tears. hand-side of the torso with clasps that are
An inner layer of Mylar and fabric insulates concealed when the jacket is closed. Service
the suit somewhat and deflects a portion of insignia is placed on the collar, while rank
incoming radiation. The limbs and torso of insignia is placed on the left breast. The
the suit are covered horizontally and uniform is belted around the middle, with a
vertically with belts and straps that may be shoulder strap for additional support if a
used to crudely tailor it. For example, the pistol is worn. Only commanding officers
arms can be shortened by folding the are normally issued pistols. A long overcoat
sleeves onto themselves and securing them is available for cold weather conditions,
with straps. Emergency suits are not suit- though most prefer to wear the more
able for extended wear outside of a durable coat that is issued with foul
spaceship, and are intended for protection weather garb. The general duty uniform is
in the event of a hull breach. worn on formal occasions by cadets, while
The “fish-bowl” helmet is divided into officers have a dedicated dress uniform.
two pieces, front and back. These are locked The EDF dress uniform may vary in slight
together with metal clasps, and the whole particulars between units, with one unit
assembly snaps on to the metal collar. The having a different cap, or color patches.
helmet is made of a durable transparent Essentially, the dress uniform is a more
polymer. The canister on the chest contains elaborate version of the general duty
a basic rebreather and small oxygen supply, uniform, with knee high jackboots. A full-
enough for eight hours under normal length cape is worn over the shoulders. The
conditions. The canister has a small heater dress uniform is worn at diplomatic func-
and air cooler unit that regulates tempera- tions, social affairs, and important events,
ture, but if the wearer undertakes any such as treaty signings and medal award
vigorous action his body heat will rapidly ceremonies.
make the suit extremely uncomfortable and
cause condensation to form on the interior
Utility Fatigues
A set of durable one-piece coveralls
of the helmet. The suit and helmet can be
made of lightweight acrylic fabric for most
folded down and stowed in a very small
personnel, and a bib covered in pockets for
compartment. Ideally, they should be worn
avian troops. Normal infantry wear olive
with a vacuum-suit liner.
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147•1 4 7
E Q U I P M E N T • equpment
148•148
equpment • E Q U I P M E N T
penlight, cold packs, painkillers, sedatives, Homeguard recruits are often told other-
pep pills, and eight life-sign monitors that wise. Canteens are normally only issued to
can be placed on the chest or forehead of surface troops, and are carried in ballistic
the wounded. These monitors constantly cloth case. They are canisters, similar in
transmit data to the medic’s hand com- size and shape to a thermos. A full can-
puter. The medic kit weighs about 3 kilos, teen contains 1.5 liters of water, and
and is contained in a 15 cm x 10 cm case. weighs 2 kg in total. An empty canteen
weighs 0.5 kg.
Battery Pack
Standard EDF batteries are used to Cord
power everything from field computers to A 15 meter length of thin nylon rope,
digital sights to helmet radios. They can typically yellow. It can support about 150 kg
provide a continuous charge until almost of weight, but is easily cut. It weighs about
entirely depleted, something that may take 0.25 kg. It can be used to tie up prisoners, or
several hundred hours in the case of low- as a garrote.
power devices. Physically, they are tiny
Entrenching Tool
flattened cylinders, about 2 cm thick and 1
Ubiquitous among Surface Operations
cm wide. They may be fully recharged by
troops, but very rarely used. The entrench-
plugging them into a charger unit con-
ing tool is essentially a small metal shovel
nected to a central power supply for an
that folds into a very compact package,
hour. Surface operations personnel in the
about 15 cm x 12 cm. It is next to useless
field are issued a package of 25 batteries,
as a serious tool, but is better than noth-
and rarely have the opportunity to use
ing. Though its stated purpose is to dig
more than one or two of them. The
shallow trenches during extended fire-
battery pack weighs 100 grams.
fights, it most often sees use in the
Blanket construction of impromptu latrines. When
The Surface Operations field blanket is unfolded, the shovel is about 40 cm long.
2 m x 1 m rectangle of thinly quilted It is heavy enough to be used as a light
waterproof material, containing several club. It weighs 2 kg.
tiny heating elements that run the length
EVA Rig
of the fabric. When these are switched on,
Intended for extended jaunts away
the blanket provides adequate sleeping
from a spaceship, the EVA (Extravehicular
protection for temperatures as low as –14
Activity) Rig is a bulky backpack that plugs
C. The blanket uses standard batteries and
over the life-support unit on a utility or
can operate for more than 100 hours on a
armored spacesuit. A series of miniature
single cell. When the heating elements are
rockets propel the operator at great speed
off, the blanket alone is suitable for
towards his target. The operator ap-
temperatures as low as 10 C. It can be
proaches the target in an upright position
folded into a 30 cm x 20 cm x 10 cm
in order to ensure maximum visibility. The
bundle. The blanket weighs 0.5 kg.
Rig is designed to automatically correct for
Canteen dangerous trajectories, and will brake to
More than a simple container for water, avoid impacts. It can propel the wearer at
EDF canteens also feature micropore filters a relative velocity of 250 kph in zero-g,
under the cap that can remove most and can operate at full thrust for 10
chemical or biological contaminants from minutes. It is useless in any kind of gravity
water. To use the filter, the top piece of field, though it might contribute to some
the cap is removed during filling, which impressively high jumps in very low
exposes the filter. The canteen is held gravity. The rig weighs about 30 kg.
underwater, and water pressure pushes the
EVA Unit
liquid through the filter. Contrary to
The EVA (Extravehicular Activity) Unit is
barracks rumor, they cannot be used to
a handheld device that resembles a pistol
make urine into potable water. Unpopular
grip attached to a small oxygen canister. A
149•1 4 9
E Q U I P M E N T • equpment
150•150
equpment • E Q U I P M E N T
physical station, provided the user has the from the camera is automatically uploaded to
authority to do so. For example, if the bridge C&C, whether it has been requested or not.
has been taken over by raiders, the ships The IFC is shielded against electromag-
engineer can plug his AFC into any data-port netic radiation (such as that caused by a
and issue commands to the helm. A simplified nuclear explosion) though radio jamming
graphical representation of the crew station devices can cut it off from outside communi-
appears on the screen. The AFC camera may cations. A miniature spool of fiber-optic wire
also be used to record a graphical representa- can be drawn from the left-hand side of the
tion of electromagnetic fields and local IFC and plugged into the helmet to ensure
radiation levels, which is very useful for secure communication between the IFC and
detecting reactor leaks. the electronics in the battle helmet. Built-in
The IFC is a flexible and highly portable environment sensors inform the operator
tool that keeps individual infantrymen over the battle helmet headset when local
informed about changing battlefield condi- radiation levels are elevated. While the IFC
tions. It is designed to work with the EDF itself cannot detect the presence of chemical
battle helmet, but may also function inde- weapons or similar toxins, it does automati-
pendently. The IFC is wirelessly connected to cally monitor any detectors a soldier may be
C&C through the radio in the battle helmet, carrying. If a soldier is captured or killed, or
and can also link into any standard commu- fears capture is inevitable, the computer’s
nication device. The IFC can also be operated memory can be instantly purged with a signal
with verbal commands, and if linked to a from C&C. The computer’s own operating
battle helmet the operator can whisper those system is intelligent enough to conduct this
commands almost inaudibly. Under normal purge by itself if it feels the situation is dire
conditions, a soldier keeps the IFC unit enough, based on data it is receiving from the
secured in a padded ballistic-cloth pocket on biometrics in the combat armor.
the right leg of his battle armor. Only the
Hygiene Kit
commanding officer of a given unit is likely
This is a small flexible case of toiletries and
to have the device out at any time, to prevent
soap that allows troops in the field to stay
battlefield distractions.
clean. It contains a toothbrush, 50 ml tube of
Before any military operation, every IFC
toothpaste, fur comb, antibiotic wipes, plastic
assigned to a solider participating in the
mirror, and a 150 ml tube of soap. All
action is preloaded with extensive maps,
hygiene kits are issued three packaged
combat objectives, and other essential
condoms. These are assigned to male and
information. These maps are interactive and
female personnel alike, according to species.
capable of displaying current battlefield
Though few will admit it, they are most often
conditions. For example, if a column of
used to waterproof rifle barrels.
enemy armor is advancing along a road, the
The hygiene kit weighs .25 kg.
map will display its progress in near real-time.
Any soldier can indicate enemy positions on Magazine
the touch screen, and upload that data to The standard EDF rifle magazine contains
C&C. However, in normal operations, only the 24 8x56 rounds, and weighs 0.4 kg. An EDF
officer in charge of a given unit is authorized pistol magazine contains 16 8x24 rounds, and
to send these updates, and submitting false weighs 150 grams. The machine pistol variety
data is a serious crime. Each upload instantly holds 24 8x24 rounds, and weighs 0.25 kg.
updates the overall battle map at C&C, and
Rations
this information is then downloaded to every
EDF field/emergency rations are simply
IFC unit in the field. In this way, every solider
preserved bars of nutritious organic material.
has quick access to maps that reflect a
A single bar fills all the basic vitamin and
constant stream of new battlefield intelli-
caloric requirements for a meal, thought they
gence. C&C may periodically request live
are not particularly palatable. These rations
video feeds from the battlefield, and this can
are the only source of sustenance that
be easily provided with the camera. Footage
surface troops receive while in combat, and
151•1 5 1
E Q U I P M E N T • equpment
each person carries a three-day supply. A come standard with all EDF spacesuits, and
huge store is kept on most capital ships as a can be used to temporarily patch large holes
supplement to ordinary nourishment in the or tears. They are not as strong as the
event the organic food tanks fail. A single original material, and should be replaced at
meal consists of a single 100 gram bar. the earliest opportunity.
Rescue Ball Tent, 1-man
Used when emergency suits are unavail- The personal tent is an extremely com-
able, or when the crew needs to abandon a pact structure. It consists of a 2 meter long
rapidly disintegrating ship, rescue balls tube of waterproof, windproof fabric, and a
represent an absolute last resort for protec- collapsible square wire frame. The frame is
tion against the void. They resemble placed in the open end of the tube, creating
enormous transparent beach balls, about two a small support doorway. The user simply
meters in diameter, and are designed to hold climbs into the tube in order to sleep.
a single person. They are pulled over the head Personnel are expected to sleep with their
while uninflated, and the circular “door” is heads at the doorway to assist in quick exits.
zippered shut behind the occupant. A small When used with the standard blanket, the
oxygen cylinder inflates the ball and provides personal tent is quite snug and resistant to
sufficient breathable air for two hours. all but the most extreme weather. It weighs
Rescue balls provide no protection against 2 kg and may be folded down into a 20 cm x
radiation, and contain no emergency equip- 15 cm x 5cm bundle.
ment or maneuvering jets. The occupant
Utility Tool
simply bobs about forlornly in the hope of
This pocket-sized, multipurpose tool has
rescue. The rescue ball weighs 10 kg.
found its way into every branch of the EDF. It
Suit Patches is made entirely from metal, and folds into a
These are 10cm x 10cm squares of flexi- relatively small rectangle, about 10 cm x 4 cm
ble material with an adhesive backing. They in size. The edge of the tool has measurement
markers that allow it to serve as a short ruler.
The tool incorporates a full set of screwdriv-
ers, wire-cutters, small pliers, a 5 cm knife
blade, a serrated 8 cm saw-blade, and a 20
cm long wire saw. The knife and saw blades
can be used as weapons in a particularly
desperate situation. The wire saw can be
used as a particularly brutal garrote. It
weighs 0.5 kg.
152•152
Hosting a g&m • H O S T I N G A G A M E
HOSTING A
Narrative
Elements
Role-playing is often compared to sto-
rytelling. But what makes a good story?
Beyond the simple fun of the game, as
Game Host you should keep in mind what
makes for good narrative.
Developing a good game scenario is
very similar to writing fiction. In some
ways it's much easier. For one thing, the
Host doesn't have to worry about who the
main characters are or whose point of
view to present: The Players are the main
characters, and the story is always told
from their point of view.
The key element that is the same be-
To play Albedo: Platinum Catalyst, one tween games and fiction is the element of
person must serve as Game Host. The Host conflict. All good stories have conflict,
establishes a scenario and referees the because conflict brings change, and
Players' actions in it. The Host arbitrates without change there is no story. A con-
the rules and describes the results of flict can change one person, or it can
everything the Players do. The Host also change the entire world.
plays the roles of all Characters not run by What is conflict? Conflict is an attempt
the Players themselves. to overcome one or more obstacles,
The ultimate aim of Albedo is for all antagonists, or disasters. Every important
participants to have fun. It is a game, after scene in a game session should include
all. After a long week of school or work, it's conflict. Going through a conflict can be
fun to sit down and unwind by shooting outlined as a four stage encounter:
rabbits. Albedo offers a variety of war 1. Meeting: The Players meet the
exercises, such as escape, extraction, opposing force.
invasion, infiltration, sabotage, and assas- 2. Struggle: The Players attempt to
sination. overcome their opposition.
Albedo has no pre-determined conclu- 3. Resolution: Win, lose, or draw, the
sion, no magic number of points to conflict is resolved.
accumulate, and no victory conditions other 4. Change: As a result of the
than those which the Players and the Host encounter, something changes.
set for themselves. This is what RPGs are all In a long-running campaign, the
about. Different Players will have different change brought about by each encounter
goals for their Characters, and meeting can contribute to the next encounter. Each
those goals is a form of winning. But conflict builds on the previous one. The
everyone wins as long as the game is fun, so nature of those conflicts will help deter-
encourage fun whenever you can. mine the overall theme of the game.
Several elements combine to make role-
playing games different from most other
games.
153•1 5 3
H O S T I N G A G A M E • Hosting a g&m
154•154
Hosting a g&m • H O S T I N G A G A M E
Naturalism works best when used on Host determines the scope of the setting,
Supporting Characters – having one whether it be a single military campaign
experience a tragic, random demise can on a single world, or a series of campaigns
remind the Players of the fatalities of war. across the whole of space.
All these elements make tabletop Role-
Realism
playing games far more social than their
Between these two extremes, Realism
computerized counterparts. Hosts can alter
gives the characters a fair shake. The
the game to suit their own interests and
universe is neutral. Things happen because
that of their Players. Everyone is involved
people make them happen, although every
in making the game work for themselves
now and then a random turn comes up.
and for others. The Host's part in this lies
Individuals can change their circum-
in communication with and knowledge of
stances, but it usually takes a lot of effort.
the Players. Most communication is taken
Good and bad things happen, but rarely
from verbal and visual cues. As Game Host,
unpredictably. Characters can have lucky
try to change the tone of your voice, or
breaks, but those are few and far between.
use gestures. Don't be afraid to use inside
Characters pushing their luck in dangerous
jokes with the Players, but don't let the
situations sometimes suffer for it — but
game stray too far.
not always. Characters are encouraged to
work together, to watch each other's back.
The Players should feel that their Char-
acters are in a universe where many
consequences to actions are pretty obvi-
ous, where random things rarely happen
but can still be spectacular, and where
working together in a society is the best
way to accomplish goals. Keep things
personable and fun, but don't be too
generous or the Players will lose their
motivation and their sense of wonder.
Throw a curve every now and then, but
don't crush your Players and deny control
to their Characters, or they will become
frustrated and lose interest in the game. Know Your Players
Though there will only be one type of
Host per game (you), there are liable to be
Social Elements several types of Players. The Host should
What makes tabletop Role-playing
know the Players well enough to craft
games different from other kinds of
stories that will be of interest to their
games? Tabletop Role-playing games are
Characters. What follows is a list of Player
always social; at heart it's a group of
stereotypes.
people sitting around a table. Many
computer Role-playing games can be The Author
played entirely alone, which begs the This type of Player takes the narrative
question, "to whom are you playing your element of the story very seriously. An
role?" Tabletop Role-playing games may be Author will often keep notes, and have
played with unlimited durations and goals, lengthy character histories. This person has
while computer Role-playing games are a serious interest in playing and is highly
pretty much over when a player has involved with the game. Such Players can
accomplished all of the goals set by the be highly rewarding, but can also be very
game. Tabletop games are also more demanding of the Host. If Authors feel the
flexible in their rules and in their settings. Host doesn't take the game seriously, their
Albedo has many optional rules which the own interest will decline.
Host may include or disregard, and the
155•1 5 5
H O S T I N G A G A M E • Hosting a g&m
The Stickler "Rules Lawyers", who quote only rules
Players who are familiar with the which help them and not the ones which
source material and the setting of the may hinder them.
Albedo series often know more about this
The Absentee
twenty-year-old setting than the Host.
Some groups will include individuals who
They are useful resources due to their
can only show up on occasion. These Absen-
profound knowledge of the original
tees can present problems, for the Host must
material. Sticklers can be blind to errors
figure out what to do with their characters
and contradictions in the source material,
when absent. Not everyone gets taken out of
and often says something cannot happen
action and called back to HQ every other
in the game because it wouldn't happen in
week, after all. It is highly recommended that
the series.
Game Hosts not depend on Absentees to
The Butcher trigger important plot points.
Players who design their characters
around the idea of being the biggest,
baddest killing machines possible will find
they can do little outside of a combat
situation. Such individuals may literally
sleep through the stretches of the game
between battles and thus may not be
appropriate for most games of Albedo,
unless they enjoy repeating the character
creation process.
The Maniac
Some individuals, addictively attracted to
Role-playing games, will have unholy com-
pulsions to play. Maniacs take genuine
interest in the game and are liable to want to
play as long as possible, as often as possible. It Rules Versus Play
might be necessary to talk to these Players Albedo is deliberately written to be simple.
out-of-game and talk them down. The numbers stay low, and Confidence or
Panic are one's major modifiers. You as Host
The Professional are the final authority on what happens and
Those who want to be the best at eve- what does not happen. Remember that the
rything. These Players are likely to have a Players are the stars. Find out what they like
healthy interest in character growth, but to do and make certain they get to do it a lot.
they can be annoying to other Players Balance their interests with your own. If a
because of their lack of humility. Their rule bothers you, feel free to consider chang-
interest in the game fades whenever their ing it, but remember that all changes will
Characters are out of the spotlight or are have repercussions. For example, if you give
in situations where their best capabilities everyone the "Semi-Automatic Expert" Gift
don't come into play. for free, expect to see all Players hitting their
The Formalist targets more often. If you make up an
Some Players end up learning the rule "instant kill" rule, expect to see more Charac-
book from cover to cover and can quote it ters dying — including Player Characters.
from memory. These Players make excel- Some Players will argue for changes in the
lent rules resources. They often go to the rules, but be wary of those who hope to get
effort to fully comprehend the rules out of something "free" because they argued for a
a genuine desire to do well in the game. rule change in their favor rather than getting
From time to time they can bog down the what they want the hard way, as advocated
game in a rules dispute. Some Formalists by these rules.
succumb to the Dark Side and become
156•156
Hosting a g&m • H O S T I N G A G A M E
Controlling the
Judgment Calls
Environment
For example, a character may be walking
The Game Host should be in control of in the dark, when someone sneaks behind
the environment in which all participants them and tries to stab them at Close Range.
meet for the game. Ideally the game By some weird turn of the dice, the attacker
should be played in a comfortable space misses. If the target fails a die-roll to observe
where everyone can be together, with the attack, should they still suffer Awe for
distractions minimized. If there is a televi- something they didn’t even know happened?
sion or radio nearby, it should be off; A rigid reading of the rules says the target
television and radio, by their very natures, should, but in this case, as Game Host, you
clamor for attention. Computers not being should probably invoke your interpretation to
used for the game should be idle; one who say that no, a target can’t suffer Awe from an
begins playing with a computer is soon attack that they didn’t even know about.
lost to the game. Music can be used for As you play the Albedo game, you’ll find
ambient sound, but it should be music lots of special circumstances crop up that
without lyrics; instrumental and electronic the rules don’t handle, at first reading.
soundtracks from motion pictures and TV Writing these rules to handle every special
series are often good for setting the mood. case would be impossible.
Remember that the rules exist to be fair
Away-from-Table Time
and consistent. Interpreting them in new
Some groups like lots of away-from-
and creative ways is one thing that separates
table communication. A Player might want
table-top gaming from other kinds of gaming
to post a web-log of their adventures.
Some Players will want to email you
questions about their characters and about
what to do at the next game session.
Like art, the reward you get out of a
role-playing campaign is often directly
proportional to what you put into it. If you
find playing the game is more of a chore,
then consider what you can do to kindle
interest. Maybe someone else should be
Game Host for a while. Maybe you need to
examine the theme and take a new direc-
tion. Maybe you need to spend time away
from the table talking with a problem Player
to find out how you both can work towards
a better game for all involved.
Gaming Elements
The last word in role-playing game is
“game.” Unlike fiction, role-playing games
have rules that allow the Players and the
Game Host to have a common understand-
ing of how the story is to play out. While
the rules can answer questions like how
.
157•1 5 7
A P P E N D I X 1 • appendix 1
APPENDIX 1:
VARIANT RULES Appendix 1: Variant rQlz
The rules presented in the Basic Rules 1. Choose a Species. Apply Species Skill
of Engagement and Spot Rules chapters Marks. Choose one Species Gift.
are the “default settings.” As designers, we 2. Choose a Homeworld. Apply Home-
feel they best express the themes and world Skill Marks. Choose one
play-style that are what Albedo is all Homeworld Gift.
about. 3. Choose a Personality, and increase
Your campaign may differ. We encour- Attributes appropriately.
age folks to come up with new rules. 4. Choose any three Group Gifts.
Remember that if you change a rule, 5. Choose any one Basic Gift.
you’re affecting other rules that depend on 6. Choose any one Gift, of any kind.
that one. What sounds like one little thing (You can only choose an Advanced
may have big changes down the road. Gift if you meet the Requirements.)
Players are always eager to suggest new 7. Add 12 Marks to any Skills, putting no
changes. Be wary of what they ask for, more than 3 Marks into any one Skill.
though. Albedo deliberately restricts what
Variant Rule:
Player-Characters can and cannot do.
Many Players will be motivated to ask for a
Stunts
With this rule in play, Player-Characters
rules-change in their favor, particularly
can regularly go above and beyond what
ones that make what’s normally the
they’re normally capable of.
province of a Gift to be “free.”
A character can spend one Attribute
Variant Rule: Points and attempt almost any Gift,
Civilian Characters whether they have it or not, as a Stunt.
It may become necessary for the Game This is in addition to however many points
Host to write up civilian Main Characters. the Gift usually costs (which will often
Alternatively, one or more Players may have raise the cost to 2, or more).
civilians as their Main Characters. They Also, any time a character needs to do
could be embedded journalists, freelance something above and beyond normal
contractors, or refugees from disaster. means, the character can spend two Attrib�
Civilian Characters follow a similar proc- ute Points in whatever is most relevant
ess for creation, with a few changes. (Body, Clout, or Drive) to attempt it.
Civilians lack the intensive training of most This Variant greatly rewards characters
army troopers. who have lots of Attribute points. It also
prevents Players from grousing too much
that they “don’t have the right Gift” to do
something.
However, this Variant will require a lot
more judgment-calls from the Game Host.
Variant Rule:
Random Generation
With this rule in play, characters do not
start with fixed values in their Body, Clout,
and Drive.
1. For each Attribute, roll 1d6 and add
the result.
2. Then, for each Attribute, roll 1d6 and
subtract the result.
158•158
appendix 1 • A P P E N D I X 1
For greater randomness, the Game Host “Near” almost always refers to the tar-
may use a d8, d10, or even a d12. get’s good hand – the one they use for
This Variant allows for greater variation shooting, holding their weapon, etc. – but
of characters. However, this Variant also circumstances may vary. When in doubt,
works like a lottery, rewarding characters roll any die: even is the right, odd is the left.
more for randomness than for conscious,
Using Hit Location to
narrative decisions about their characters.
Simulate Cover
Some Players will want to re-roll, or discard
In some cases, Hit Location replaces the
characters with low rolls and try again.
Cover Dice. Instead of using the Cover
Variant Rule: Dice, the Game Host can rule which
Hit Location locations are Covered, and any result on
To lend your game a stronger visual ele- the Hit Location table that would strike
ment, you can use this rule of Hit Location. that body part, strikes the Cover. In other
Whenever you make an attack roll, in- cases, such as 100% cover, or with fences
clude an extra twenty-sided die – the Hit and shrubs, or with a target that claims
Location Die. Consult the table below to cover when passing through an open
see where your attack strikes the target. space, this technique won’t work as well.
Melee vs. vs. vs. Hand-to-Hand Combat
d20 Location Melee Longarm Pistol Some people feel that hand-to-hand
1 Far Foot (Cover) (Cover) attacks are more likely to hit the upper
2 Near Foot (Cover) (Cover) body. In that case, with hand-to-hand
3 Far Leg (Cover) (Cover) (Cover) attacks, roll two d20s and use the higher-
4 Far Leg (Cover) (Cover) rolling one as the location.
5 Far Arm (Cover) (Cover) Modifying Damage Based on
6 Far Arm (Cover) Hit Location
7 Stomach (Cover) (Cover) (Cover) In the default system, the damage from
8 Stomach (Cover) (Cover) the attack is abstract: the more damage
9 Far Hand (Cover) inflicted, the more likely it was that the
10 Near Leg (Cover) (Cover) attack hit a target’s vulnerable spots. With
11 Near Leg (Cover) (Cover) a Hit Location system, places like the Head
12 Chest (Cover) (Cover) and Stomach are thought to be more likely
13 Chest (Cover) (Cover) (Cover) to inflict injury.
14 Shoulders To simulate this, as another Variant
15 Near Arm (Cover) Rule, any hit to the Head or Stomach rolls
16 Near Arm an extra d20 for damage.
17 Near Hand Called Shot
18 Neck Sometimes, an attacker will want to put
19 Head (Cover) (Cover) a shot in the target exactly where they want
20 Head it. This is known as a Called Shot. In game
“d20” refers to the roll of the twenty- terms, an attacker may declare any Critical
sided die. “No Cover” shows the location of Hit they score to be a Called Shot, striking
where the target would be hit, if they were the target in the Hit Location of their
out in the open. “Melee vs. Melee” refers to choice. (When combined with “Modifying
a target using their melee weapon as a Damage”, above, the shooter can choose to
parrying object, denying another Melee hit in the Head or Stomach, rolling +1d20
attacker access, and thus is only for hand� dice and thus being functionally identical to
to�hand combat. “vs. Longarm” and “vs. the original Critical Hit rules.)
Pistol” refer to the maximum cover advan- Commentary
tage a target can have after shooting with This Variant Rule adds detail, which can
the appropriate firearm. add to the role-playing experience.
159•1 5 9
A P P E N D I X 1 • appendix 1
160•160
appendix 2 • A P P E N D I X 2
APPENDIX 2:
SAMPLE
CHARACTERS
Appendix 2: sampul karakters
Civilian Engineer
Sample Supporting Skills: Build +2, Design +2, Information
Characters Analysis +2, Listen +2, Repair +2, Run
These characters could be with nearly +2, Sneak +2, Spot +2
any faction (EDF, ILR, etc.). Naturally, Skills Attack: Melee (1)
will vary based on Species, and not all Weapon: Improvised 1-handed (Dam-
abilities are listed here. The Game Host age 2+7; C1)
should feel free to improvise more involved Deflection: 3
characters at need. Thresholds: 14/24/34/54
Bomb Squad Expert
Skills:, Demolitions +2, Information Analysis Doctor (Military)
+2, Listen +2, Pistols +1, Run +2, Sneak Skills: Medical Sciences +4, Question +2
+2, Spot +2, Weapons of Mass Destruc- Gift: Doctor
tion +2 Attack: Pistol +1 (d4 or 2)
Gift: Coolness Under Fire
Weapon: PAKW 4-12 (Damage 8+7;
Attack: Pistol +1 (d4 or 2)
C5, S10, M40, L230, X1400)
Weapon: PAKW 4-12 (Damage 8+7;
Deflection: 11
C5, S10, M40, L230, X1400) Thresholds: 14/24/34/54
Deflection: 11
Thresholds: 21/31/41/61
Factotum (Military)
Skills: Bureaucracy+4, Question +2
Capitalist Gift: Factotum
Skills:, Bureaucracy +4, Gossip +2, Plan +2, Attack: Pistol +1 (d4 or 2)
Question +2, Research Analysis +2 Weapon: PAKW 4-12 (Damage 8+7;
Gift: Economics Influence C5, S10, M40, L230, X1400)
Attack: Pistol +1 (d4 or 2) Deflection: 11
Weapon: PAKW 4-12 (Damage 8+7; Thresholds: 14/24/34/54
C5, S10, M40, L230, X1400)
Deflection: 11
Thresholds: 14/24/34/54
Homeguard Trooper
Skills: Listen +2, Longarms +4, Run +2,
Sneak +2, Spot +2
Civilian Attack: Longarm 4 Marks (d10)
Skills: Listen +1, Sneak +1, Spot +1 Weapon: LAKW 1-30 (Damage 10+9;
Attack: Melee (1) C5, S15, M50, L330, X2300)
Weapon: Improvised 1-handed (Dam- Deflection: 11
age 2+7; C1) Thresholds: 21/31/41/61
Deflection: 3
Thresholds: 14/24/34/54
Light Infantry
Skills: Listen +2, Longarms +4, Run +2,
Sneak +2, Spot +2
Attack: Longarm +4 (d10 or 5)
161•1 6 1
A P P E N D I X 2 • appendix 2
Deflection: 11
Thresholds: 21/31/41/61
Psychiatrist (Military)
Skills: Bureaucracy+1, Medical Sciences +1,
Heavy Infantry Question +4
Skills: Listen +2, Heavy Weapons +4, Gift: Psychiatrist
Longarms +2, Run +2, Sneak +2, Spot +2 Attack: Pistol +1 (d4 or 2)
Attack: Heavy Weapons +4 (d10 or 5) Weapon: PAKW 4-12 (Damage 8+7;
Weapon: GAKW 32 (Damage 0+10 Explo- C5, S10, M40, L230, X1400)
sion 2m; S5, M20, L80, X400) Deflection: 11
Deflection: 11 Thresholds: 14/24/34/54
Thresholds: 21/31/41/61
Terrorist
Military Engineer Skills: Disguise +2, Listen +2, Heavy Weap-
S Skills: Build +2, Design +2, Information ons +4, Run +2, Sneak +2, Spot +2
Analysis +2, Listen +2, Pistols +2, Repair Gift: Cold-Hearted
+2, Run +2, Sneak +2, Spot +2 Attack: Heavy Weapons 2 Marks (d10 or 5)
Attack: Pistol +2 (d6 or 3) Weapon: GAKW 32 (Damage 0+10 Explo-
Weapon: PAKW 4-12 (Damage 8+7; sion 2m; S5, M20, L80, X400)
C5, S10, M40, L230, X1400) Deflection: 3
Deflection: 11 Thresholds: 16/26/36/56
Thresholds: 21/31/41/61
162•162
ALBEDO
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Wolf (Canid) Gender Male jender
Pelt brown
pelt
Service HI S.P.I. 30
survis s.p.i.
s.p.i.
Gifts Athletics +2
gifts
Deflection
d#flek$un
11 Recovery
rekover#
18
Coolness Under Fire Thresholds Improvement ... Low
Firearms +1;
%re$olds improvment
... Med
Wounded [ 28 ] =2×Body+Armor ... Low
Following-Fire Expert Crippled [ 38 ] =2×Body+Armor+10 ... Med
Healthy; Tough Incapacitated [ 48 ] =2×Body+Armor+20 ... Low
Devastated [ 68 ] =2×Body+Armor+40 ... High
.....
..... .....
.....
.....
.....
.....
..... .....
.....
.....
.....
Bod#
Body 9 Recovery: ____ /____
R#kover#
Drive
dryv 10 Recovery: ____ /____
R#kover#
..x.......
..x...... Brawl
........
........
........
........
Build
x.......
x......
x
Climb
Bureaucracy
......... Freefall
........
........
Computer Sciences
....... G-Force
x........
.........
....... Demolitions
.x.......
xxx x Hike
........ Design
..x.......
........
x...... Jump
........
........
Forge
xx Melee
x........
.........
.x.......
.x......
x Run
........ Hyperspace Sciences
.........
x.......
xx Sneak
........
........
Information Analysis
........ Spacesuit
.........
x.......
....... Listen
.x.......
.x......
x
Swim
x........
xxx xx Longarms
.........
x.......
.x...... Throw
x........
......... Medical Sciences
........ ___________________
x........ ....... Navigate
........
........
___________________
........
........
Physical Sciences
........
........
___________________
........ Planetary Sciences
x........
.........
....... Pistols
..... .....
.....
........ Plan
..... .....
.....
........
........
........
........
Repair
Clout
Clout 10 Recovery: ____ /____
R#kover#
x........
........
........
Research Analysis
Scrounge
Search
.........
.......
........ Bribe
........
........
Sensor Operations
x........
.xx.......
Disguise
Sixth Sense
........ Gossip
........
...... Smell
.........
....... Impress
.........
Spot
Innuendo
........ Vehicle Operations
x........
........
xx Lead
........
........
Vehicular Weapons
.........
....... Persuade
........ Weapons of Mass Destruction
........
........
Question
........
........
___________________
........
........
___________________
___________________
........
........
........
........
___________________
___________________
........
........
___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Crow (Avian) Gender Female jender
Pelt jet
pelt
Judgmental
Branch Surface Ops. Rank Lieutenant (O7) Build light
light
Gifts Athletics +1
gifts
Deflection
d#flek$un
11 Recovery
rekover#
7
Astronautics +1 Thresholds Improvement ... Low
Energetic
%re$olds improvment
... Med
Wounded [ 16 ] =2×Body+Armor ... Low
Firearms +1; Small Crippled [ 26 ] =2×Body+Armor+10 ... Med
Tough
Tough;; VHALO Expert Incapacitated [ 36 ] =2×Body+Armor+20 ... Low
Devastated [ 56 ] =2×Body+Armor+40 ... High
.....
..... .....
..... .....
..... .....
.....
Bod#
Body 3 Recovery: ____ /____
R#kover#
Drive
dryv 13 Recovery: ____ /____
R#kover#
x ..x.......
........ Brawl ........
........ Build
x
x x.......
...... Climb x........
........ Bureaucracy
x
x ..x....... xxx Freefall ........
........
Computer Sciences
x
x .......
....... ........
........
.xx....... x
G-Force Demolitions
.........
.......
x
....... x
Melee Heavy Weapons
.......
.x...... x
Spacesuit Listen
x x
Longarms
x
x .........
x....... Throw ........
........
Medical Sciences
x
x ___________________ x. ........
....... Navigate
x
x ........ ___________________ x. ........
..... ........
........
........
........
Repair
x
Clout
Clout 9 Recovery: ____ /____
R#kover#
........
........
........
Research Analysis
Scrounge
x
x
Search
x
x .........
....... Bribe ........
........
Sensor Operations
x
x
........ Disguise ........
........
Sixth Sense
x
x
..x.......
........ Gossip .........
....... Smell
x
x Impress x.......
x......
.........
Spot
x
x x.......
...... Innuendo ........ Vehicle Operations
x
x ........ Lead ........
........
Vehicular Weapons
x
x ..x.......
........ Persuade ........ Weapons
of Mass Destruction
x
x x.......
...... Question ........
........
___________________
x
x ........ ___________________ ........
........
___________________
x
x ........
........
........
___________________ ........
........
___________________
x
x ___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Fox Gender Female
jender
Pelt russet
pelt
Service EM S.P.I. 28
survis s.p.i.
s.p.i.
Gifts Charismatic
gifts
Deflection 3 Recovery 16
d#flek$un rekover#
........ Build
........ Bureaucracy
........
........
Demolitions
.........
....... Forge
........
........ Melee Heavy Weapons
.........
x.......
xx Sneak x........
........
xx Information Analysis
Spacesuit .........
x.......
.......
........ Listen
........ Swim
........
........
Longarms
.........
....... Throw
........
........
Medical Sciences
Navigate
___________________
........ ___________________ ........
........
Physical Sciences
........
........
___________________ ........ Planetary Sciences
x........
xx Pistols
Clout 12 x........
xx Research Analysis
..x.......
R#kover#
.x.......
.x...... Search
xx Bribe ........
........
Sensor Operations
x........
....... x. ........
.......
.xx........
Disguise Sixth Sense
.x.......
xx Gossip ......
Smell
..x.......
x Impress .......
.......
.........
Spot
x.......
xxx Innuendo ........ Vehicle Operations
x ........
x Lead ........
........
Vehicular Weapons
..x.......
x Persuade ........ Weapons
of Mass Destruction
x.......
. x.x..... Question ........
........
___________________
........
........
........
___________________ ........
........
___________________
___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Bear Gender Male
jender
Pelt black
pelt
Service LI S.P.I. 28
survis s.p.i.
s.p.i.
%re$olds improvment
... Med
Wounded [ 29 ] =2×Body+Armor ... Low
Athletics +1; Firearms +2 +2
Crippled [ 39 ] =2×Body+Armor+10 ... Med
Semi-Automatic Expert Expert
Incapacitated [ 49 ] =2×Body+Armor+20 ... Low
Devastated [ 69 ] =2×Body+Armor+40 ... High
.....
..... .....
.....
.....
.....
.....
..... .....
.....
.....
.....
Bod#
Body 12 Recovery: ____ /____
R#kover#
Drive
dryv 9 Recovery: ____ /____
R#kover#
..x.......
.......
........
........
........
Build
x.......
.......
x Climb Bureaucracy
......... Freefall
........
........
Computer Sciences
....... G-Force
........
........
........
........
Demolitions
.x.......
.......
x Hike
........
........
Design
..x.......
........
......
Jump
Forge
x.......
xx Melee x........
.........
.x.......
.......
Run
........ Hyperspace Sciences
.........
....... Sneak
........
........
Information Analysis
........ Spacesuit
.........
....... Listen
.x.......
.......
Swim
x........
xx xx xx Longarms
.........
x.......
.......
Throw
x........
........
xx Medical Sciences
........ ___________________
x........
........ Navigate
........
........
___________________
x........
........ Physical Sciences
........
........
___________________
x........
........ Planetary
Sciences
x........
x Pistols
..... .....
.....
........
........
Plan
..... .....
.....
........
........
Repair
Clout 9 x........
.........
.........
.......
R#kover#
.x.......
....... Search
........ Bribe
........
........
Sensor Operations
Disguise
x........
........ Gossip
........ Smell
.........
....... Impress
.......
.........
Spot
........
........
Innuendo
........ Vehicle Operations
......... Lead
........
........
Vehicular Weapons
....... Persuade
Question
........
........
........
Weapons of Mass Destruction
___________________
........
........
___________________
........
........
___________________
........
........
........
........
___________________
........
........
___________________
___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Cat, Small Gender Femalejender
Pelt lt. brown
pelt
Gifts
gifts
Astronautics +2 Deflection
d#flek$un
11 Recovery
rekover#
18
Coolness Under Fire Thresholds Improvement ... Low
Energetic; Firearms +1
%re$olds improvment
... Med
Wounded [ 25 ] =2×Body+Armor ... Low
Impulsive; Overconfident Crippled [ 35 ] =2×Body+Armor+10 ... Med
Velocity Expert Incapacitated [ 45 ] =2×Body+Armor+20 ... Low
Devastated [ 65 ] =2×Body+Armor+40 ... High
.....
..... .....
.....
.....
.....
.....
..... .....
.....
.....
.....
Bod#
Body 10 Recovery: ____ /____
R#kover#
Drive
dryv 13 Recovery: ____ /____
R#kover#
..x.......
........
Brawl
........
........
........
........
Build
x.......
......
Climb
Bureaucracy
..x.......
........
x......Freefall
x........xx Computer Sciences
xx ........
........
.x....... G-Force
Demolitions
Hike
x........
........ Design
..x.......
........
x......Jump
x........
.........
....... Forge
Melee
........
........
........
Heavy Weapons
........ Run
........
........
Hyperspace Sciences
.........
x.......
x Sneak
..x.......
........
...... Information Analysis
x........
xx Spacesuit
Listen
........ Swim
x........
Longarms
.........
....... Throw
........
........
x........
Medical Sciences
........
........
........
___________________
x........
xx Navigate
___________________
x Physical Sciences
........
........
___________________
........ Planetary Sciences
x........
.........
....... Pistols
..... .....
.....
........ Plan
x........
.........
.......
Clout 7 ..... .....
.....
........ Repair
Research Analysis
.........
.......
R#kover#
........ Search
Bribe
x........
.........
........
.x.......
....... Disguise
........ Sixth Sense
......... Gossip
........ Smell
Impress
.......
......... Spot
x.......
.x...... Innuendo
x........
x x x xx Vehicle Operations
........
........
Lead
........
........
Vehicular Weapons
......... Persuade
........ Weapons of Mass Destruction
x.......
x Question
........
........
___________________
........
........
___________________
........
........
___________________
........
........
........
........
___________________
........
........
___________________
___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Rhino (Ungulate) Gender Male
jender
Pelt gray
pelt
Judgmental
Branch Surface Ops. Rank Lieutenant (O7) Build stocky
stocky
.....
..... .....
..... .....
..... .....
.....
Bod#
Body 12 Recovery: ____ /____
R#kover#
Drive
dryv 9 Recovery: ____ /____
R#kover#
x ..x.......
.x...... Brawl ........
........
........
........
Build
x
x x.......
x Climb Bureaucracy
x
x ......... Freefall ........
........
Computer Sciences
x
x ....... G-Force ........
........
........
........
Demolitions
x
x .x.......
.x...... Hike
........
........
Design
x
x ..x.......
.x...... Jump Forge
x
x x....... x........
........
.xx.x..... x x
Melee Heavy Weapons
.......
....... Listen
x
x .x.......
.x...... Swim x........ Longarms
x x
x .........
x.......
x Throw x........
x x x x x
Medical Sciences
x
x ___________________ ........
........
........
........
Navigate
x
x ........ ___________________ Physical Sciences
x
x ........ ___________________ x........
........ Planetary Sciences
x
x........
xx Pistols
x x
..... ..... ........
........
Plan
x
..... ..... x........
.........
....... Repair
x
Clout 11 ........ Research Analysis
x
Clout Recovery: ____ /____ x........
........ Scrounge
x
.........
.......
R#kover#
........ Search
x
x Bribe ........
........
Sensor Operations
x
x Disguise x........
....... Smell
x
x .........
....... Impress .......
.......
.........
Spot
x
x Innuendo x........ Vehicle Operations
x
x ........ Lead ........
........
Vehicular Weapons
x
x ......... Persuade ........ Weapons of Mass Destruction
x
x x.......
....... Question ........
........
___________________
x
x ........ ___________________ ........
........
___________________
x
x ........
........
........
___________________ ........
........
___________________
x
x ___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Raccoon Gender Male
jender
Pelt silver
pelt
. Extroverted .
Sensitive . Emotional .
Perceptive
Eyes gold
x. x. x. x.
Personality yz
pursonalit# Introverted Intuitive Thoughtful Judgmental
Judgmental
Branch
branch
Admin. Rank Lieutenant (O7)
rank
Build regular
regular
bild
Service SS S.P.I. 30
survis s.p.i.
s.p.i.
Gifts Administration +1
gifts
Deflection
d#flek$un
11 Recovery
rekover#
16
Cosmopolitan Thresholds Improvement ... Low
Doctor; Natural Leader
%re$olds improvment
... Med
Wounded [ 12 ] =2×Body+Armor ... Low
Socialization +2 Crippled [ 22 ] =2×Body+Armor+10 ... Med
Suspiciousness Incapacitated [ 32 ] =2×Body+Armor+20 ... Low
Devastated [ 52 ] =2×Body+Armor+40 ... High
.....
..... .....
..... .....
..... .....
.....
Bod#
Body 6 Recovery: ____ /____
R#kover#
Drive
dryv 10 Recovery: ____ /____
R#kover#
x ......... Brawl x.
........
....... Build
x ....... x.........
.......
..xx.......
x Climb Bureaucracy
x ........
x...... Freefall ........
........
Computer Sciences
x G-Force ........
........
........
........
Demolitions
x ........ Hike
........
........
Design
x ......... Jump
........
........
Forge
x
........ x
Melee Heavy Weapons
x .........
x.......
xx Sneak x.........
x.......
Information Analysis
x x Spacesuit .........
x.......
.......
........ Listen
x ........ Swim
........
........
Longarms
x
x .........
....... Throw
........
........
Medical Sciences
x ___________________ Navigate
x........
..x........
x.x..... Pistols
x
x........
.....
..... .....
..... x........
......... Plan
Repair
.........
R#kover#
.x.......
....... Search
x x.x......
...... Bribe x........
.........
x
.x....... Disguise ........ Sixth Sense
x x
..x....... Gossip .........
....... Smell
x x Impress x.......
x......
.........
Spot
x x.......
. x...... Innuendo ........ Vehicle Operations
x x........ ........
........
x ..xx.......
x x xx
........
...... Lead
Persuade ........ Vehicular Weapons
Weapons
of Mass Destruction
x x x x xx x x
........ Question ........
........
___________________
x
........ ___________________ ........
........
........
........
___________________
x ___________________ ___________________
x ........
........
___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
54] [ / ]
4 Serrak Raccoon EM PAKW 3 11 [ 12
12|22|32|52] [ / ]
ALBEDO
All rights reserved. Permission to reproduce this character sheet for personal use only.
Species
Sp#$es
Mouse Gender Female
jender
Pelt silver grey
pelt
Service QM S.P.I. 30
survis s.p.i.
s.p.i.
Gifts
gifts
Deflection
d#flek$un
3 Recovery
rekover#
11
Thresholds Improvement ... Low
%re$olds improvment
... Med
Wounded [ 10 ] =2×Body+Armor ... Low
Crippled [ 20 ] =2×Body+Armor+10 ... Med
Incapacitated [ 30 ] =2×Body+Armor+20 ... Low
Devastated [ 50 ] =2×Body+Armor+40 ... High
.....
..... .....
.....
.....
.....
.....
..... .....
.....
.....
.....
Bod#
Body 5 Recovery: ____ /____
R#kover#
Drive
dryv 8 Recovery: ____ /____
R#kover#
......... Brawl
........
........ Build
.......
....... x........
.x.......
..xx.......
Climb
Bureaucracy
........
x...... Freefall
........
........
Computer Sciences
G-Force
........
........
........
........
Demolitions
........ Hike
........
........
Design
..x.......
........
......
Jump
........
........
Forge
Heavy Weapons
Melee
........ Run
........
........
Hyperspace Sciences
.........
x.......
.......
........
x Information Analysis
........ Spacesuit
.........
.......
........ Listen
........ Swim
Longarms
.........
....... Throw
x........
.........
........ ___________________
........ Navigate
........
........
___________________
x........
........ Physical Sciences
........
........
___________________
x........
........ Planetary
Sciences
x........
..x....... Pistols
x........
x.x......
..... .....
.....
..... .....
........
........
.....
x........
Plan
Repair
Clout 11 ........
.x.......
x Research Analysis
.........
R#kover#
.x.......
....... Search
x.......
.......
Bribe
........
........
Sensor Operations
........
.x....... Disguise
........
........
Sixth Sense
xx
..x.......
........
...... Gossip
........ Smell
Impress
.......
.........
........ Spot
x xx Innuendo
Vehicle Operations
x........
........ ........
........
..xx.......
xx
x
Lead
Persuade
........ Vehicular Weapons
x.......
........
........
___________________
........
........
___________________
........
........
........
........
___________________
........
........
___________________
___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
INDEX
index
Action, 108
Attack Results, 110
Character
Cover, 108
Action Orientation,
ATTRIBUTES, 72
Improvement,
Penetrating, 127
85
Autonomous Combat
135
Crippled, 117
ACV, 39
Vehicles, 39
Charge
Critical Hit, 110
Administration, 65,
AW 191, 123, 140
Action, 113
Culture, 52
86
Awe, 118
Charismatic, 94
CYCLOPEDIA, 4
Administration +1,
Baliannian, 30
Chief of Aerospace
Daily Life, 55
96
Basic Gifts, 94
Operations, 56
Damage, 116
Advanced, 103
Battalion Admin
Chief of Surface
Damage Thresholds,
Advanced Gifts, 96
Group, 66
Operations, 56
70
Aeostah, 21
Battery Pack, 149
Chishatta, 31
Danet, 23
Aerodyne, 87
Battle Armor, 141
Civilian Characters
Debriefing, 134
Aerodyne Vehicle
Battle Helmet, 142
(Variant Rule),
158
Deceive, 90
Operations, 64
Bears, 80
Democracy, 52
Aerodynes, 38, 39
CKW 8x56, 138
Belligerent, 99
Demolitions, 89
Aerospace, 87
CKW Precision, 123
Biology, 32
Denotah, 25
Aerospace
Classes, 46
Birds, 74
Derzon, 26
Operations, 61
Climb, 89
Blanket, 149
Design, 89
AFTERMATH, 132
Close, 109
Bleeding, 118
Devastated, 118
Agriculture, 40
Close-Range
Board Attendees, 56
Attacks, 120
Dice, 102
Ahan-Tako, 24
Board Members, 56
Clout, 73
Dictatorship, 52
Ahnomia, 25
Body, 72
Cold-Hearted, 99
Die Rolls, 103
Aim, 110
Boosting Morale
COMBAT, 107
Dilbion, 27
Ambidextrous, 94
Botch, 104
COMMAND, 106
Distance, 124
Ammunition tracking
Botching, 104
Commander, 57
Doctor, 94
(Variant Rule),
BRANCHES OF
160
Communism, 48
Domestic Life, 54
SERVICE, 86
Anarchism, 50
Company Admin
Dornthant, 23
Brawl, 89
Aristocracy, 51
Group, 66
Drive, 73
Breezing, 103
Aristocratic
Computer Sciences,
Dubious Gifts, 99
Bribe, 89
89
Influence, 94
DYNE, 64, 87
Brigade, 66
Concealed Armor,
Armies, 58
Echak, 27
Build, 89
143
Bureaucracy, 89
Concealment, 109
Armored Vehicle
Economic Influence,
Expert, 94
Cadet, 57
condoms, 151
94
Arras Charka, 20
Canines, 75
Confederacy, 50
Economics, 48
Art, 52
Canteen, 149
Conformist, 99
EDF, 56
Artillery Support,
Capital Ship, 63
Congenial, 94
Ekosiak, 28
125
Capital Squadron, 64
Conservatism, 51
EM, 67, 87
Astronautics, 34
Capitalism, 48
Coolness Under Fire,
Emissary, 67, 87
Astronautics +1, 96
Carrier Group, 64
94
Emotional, 85
Astronomy, 34
Carrying Capacity,
Cord, 149
Emplaced Snipers,
Athletics +1, 96
73
Core Worlds, 20
125
Atmosphere, 124
Castes, 46
Corporate
Enchawah Group, 19
Attack at Range,
Cat, 76
Homeworld, 82
Enchek, 30
110
Centrists, 14
Cosmopolitan, 94
Endly, 31
171•1 7 1
I N D E X • index
Energetic, 94 Footwear, 143 Hike, 90 Kawateena, 28
ENGA, 64, 87 Forge, 90 Hit Location (Variant Kitsune, 81
Engineering, 60, 64, Foul Weather Garb, Rule), 159 Knack, 97
87, 88 143 Homeguards, 17 Knife, 122
Engineering +1, 96 Foxes, 81 HOMEWORLDS, 82 Konattahtzah, 32
ENGS, 60, 88 Franchise, 51 Horizon, 125 L, 67, 86
Ensign, 57 Freefall, 127 Horses (Ungulates), Labor, 105
Entrenching Tool, Skill, 90 80 LAKW 1-30, 123,
149 Freefall Infantry, 64, Host, 101 137
EQUIPMENT, 136 87 HOSTING A GAME, LAKW 1-56, 123,
EVA Rig, 149 FTL, 65 153 137
EVA Unit, 149 Fun, 54 Hygiene Kit, 151 Lapines, 76
Existentialism, 154 Gadfly, 99 Hyperspace Expert, Large, 99
EXP, 67, 87 GAKW 32, 123, 139 96 Lead Skill, 91
Experience Game Host, 101 Hyperspace Sciences LI, 60, 88
(Character
Games, 54 Skill, 90 Liaison, 67, 86
Improvement),
Gaming Elements, Impress Skill, 90 Liberalism, 51
135
157 Impulsive, 99 Lift, 73
Experience Gas Mask, 150 Incapacitated, 118 Light Infantry, 60,
Awareness, 85 Indefatigable, 95
GAZETEER, 20 88
Exploration, 67, 87 Independent
Gear, 147 Listen, 91
Extraplanetary Lapine Republic,
Gender, 69 Logistics Expert, 97
Defense Force, 18
17, 56 General Secretary, Long, 109
56 Industry &
Extravehicular Procurement, 86 Longarms
Activity Rig, 149 General Treasurer, Skill, 91
56 Industry and
Extravehicular Procurement, 67 Lower Class, 47
Activity Unit, G-Force Low-light
Infrared, 131
149 Skill, 90 enhancement,
Initiative, 108
eXtreme, 109 GIFTS, 94 131
Injury, 73
Extroverted, 85 GLKW 32, 123, 137 Loyalty, 106
Innuendo, 91
Factotum, 94 Gossip, 90 LRCKW, 123
Instructor, 95
Failure, 104 Grace Under LRCKW 10x56, 138
Pressure, 95 INT, 65, 87
Falling, 126 Macropods, 77
Grappling, 129 Information Analysis
Fantastic Leader, 96 Magazine, 151
Gravity, 126 Skill, 91
Fascism, 51 MAKING
Grenade, 123 Intermediate, 103 CHARACTERS,
Fast (Gift), 94
grenade launcher, Interplanetary, 65, 68
Felines, 75 87
139 MAKING
FI, 64, 87 Interstellar and
Grenades, 139 CHARACTERS,
Fire (Combustion), Jump-Space 68
128 Grit, 95 Navigation, 65
Group, 62 MAKW 2-18, 123
Firearms, 123 Interstellar Travel,
Group Gifts, 96 MAKW 3-60, 123,
Firearms +1, 96 36 138
Fist, 122 Guns, 123 INTRODUCTION, 3 Marriage, 54
Flashlight, 150 Hand Computers, Introverted, 85
150 Marsupials, 76, 77
Flight (Aerospace Intuitive, 85 Martial Arts, 97
unit), 62 Hand Weapons, 122 Inventions Expert, 97
Healthy, 95 Master Planner, 97
Following Fire, 111 IP, 67, 86
Heavy Infantry, 60, MECH, 60, 88
Expert Gift, 95 Joint Chiefs of Staff,
88 Mechanized, 60, 88
Master Gift, 96 56
Heavy Weapons Medical Help, 112
Following Fire Judgmental, 85
Skill, 90 Medical Sciences, 91
Expert, 95 Jump
Helpless Target, 120 Medicine, 40
Following-Fire Skill, 91
Master, 96 HI, 60, 88 Medium, 109
Kangaroos
Food, 40 Hiahhohch, 31 (Macropods), 77 Meeting, 153
Melee
172•172
index • I N D E X
Skill, 91
Skill, 92
Research Analysis,
Sneak, 93
Melee Expert, 98
Plan
92
Action, 113
Meritocracy, 52
Skill, 92
Research and
Sniper Expert, 95
Mice, 79
Planetary Sciences,
Design, 67, 88
Sniper Master, 98
Middle Class, 47
92
Research Colony, 82
Social Awareness,
Misjumps, 38
Platoon Admin
Resolute, 98
85
Mobile Surgical
Platypus, 78
Resource Colony, 83
Social Groups, 54
Hospital, 61, 88
Player-Characters,
Rest, 132
Social Orientation,
Monotremes, 77
101
Results of Rolls, 104
85
MSH, 61, 88
Politics, 49, 50
Risking, 102
Socialization +1, 96
Music, 53
portable
Robotics Expert, 98
Society, 46
rocket launcher,
Robots, 45, 46
Space Station
Mustelids, 78
139
Name, 69
Rodents, 79
Homeworld, 83
Narrative Elements,
Rolling, 102
Procyonines, 79
Spacesuit, 144, 145,
153
Romanticism, 154
Professional Help,
146
Nationalism, 51
133
Rote, 102
Natural Leader, 95
Round, 108
Skill, 93
Promotions, 135
Spacesuit Liner, 147
Naturalism, 154
Property Damage,
Routine, 103
Navigate, 91
RULES, 101
Special Services, 67,
127
86
Net, 41, 43
Provocation, 120
Run
Specialists, 87
Net Influence, 98
Psychologist, 95
Action, 113
Specialized
Neutrality, 106
Pushing, 102
Skill, 92
Grenades, 139
New Species
QM, 67, 86
Rural Homeworld, 83
SPECIES, 74
(Variant Rule),
Quartermasters, 67,
SAMPLE
160
Best Choice for
86
CHARACTERS,
Player-
Nigh-Impossible, 103
Question Skill, 92
161
Characters, 79
Observation +1, 96
Quick Loading, 95
SBKW 10, 123, 140
New (Variant
Old, 100
R&D, 67, 88
Science, 33
Rule), 160
Oligarchy, 52
Rabbit, 76
Sciences +1, 96
SPI, 69, 135
Open-Ended Damage
Raccoons, 79
Scrounge, 92
Spot, 93
(Variant Rule),
Search, 93
SPOT RULES, 124
160
Rally, 112
Random Generation
Semi-Automatic
Squadron, 62
(Variant Rule),
Squads, 59
Otters, 78
158
Master Gift, 98
Squirrels, 79
Overconfident, 100
Range, 109
Semi-Automatic
SS, 67, 86
Oversight, 73
Ranks, 57
Expert, 95
Starships, 39
Overwhelming
Rating, 72
Semi-Automatic
Success, 104
Statues, 109
Rations, 151
Master, 98
Rats, 79
Sensitive, 85
137
Struggle, 153
Readiness, 107
Sensor Expert, 95
Panic, 119
Stunts (Variant
Realism, 155
Sensor Operations,
Rule), 158
Patrol, 63
93
Penalties, 104
Recoil (Variant Rule),
Subterfuge +1, 96
160
Short, 109
Penetration, 116
Success, 104
Recovery, 132
Shotguns, 122
Perceptive, 85
Suffocation, 124
PERSONALITY, 85
Suit Patches, 152
Removing Panic
Size of Target, 128
Persuade, 91
Summary, 103
(Rally), 113
SKILLS, 89
Physical Sciences,
Supporting
Repair
Skunks, 78
Characters, 70
92
Small, 100
Skill, 92
Suppression
Pistols
Smell, 93
173•1 7 3
I N D E X • index
Expert Gift, 95 Skill, 93 VARIANT RULES, VLCC, 39
Suppression Expert, Tie, 104 158 Vulpines, 81
95 Totalitarianism, 51 Vehicle Operations, Waiting, 115
Surface Operations, Tough, 96 93 Warrant Officer, 67
58, 88 Trauma, 73 Vehicles, 38 Watch
Surprised Targets, Trivial, 103 Vehicles +1, 96 Action, 115
120 Vehicular Weapons
Trust, 106 with Following-
Suspiciousness, 95 Skill, 93 Fire Weapons,
Tun Och Enchek, 29
Swim, 93 Velocity, 130 115
Unarmed Combat,
Table of Ranks, 57 129 Velocity Expert, 96 Water, 129
Target, 103 Ungulates, 80 Very Fast, 99 Weapons of Mass
Taskforce, 64 Uniforms, 146 Very Large Command Destruction, 125
Technology, 33 Upper Class, 47 Carriers, 39 Skill, 93
Temperature, 128 Urban Homeworld, Very Strong, 99 Weasels, 78
Ten Steps to 84 Very Tough, 99 Weather, 131
Character Ursines, 80 Very-High Altitude, Wing (Aerospace
Creation, 71 Low Opening unit), 62
Utility Fatigues, 146
Tent, 1-man, 152 Paratroopers, 61 WMD
Utility Tool, 152
Terrain, 129 VHALO, 58, 61, 88 Skill, 93
UV sensors, 131
Theme, 154 Expert Gift, 96 WMDs, 125
Vacuum, 124
Thoughtful, 85 VHALO Paratrooper, Wounded, 117
Variable Grenade, 88
Thresholds, 117 123 Young, 100
Throw Vice Admiral, 57
Variable Grenades,
Action, 115 139 Visibility, 130
Vixens, 81
“Albedo,” “Erma Felna,” related characters and their likenesses ©1984, 2004 Steve Gallacci.
All other material ©2004 Sanguine Productions Limited.
174•174
"Only an alert and knowledgeable citizenry can compel the proper meshing of
the huge industrial and military machinery of defense with our peaceful
methods and goals, so that security and liberty may prosper together."
- President Dwight D. Eisenhower
from his farewell address, January 17, 1961
ALBEDO:
STRUCTURAL
INTEGRITY
Sanguine Productions in association with Thoughts and Images present "Albedo: Structural Integrity"
Created by: Steve Gallacci
Written by: Greg Porter
Original Game Design by: Jason Holmgren with Michael Arbogast
Additional Material by: Jason Holmgren
Illustrated by: Jason Holmgren with Steve Gallacci (pp. 263-274, 276-282, 292).
Conrad Wong (p. 216, 232)
Art Direction by: Jason Holmgren
Directed by: Jason Holmgren
Executively Produced by: Ted Wadsworth
Edited by: Fred Stanton with Kevin Clark, Jason Holmgren, John Fuller, Greg Porter, Diana Wray
Play-tested by: Bret Jones with Kreela Moore, Lucas Hald, Nathan Jarrett, Daniel Murphy
Thanks to: Bret Jones, Chuan Lin, Edwin Wendell Dean Ill, Fred Stanton, Pieter van Hiel
DEDICATION
111.Cllli.~tt>i-:ZPI\
"Albedo," "Erma Felna," related characters and their likenesses ©1984, 2006 Steve Gallacci. All other
material ©2006 Sanguine Productions Limited. All rights reserved.
STRUCTURAL INTEGRITY• m-~n@~U~I ,~~~ ~ -~ ' ,
TABLE OF
CONTENTS
~~PUI P~ ~p~~C~~~
Introduction ............................................178
Build & Repair ........................................ 231
Why We Fight....................................178
Building Vehicles .............................. 231
How We Fight.................................... 1 BO
Loading a Vehicle ............................. 237
Technologies ............................................182
New Gear ................................................. 244
Morale .................................................195
Aerodynes .......................................... 276
Spaceship-to-Spaceship Combat.196
Air Assault Battalion ..................... 282
Vehicular Combat.............................197
EDF Company Assets [EDF) ......... 284
Fog of War..........................................206
EDF Platoon Command Structure287
Gravity .................................................215
EDF Squad Assets ........................... 288
Species ................................................225
ILR Squad Assets ............................ 299
Physique ..............................................228
lndex .......................................................... 302
INTRODUCTION
w~~nPll!i.U~:ZU~
moving all the most experienced person could prove embarrassing, and outright
nel to the edges of ILR space was a disappearances could be equally risky. In
stealthy prelude to a full-scale assault on stead, potentially troublesome EDF
or invasion of ILR worlds. Since the EDF personnel have been reassigned to distant,
had used extreme tactics like orbital bom hazardous assignments from which they are
bardment on ILR worlds in the first war, not expected to return alive. These are also
this was not a pleasant prospect. The ILR assignments these personnel are unlikely to
geared itself for conflict. return from. Erma Felna is one of those
The corrupt EDF elements saw this, just as troublesome individuals, and she is cur
the ILR saw the EDF actions, and similarly rently on one of those high-risk
misinterpreted them. Knowing that a war assignments, commanding strike ship
with the ILR would help cement their legiti H2701. Her small, under-staffed ship is
macy in power, they did nothing to currently tasked with raiding facilities in ILR
disillusion the ILR. Any ILR military action space to cut into the production and trans
would provide a reason for curtailment of port of war materials. She is not expected
civil liberties for the "duration of any emer to return from this mission (but we know
gency" and also conveniently remove many that she will manage somehow ...).
of the old-guard EDF personnel through Have no doubts about it. The ILR and EDF
combat attrition (especially if potentially are in a serious shooting war here. However,
troublesome people constantly got the most the motivations of each side are far from
hazardous assignments). However, the EDF clear and while the ILR is more prone to
cou Id not be seen as the aggressors if the using despicable tactics, the EDF has the
ConFed worlds were to support EDF actions. blood of its own people on its hands. For the
Once both sides had reached a certain EDF, the goal not simply a military victory
level of mobilization, the ILR felt a need to but a victory that garners the maximum
test the ED F's will and intent. This took the political and economic benefit for the con
form of a fairly underpowered assault spirators at its heart. This goal can be
against the Dornthant system, one of the reflected in the unusual mission orders, and
central Confederation worlds. The corrupt in logistics that are inadequate, excessive or
elements of the EDF deliberately prevented simply incongruous (such as no winter gear
sufficient military response to the attack on for a cold planet). These irregularities can be
Ann ah, allowing at least six ACVs to strike compensated for, but they affect perform
this planet's cities, causing over a million ance or maintenance or operational
immediate casualties. readiness - perhaps as a means towards a
This double misinterpretation of intents particular result. This could keep a particular
turned an ILR saber-rattling exercise into unit or even a particular person on a front
the opening shot of the second interstellar line instead of coming home, turn an easy
war. There are loyal EDF elements who are victory into a costly one, make certain com
aware of exactly what happened on the EDF manders look good or bad, influence the
side, but the corrupt elements have control governments of nearby planets by making a
of the "history" of how it played out. The threat look larger, and so on.
"official" line is that rogue EDF elements Characters are unlikely to be aware of
had plotted a takeover of the Dornthantii the problems at the core of the EDF, at least
government, and thl"iractions caused the early in a campaign, but this rot is some
planetary defenses to fail, resulting in the thing that will eventually affect anyone
massive destruction that followed. That is, who has a promising career and whose
the people who caused the problem have personality places them at odds with those
successfully managed to blame it on those who are and plan to stay in the heart of
who were trying to stop it Public trials ConFed power.
INTRODUCTION. Wl\~nP.•/, J(~,. u~' ,~¥tit .:~ -~ \,
civilian casualties and disruption of vital infra Con Fed cannot do anything for them. It can
structure is of paramount importance. No one not protect them from the ILR, and the ILR
in the Con Fed or EDF wants a repeat of the just wants the independent worlds to bow out
damage done at Derzon. of the conflict entirely, which will tend to level
The limitation of collateral damage com the playing field. The ILR is largely uncon
bined with the lightweight nature of EDF cerned with civilian casualties or damage it
forces leads to a dichotomy between space causes to a planet's infrastructure. They are
and ground forces. In space, ultra high velocity interested in getting the most political bang
weapons with kinetic yields measured in kilo for the buck, which means taking control
tons and nuclear weapons are regularly quickly, and making the EDF pay as high a
deployed with no concern for the already price as possible to take the planet back, both
inhospitable environment. Orbital bombard in manpower and political influence. The ILR
ment would reduce any military installation to avoids costly assets that warrant an over
rubble, but such mass destruction could lead whelming response from orbit, and prefers
to a short-term death toll in the thousands deployments that can work within a civilian
and environmental impact that could lead to population. At the same time, they are not
the deaths of millions of civilians. On the concerned with any damage they do during
ground, infantry, lightweight vehicles armed the defense of a planet. The ILR also prefers
with point target weapons, and aerodyne lightweight armored vehicles, as they are fast
gunships able to lay overwhelming precision to deploy and relatively inexpensive, but the
fire into enemy troop concentrations, even in ILR may equip some of these vehicles with
urban areas. Ground strategies and hardware light artillery and mortars. However, they do
are designed to minimize civilian casualties not concentrate the vehicles for massed fire,
and collateral damage. as this is too easy to disrupt, nor can they
On the other side, the ILR military is a po coordinate fire over widely dispersed units due
litical, ideological and economic entity. The to the heavy EW environment. Instead, indi
first two are linked. Lapine manifest destiny rect fire vehicles are a long-range way of
requires them to expand, yet they are harassing EDF infantry, forcing EDF support
hemmed in on all sides by occupied worlds units to be further from the front lines, and a
mostly aligned with a militarily superior Con force multiplier that can support ILR infantry
Fed. To expand, they need military force and units in widely separated locations.
the political will to use it. ILR forces have a For instance, it would not be beyond the
large degree of conscripts, and ILR hardware is ILR to park a few mortar carriers next to a
built by corporate contractors (the lowest hospital. Even fairly accurate fire from an
bidder). The ILR prefers wheeled vehicles for aerodyne gunship could have enough disper
their lower initial cost and reduced mainte sion to shred part of the building, and in case
nance and training requirements. Large-scale the pilot wants to get close enough for a few
ILR operations draw people out of the work precise shots, there is often an infantry de
force, though the draft usually targets the tachment present for just such an eventuality.
unemployed first, and ILR equipment funnels ILR troops are on average physically smaller
money from other government programs into than EDF troops. This limits the weight they
corporate pockets. Any economic hardships can carry. ILR infantry weapons are lighter
caused by diversion of resources to the mili than EDF counterparts, and they make up for
tary are wrapped in patriotism. Complaining this by using them in quantity. ILR operational
about a lack of a particular luxury or a type of doctrine has a "rain of steel" feel to it, espe
rationing "while brave ILR troops are out there cially if you are on the receiving end. Rather
risking their lives" is blatantly unpatriotic. than having all their forces equipped with a
The ILR is more concerned about generat number of general purpose weapons like an
ing the political response they want within the under-barrel variable grenade launcher, ILR
Con Fed and independent worlds than they are infantry has specialists for specific tasks. These
about actually holding territory. The idea is to specialists are the equal of EDF troops, even if
convince independent worlds to un-align the average ILR soldier is not, but there are far
themselves with Con Fed, by showing that fewer of them to go around.
INTRODUCTION. Wl\7!nP.•/, J(~,. u~' '~ . ~ \ ,
TECHNOLOGIES
7!Cltl\PIP~CifZ
Company HOs and platoons who are not readily detected at contact range as easily
motorized have a communications expert to as any other chunk of structural monomo
carry a more powerful radio system. This is lecular material.
not quite as good as a vehicle radio but it Medical technology can and has been
can punch tactical updates and orders out abused, mostly by independent organizations
and receive them back every few minutes or the ILR. Virtual reality interfaces can pro
over the vehicle ranges. This is also a pla vide sensory input nearly indistinguishable
toon or company's link to aerodyne support. from the real thing, allowing for torture that
Whichever side in a conflict has the or leaves no physical marks but that still scars
bital high ground can blanket an area larger the mind for life. Life support packs can put
than the biggest metropolis with scrambling healthy people into comas, and there are
signals that render all but short-range drugs that can, if not countered, permanently
communicators useless. When the ILR holds disassociate the neural linkages that are our
an area, they immediately co-opt the local personalities, skills and memories. Just be
broadcast net (mostly the equivalent of cell cause these are horrible things to do does not
phone towers) to do the same. The EDF keep them from being done. It just keeps
could counter this jamming, but only at the them from being common. Fortunately, in
cost of destroying the entire civilian com stances of abuses like this are virtually
munications infrastructure, plus the unknown within the Confederation.
businesses, government buildings and resi
dence complexes that have this equipment Robotics Tech
mounted on their roofs. Since the network is smart enough to be
The net result is that high-speed data an artificial intelligence, robotic behavior is
communications are limited to a range of a fairly sophisticated. Robots can be used for
few hundred meters in any combat zone. automated deliveries, ship maintenance,
The slightly more powerful radios a squad Explosive Ordnance Disposal (EOD) work,
leader has can reliably pass data this far, hostile environment exploration and so on.
and with a tactical computer, an ad hoc While capable of operating autonomously
network between adjacent squads can pass for many tasks, robots still work best under
messages from one end of a chain to the skilled direction (i.e. a Robotics Expert). In
other, but the limited bandwidth available the EDF, EOD and other specialized robots
keeps this from being an "open channel". are battalion-level assets.
Individual squad members would have to pass
requests to their squad leader, and if more vital
communications are not in process, pass a
Social Tech
Albedo is full of highly social species that
request or communication down the line.
by and large like to mingle. The diversity of
species means that opportunities to mingle
Medical Tech with one's own species are more limited,
Anything short of brain destruction can be and extremely welcome in most cases. The
fixed, eventually. Virtually anything in the personal hand computer that no one would
torso can be regenerated, and missing limbs dare leave home without serves the func
can be replaced by cybernetics that perfectly tion of communications, network access,
mimic function and appearance. There is no day planner, address book and personal
drive to use cybernetics or other forms of entertainment device. Either with a hand
enhancement to increase function beyond computer or a building or ship's internal
normal levels - part of the same cultural network, it is easy to look for people with a
ethic that does not allow use of combat common set of interests, or post a specific
robots, a desire to keep things from becoming profile that other people can look for. So, a
a biologic adjunct to a combat machine. passenger on the boring trip out to the
Cybernetics are shielded to prevent elec hyperspace limit can either mingle the old
tronic detection and to prevent them from fashioned way, or they can ask the Net, "Are
being affected by EW to the same degree as there any unattached ungulates who
other military electronics, but they can be
wouldn't mind some friendly company for a detect a ship jumping at a range of several
while?" Within seconds, a listing of how AU. Smaller objects like an ACV can't be
many there are and where they are on the detected easily, even at shorter ranges.
ship at the moment is available. This search A gravity-wave detector is simple in
can be sea led to a city, or even a planet, and principle, but everything needed to make it
then fine-tuned to reduce overwhelming work is complicated, large, and expensive. At
responses down to a select few. its heart, a gravity-wave detector is a spin
ning, ultra-pure mass of quartz, somewhat
Extreme Tech less than a meter across. Any stress on the
The two most obvious examples of ex quartz generates a tiny piezoelectric signal,
treme technology in Albedo are capital ships which can be measured by sensors sur
and gravity-wave detectors. VLCCs are small rounding the chamber it is housed in. The
cities, with virtually everything one would introduction of new mass into local space
find in a groundside facility. With a crew of generates gravitational ripples which cause
5,000 and the ability to drop an entire divi minute stresses in the quartz. Correlated
sion of infantry and support vehicles planet with the rotation rate and position of the
side, they are an investment of resources quartz at the instant of detection, this gives
that neither ILR or EDF risks in combat. Even a rough bearing and distance to the source
lesser capital ships are extremely valuable of the disruption. Similarly, the movement
assets. An unwritten rule of the service is of existing masses within the radius of
that a captain who loses his or her ship detection can also be measured.
doesn't get another one - at least not one
COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
as large or larger.
Observation and Distance
Gravity-wave detectors are the main
With A/bedo'.5technology, inside a solar
long-range sensor available to starships and
system, there is no detection system that
orbital installations. Jumping into local
works faster than the speed of light, and
space is the sudden introduction of thou
there is no weapon or delivery system that
sands of tons into local space, with a
travels faster than light. This quirk of physics
pronounced tug in the local gravity envi
means that at large distances, you can't know
ronment.
where something is; just where it was. For
As the ship moves through space, it cre
example, if a ship is detected at a distance of
ates gravimetric ripples which can be
eight light-minutes (about 1 AU). that's
detected. Bigger ships or stations with lar
where it was Eight minutes ago. Space com
ger/better arrays can get a better fix at
bat involves a lot of stealth, prediction
longer range, but even a smaller ship can
models, and just a little luck.
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
The trick is to do all of this in a ship under 18,000 ton ship at its maximum range (?AU)
varying acceleration, in the radiation envi and a minimum system could pick up a
ronment of space and heavy EM environment 60,000 ton ship at the same range. The mass
of a ship's reactors and other electronics. The discrimination ability is the same as its
gravity sensor has to be heavily shielded, minimum detection mass at a given range.
cooled to absolutely constant temperatures So, a planetary array at a distance of 20
near absolute zero, and even then, a ship light minutes (sensitivity of 2,000 tons)
usually has to stabilize its own acceleration could determine the mass of an item to
profile for a few seconds to take a reading. It within 2,000 tons of its actual mass.
also helps if you have a gravimetric database There is no known method for hiding
of the solar system in question, just so you gravitational signature. While radio silence
can isolate and rule out all the existing bodies can be maintained, and fusion reactors can
1n your sensing range. be shut off, mass still has gravity. Even if
All capital ships will have at least one stationary, a mass will be moving relative to
gravity-wave sensor, and larger ones will the detection array, so it will still be de
have several. This improves the range, the tected.
precision and the mass discrimination. Plan Major Con Fed worlds and a few of the
ets and large orbital stations will have many more well-heeled independents have grav
sensors set tens or hundreds of kilometers ity-wave "transmitters". Think of it as an
apart. A planetary array can spot ships array of 30,000 ton semaphore flags. Actu
(especially jump events) out to about 5 ally, configured chunks of nickel-iron
light-hours. Capital ships can spot out to asteroid with high-acceleration engines, a
about 1 light-hour. sort of super-ACV. Their position and veloc
The size and complexity of an array also ity relative to each other and their home
determines how mass-sensitive it is. A large planet can be used to send low-bandwidth
array has a sensitivity of perhaps 100 tons messages to any ship capable of detecting
per light-minute of range, a large ship's them. It is cumbersome, but it serves much
system might be 300 tons per light-minute the same purpose as Earth's ultra-low fre
and a minimum system might be 1,000 tons quency transmitters for sending messages
per light minute. A planetary array could to submarines. It is an unjammable means
spot the arrival of a ship 30,000 tons or of quickly getting short, coded messages to
larger at maximum range (36AU). while a military units faster than is possible by any
large warship's array could pick up an other means.
I ~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
VARIANT RULES
r-~nc~l\7. nu1fZ
The basic Albedo rules cover all the really (all 07's) who will in turn have their own
important bits of the world and the way supporting characters (the squads) or 3 of
things work. The following Variant Rules the squad leaders can be Main Characters
clarify and expand on the core rules. As with and the remaining squad members are your
all Variant Rules, use these to enhance the supporting characters. The former is not
drama of the game, not to complicate is recommended for combat units but works
sues. well for support positions in Surface
Branches and in all Specialist and Adminis
Variant Rule:
trative Branches.
High-Ranking Officers If your start as an 08 flight leader, you
The basic rules are not perfectly clear on
will have only your vehicle crew as support
how a starting character and supporting
ing characters because all aerodyne pilots
characters are integrated into a service, the
are Main Characters, whether other player
Table of Organization and Equipment (TOE).
or Host controlled.
How the Main Character and Supporting
You may also be promoted to Com
Characters fit in depends on where you start
pany/Squadron Commander or even
in the rank structure. If you start off as an
higher. In all cases of higher advancement,
06, there's no problem. You are leading a
the supporting characters remain the
fire team and your 4 supporting characters
immediate command staff and other lead
are the members of that fire team.
ership positions are Main Characters under
The basic rules sort of assume your char
other player or Host control.
acter will start as an 06 or S3, an Indepen
In all cases of rank above Fire Team
dent Fire Team Leader with 4 cadet ranks
1 1 Leader, however, an officer will need subor
(Cadet f through 5 h) as your supporting
dinate officers that are capable of some
characters. In the Surface Battalion TOE, this
degree of independent action and while not
position is only available in Air Recon (Rapid
quite Main Characters, they do need more
Response) though it is common for Freefall
capabilities than a standard Supporting
Infantry teams, the Administration
Character.
Branches, and Specialist Branches. Surface
Branch officers may also be Independent Adjutant Characters
Fire Team Leaders when serving as security, Collectively, all lesser officers who are
Homeguard trainers and advisors, or when not Main Characters will be referred to as
circumstances leave the EDF shorthanded. Adjutant Characters. Most officers of 07
The Game Host will need to take these rank or higher will have 1 Adjutant but
factors into consideration when advising some may have more. The TOE lists each
players on character construction and when unit type and the required minimum rank of
designing a campaign. the various positions. In most cases, this
However, it is quite possible (and often position is called the Assistant Squad Leader
preferable) to start as an 07 (squad leader) (ASL).
or even 08 (platoon or wing leader). which An Adjutant is built like a Main Character
puts an entirely different cast on things. with certain exceptions. The first exception
As a Squad Leader or aerodyne pilot, all is that they have no Homeworld skills or
the members of your squad/crew are your gifts (but can take them as improvements).
supporting characters, which means that for They also have only 1 initial free mark per
an 8 person squad you will have 7 support rank level over 05 or S2 (an 06 or S3 would
ing characters for an 07 main character. have 1 free mark). not the 10 that normal
This situation is actually fairly common. Main Characters receive. All Adjutants also
If you startas an 08 platoon leader, you receive 1 free mark in Lead, and since Main
may either have the four squad leaders in Characters are not required to have Lead
the platoon as your supporting characters marks in order to hold a command, the
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
5 die shift turns a d12 roll into nothing, Maneuver is a function of vehicle per
but a character with 6 marks in a skill can formance, not skill, and so a Maneuver die
use their skill like they had 1 mark in it. roll of "1" is not considered a Botch. How
n ever, Maneuver can also be used as a Rote.
x Example: A vehicle that has suffered a
y
~ die shift of 1 to its main gun means that A Maneuver listed as "d8(4)" is either a d8
~ the user loses a mark off their skill when roll or a Rote of 4, and which one is used is
they use it. If the character had 3 marks up to the driver/pilot of the vehicle.
in Vehicle Weapons for a Rote of 4, they Vehicles are easier to hit. They're big.
would be counted as a Rote of 3. If they Any reasonable vehicle will have at least a
Pushed their skill, the die shift means 1 level die shift. For a vehicle with a size of
they would roll 2d6 instead of 2d8. 1, instead of getting d8 for 250/o cover, it
gets d6. Instead of d12 for being at an
Just remember that die shift subtracts
enemy weapon's Extreme range, it is d10.
from personal skills, and shifts the type of
A 1000/o concealment is still 2d12, but of
passive die rolls. A vehicle that has d10 for
course it takes more cover to provide a
cover and d8 for range, but a 1 die shift
vehicle with 1000/o concealment.
because of its size, will instead get d8 for n
cover and d6 for range. A tank that has 1 x Example: A Maneuver of 2d12 on a
y
die shift of damage to its tracks reduces ~ vehicle large enough for a 2 die type
the maneuver rating of the tank by 1 die ~ shift would roll 2d8 for its Maneuver
type, and the skill of the driver by 1 mark. capability (each d12 gets a 2 die shift
The second term to remember is ma down to dB).
neuver. Vehicles can move fast enough Most ground vehicles have a one die
that they are harder to hit, and get an type shift, small aerodynes would have a
extra die or dice to reflect that, with a one or two die type shift, medium sized
maximum possible maneuver of 2d12 (two aerodynes wou Id have a two or three die
1d12 results, not the sum of the results). A type shift, and this includes most of the
vehicle will have a maneuver rating, which larger gunships. Only the largest aerodynes
reflects the maximum level of maneuver would have a four die type shift, and woe be
ability it has. This will be adjusted by any to the person who actually misses one of
die shift for the vehicle's size and if it is these when shooting at it. Their companions
moving less than full speed. will never let them live it down.
~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
n doing everything in their power to make
x Example: Auitzotl spots an ILR scout car
y
~ zigging across a distant intersection their vehicle harder to hit, they can add its
~
c during a mop-up operation. The range is Maneuver modifier to any other defensive
Long, which is normally 1d10, and the dice they get to roll.
urban zone concealment modifier for the If the vehicle is just moving at more
range is 50%, which is another d10, and than half speed (no evasive maneuvers).
it is moving a little more than half its there is a 1 level die shift, and if the vehi
maximum speed, which for this vehicle is cle is just moving at any reasonable pace,
a Maneuver die of dB (or Maneuver Rote there is a 2 level die shift. Any vehicle
of 4). However, it's a vehicle, big enough moving more than a quarter of its maxi
to have a 1 level die shift, so the scout mum speed always gets at least a d4 for
car rolls dB, dB and d6 (or use Maneu movement. Vehicles within one turn of
ver Rote of 3) for its defense instead of coming to a stop or on the turn they just
d10, d10 and dB. If the driver of the started moving generally do not get a
scout car were an Armored Vehicle movement modifier, and are considered
Expert and was evading, he would be helpless targets for Penetration purposes
able to negate the 1 level die shift and (+1d20 for Penetration). The defensive
the car would roll d10, d10 and dB (or benefits of Velocity Expert or Armored
use Maneuver Rote of 4) for its defense. Vehicle Expert do not apply during this
vulnerable interval.
Effects of Skill For everyone except the vehicle opera
For a vehicle engaging in evasive maneu tor, engaging in evasive action makes
vers, a high level of Vehicle Operations skill doing anything difficult. And as for the
can make you harder to hit. The pilot or driver vehicle operator, theyare distracted by the
can apply their skill in any way allowed as maneuvers they are doing. Even with com
defensive dice (or Rote). but the maximum pensators and dampers linked to computer
result or Rote is the same die type or Rote controls, targeting is more difficult. For
used in the die-shifted Maneuver. systems integrated into a vehicle, the
n effective range is increased by one level,
x Example: If the ILR driver in the previous
y
~ example had 3 Marks in Vehicle Opera and so targeting at Extreme range is usu
~
c tions, he could add this to his vehicle's ally not possible. For non-integrated
defensive roll, which we'll say is dB, dB systems (like firing from the back of a
and d6[3), the d6[3) being the die-shifted careening truck). the effective range is
Maneuver of the scout car (Rote of 3).
The ILR driver could use a Basic roll of
dB, Push to 2dB, Risk to d10, Breeze to
2d4 or Rote to 5. Given that he is limited
to a maximum result of d6[3), the
driver's best bet would be to Push and
roll an extra d6. So, if the ILR driver en
gaged in evasive maneuvers at this
speed and Pushed their skill, they would
roll dB, dB, d6, d6, d6 for defense.
The Gift of Armored Vehicle Expert (q.v.) can
improve the protection of armor in a vehicle.
increased by two levels, making it impossi As with many rolls, characters should
ble to hit things at Long or Extreme range. always use their Rote G-Forces, if their
Fire that would be beyond an effective Rote is enough to meet the target.
range of Extreme is impossible. If the result of the test is a tie, the
Characters may not use the Aim action character will suffer 1 Awe but is other
in an evading vehicle. wise unaffected. Characters who pass the
These penalties are reduced by 1 level test with a tie or better do not have to
for nor ma I maneuvering (non-evasive). retest during that particular series of ma
regardless of speed. So, integrated systems neuvers, but after a period of calm flight
can compensate perfectly, but non they would have to retest for a new set of
integrated systems will still have a 1 range evasive maneuvers.
band penalty. In general, if you want to Failing to meet the target number while
hit, don't evade. Rely on range and cover strapped in means the character suffers 1
to make yourself harder to hit instead. It is Awe, and must spend a Body to avoid black
generally not possible to lay sustained ing out for 1d6 rounds. For characters who
autofire into a target from an evading are just along for the ride, it might be better
vehicle. They simply aren't in your sights to just suffer the blackouts (choosing to not
for the entire combat round. suffer an Awe or spend a Body). but th is
often requires leadership on the part of a
"Hey, I'm trying to work
character to keep supporting characters
back here!"
from panicking.
Aerodynes are capable of accelerations
number for everyone on board to match c her a Rote in Gforce of 5. With an accel
with their G-Force skill (this number is eration couch, g-suit and her ability as
about the same as the average for the die Velocity Expert (a total of -3 on the target
type rolled). number), she can easily Rote her way
Being strapped into a proper ground through any d12 evasive maneuvers
vehicle seat will drop the target number by [which have a GForce target number of 6),
1, and a proper acceleration couch will and she can drop the target number for all
drop the target number by 1. A pilot's of her passengers by 1, with an additional
outfit has compression bands that alter 1 for their acceleration couches.
blood flow to avoid blackouts under ex Her own situation reduces her target
treme g-stress, and will drop the target number to 3 (base of 6, -1 for her G-suit,
number by an additional 1. Free-fall infan -1 for acceleration couch, -1 for Velocity.
try and Rapid Response infantry armor Expert). The acceleration couches and her
may have similar compression bands, since Velocity Expert talent reduce the target
they may be riding in a wildly dodging number for her passengers to 4. So, if
aerodyne on their way to the insertion she has to pull a barrel roll at 600kph
point. A Velocity Expert can reduce the felt with a cargo hold full of airsick greenies,
G-force, and will reduce the target number their target number is a 4. They may still
by 1 for themselves and all vehicle occu have problems hitting this number, and
pants. Rapid Descent Expert reduces the may suffer Awe or black out. If someone
personal target number by 1 but does not were walking around in back when Erma
help anyone else. has to make a sudden evasion and failed
their GForce roll (a target number of 5,
I ~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
since they don't get their acceleration can still do significant damage since they
couch), they would take a 0+5 hit with still have multiple Penetration dice, but
2d20 Penetration. They get bounced hits at the fringes of the blast radius will
around the cabin like a furry pinball until have no effect (no Penetration dice).
the character makes a G-Force roll or A target that is helpless, like a station
Erma resumes level flight ary vehicle, or one that has just started
n moving or about to come to s stop (like a
x Example 2:Theodolu is driving an AV-4 landing aerodyne) does get an extra d20
y
~ when some ILR infantry with heavy weap applied against it, and would also get an
~
c ans open up on him. Not wanting to have extra d20 applied on a critical hit.
his new [and strictly non-regulation) paint n
x Example:So, a MPKW 2-18 pistol with
job shot up, he engages in evasive ma
~ a damage of 8+ 7 will seldom do any
neuvers with only a muttered "hold on!" to
~ thing more than bounce off a vehicle
notify the passengers. At top speed, an
with a Deflection of 12. Unless you had
AV-4 has a Maneuver of d8[4), which
3d20 Penetration dice [normal + help
means that anyone strapped in (-1 to
less + critical hit), you would have no
target number) has a target number of 3,
chance of doing any damage. It may
and anyone unlucky enough to be moving
scare the people inside, but the veter
around when he manhandles the steering
ans will know that there are scarier
yoke has a target number of 4. Most of
things than loud noises, and save their
the supporting characters in the back will
adrenalin for when they can start to
probably want to spend a Morale to Risk
see daylight through the hull. However,
their normal G-Force roll of 1 d4 to 1 d6.
if you did have 3d20 Penetration dice to
Theodolu gets the dB defensive roll for the
start with, your 1 d20 Penetration to
AV-4's maneuverability in addition to any
anything on the other side of the armor
other dice rolled for range or conceal
would add to a damage of -4 (the Dam
ment. It might be worth it, it might not.
age of 8, minus the Deflection of 12).
Damage to Vehicles You can, if you want, apply this rule to
Vehicles use the same rules for dam characters or foes who have 1000/o con
age and armor as people. However, while cealment because they are inside
people can suffer blunt trauma effects, buildings or other enclosing cover. If the
vehicles can't. Vehicles have one special first damage number of the weapon
ability when it comes to damage. If the cannot penetrate any Deflection value of
first damage number does not exceedthe the cover, then actually doing damage to
vehicle's Deflection rating, the shot likely someone behind it is nearly impossible
bounces. You lose 2d20 off any Penetra with direct fire weapons ... which is why
tion dice that would be rolled, and if this grenades a re standard issue.
would result in zero Penetration dice, the
shot simply glances off the armor.
Blowthrough
One negative trait of high-powered
The vehicle armor acts as 1000/o cover
kinetic weapons is b!owthrough. Only
for everything in the vehicle. If there are
energy deposited in a target can deal
Penetration dice remaining and armor is
damage. If the bullet or shell goes com
penetrated, the weapon's first damage
pletely through a target, any remaining
number is reduced by the Deflection of
energy is lost. This is not that that big a
the armor.
deal with infantry weapons. However, for
This limit also applies to explosive
heavy vehicle weapons, they can end up
weapons, which have comparatively low
going through a light vehicle and do little
damages, and get most of their combat
more than leave a pair of holes with
effect through Penetration dice. An ex
glowing edges and a bit of spalling.
plosive with a Damage less than a
While you would use the rolled total
vehicle's Deflection gets 2 less Penetra
for determining special effects like hit
tion dice. Contact and close range hits
location, the actual damage total (after
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
armor) on a vehicle from a kinetic hit is tom from buried explosives as it does on
usually not more than the vehicle's De the sides from a roadside ambush.
flection+ Body plus the results of the Military vehicles on the other hand,
Penetration dice. Yes, a heavily armored generally have a "front towards enemy"
vehicle can take more damage from a philosophy. The listed Deflection rating of
penetrating hit than a lightly armored a military vehicle represents its forward
one! The hits spray hot bits of molten facing armor. All other facings are likely
armor around inside the vehicle. Thicker lower than this amount. For a side hit, the
armor means more globs of hot metal Deflection is reduced by 2, and for a rear,
splashing around ... top or underside hit, it is reduced by 4.
n n
x Example:The ILR's LH 60-1 cannon has x Example: An AV-4 variant with a listed
~ an tremendous Damage of 69+25, ~ Deflection of 15 has a Deflection of 15
~ while a D-32 aerodyne only has a De ~ on the front, 13 on the sides, and 11
flection of 8 and 28 Body [for everywhere else.
Thresholds of 56/66/76/96). Using
normal rules, the cannon would Devas Vehicle Hit Locations
tate the D-32 on a single hit. However, If the base damage of a weapon ex
The LH 60-1 is a straightforward ar aedsthe Deflection on that facing, you
mor-piercing kinetic weapon, so the roll d20's for penetration and additional
maximum amount of damage that can damage as normal for the weapon type
be done is the D-32s Deflection + Body or circumstances of the attack. This in
(36) plus the Penetration dice result. cludes any extra d20's roll because of
This would be an average of 75 on a previous vehicle damage. To avoid need
penetrating hit, and a maximum of 81 ing a hit location table, where a vehicle
for a 1 d20 Penetration roll. This is takes a hit will depend on the tota/dam
serious, but not enough to completely age you apply to the vehicle
take out any aerodyne system in one It requires a Routine leadership action
hit. Furthermore, hits that don't Pene to direct Supporting Characters to make
trate only do 36 points, which do not a called shot. If you succeed in the called
even reach the first threshold. COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
Open-Topped Vehicles
Big vehicles can come home full of
Some vehicles like armored trucks have an
holes but still be quite functional. Note
open top. Others, like mortar carriers have
that the blowthrough rule does not apply
large armored panels that must be open to
to explosive weapons. These leave big
use the weapon, and sometimes you just
holes in anything they penetrate.
n have things like open roof hatches on an
x Example: The IKW-112 cannon is an armored personnel carrier. Attacks from a
~ explosive weapon with a damage of superior height or with indirect fire weap
~ 15+15. On a direct hit to a D-32, it ons have the potential to go through an
gets a damage of 15, +5d20 Penetra open hatch or land in an open area, com
tion dice. On average it does about 75 pletely bypassing the actual Deflection of
points, about the same as the LH 60-1, the vehicle. This is determined on a case-by
but it can max out a 5d20 Penetration case basis. For instance, an armored truck
roll at 110 points, more than enough to might have an open-top passenger bed, and
Devastate the D-32! an indirect fire hit that is a passenger loca
tion would bypass Deflection. The same for
Vehicle Armor
a weapon hit on a mortar carrier. In cases
Civilian vehicles, even if armored, are
where it is not certain or not clear, a critical
generally armored in a symmetrical fash
hit will usually do the trick if there is nor
ion. For instance, a dignitary in an
mally a 50-50 chance or better of it
armored limousine has no idea where a
happening. Only at Game Host fiat do you
potential attack might come from, so the
get the chance of randomly putting a round
limo needs equal protection on the bot
into a single open hatch.
I ~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
shot, you hit as though your damage Damage Total is Divisible by 8
total met the appropriate criteria and the Mobility Hit, Weapon Hit, and
miss the called shot, you miss the vehicle. If the damage to ta I is divisible by Eight,
Damage totals and hit locations are it is a crew compartment hit as well as a
related as follows: weapon and mobility hit. If it is a passen
ger carrying vehicle, the operating crew is
Damage Total is Odd·
affected on front hits, otherwise the pas
Generic Hit
sengers a re affected. For non-explosive
If the damage total is odd, the vehicle
weapons striking a fully occupied vehicle,
takes a generic hit. The damage effect is
one person in the affected area takes a hit
generalized and not confined to one
with the damage of the weapon reduced
specific type of vehicle system. The vehi
by the Deflection of the armor, which can
cle takes Body appropriate to the level of
turn out to be a negative number. If the
the wound, and suffers die shift penalties
vehicle is not fully occupied, a hit to the
to everything that isn't mobility or
passenger area has a chance of hitting an
weapon-related (like sensors, communi
"empty seat" proportional to the number
cations, computers, etc.).
of unoccupied slots.
For efficiency's sake, vehicle compo n
nents are packed in pretty tight. What a x Example: So, if you shoot an LRCKW
y
generic hit means is that several subsys ~ (damage of 24+12) at a vehicle with a
tems were probably hit, but the effect is ~ Deflection of 15 and hit a full crew com
not centered on any particular one. partment, someone in the crew
compartment will take a hit with a dam
Damage Total is Even age of 9+12 from the shrapnel and the
[Divisible by 2}: residual energy of the projectile. With a
Mobility Hit damage of 24+12, this weapon would
If the damage total is even, the vehicle hit the crew compartment on a penetra
is hit in a mobi!itysystem. This could be tion roll of 8, 12 and 20. Even though
wheels, tracks, ducted fans, thrust ven rolls of 8 and 12 do not penetrate the
turis, engine, transmission, etc. Any Deflection and generate extra damage,
penalties suffered only apply to maneu the base damage total of 24 is divisible
vering and other vehicle movement. by 8. A penetration roll of 20 gives a
Damage Total is Divisible by 4 damage total of 56, which is evenly di
Mobility Hit and Weapon Hit visible by 8 as well.
If the damage total is divisible by four. Note: People struck through 1000/o
you get a mobility effect anda weapon cover that is penetrated by weapons
effect. One weapon system suffers dam should also have the damage reduced by
age penalties appropriate to the level of the Deflection of the cover.
damage done. This could be damage to If the weapon was explosive (including
the weapon system, or it might be a sen shaped charges). everyone in the affected
sor-blinding effect. Shooting up vision area takes the damage. Explosive damage
ports and shattering external sensors can rolls Penetration dice based on whether
affect weapon function nearly as much the first damage number exceeded the
as a hit to the weapon itself. vehicle's Deflection. If it did not, you lose
two d20's off the number of penetration
dice rolled (and reduce the first damage
number by the vehicle's Deflection). If the
first damage number doesexceed vehicle
armor, the round detonates insidethe
vehicle aftergetting through the armor,
and you should realize by now that this
will be very, very bad.
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
penalties on rolls.
Even if a vehicle or subsystem is "inca Then someone trying to use the remote turret
pacitated", a skilled operator (able to get a has no penalty, since the general overall dam
Rote of 1 after a 5 die shift) can keep a age does not affect weapons fire, but
badly damaged system going just long someone trying to drive the vehicle has a 2
enough to land an aerodyne or get an ar level die shift. This means that you need a
mored vehicle under cover before starting skill of at least 2 marks to do anything
abandoning it. at all with the vehicle, and this would be at a
Rote of 1.
[For the example of how to repairthis
vehicle, see page 242.)
Loss of Mobility
Mobility penalties are die shifts to the
Maneuver rating of the vehicle, but in prac
tica I terms, the top speed of the vehicle is
reduced by about 250/o per die shift. So, a
vehicle that starts with a d4 Maneuver will
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
The peoples of the Albedo universe have (EDF Carbine) Target Number
things the old fashioned way. are going to be obvious targets too.
explosive weapon, you probably hit at least d12,d12,d6, while the novice can only get
one member of the weapon crew on any d6,d6,d12. Skill trumps vehicle performance.
weapon called shot. All of these dice are adjusted by the size of
If a vehicle has more than one of a given the vehicle. An Armored Vehicle Expert or
system, you have to choose which one you are Velocity Expert gets their die types bumped up
aiming at, and only the one aimed at is di one level. Whoever gets the high roll can
rectly affected. choose the order in which both vehicles move
~ Example: If you shoot at the weapons of a and fire on thatturn. Ties would be broken by
~ vehicle that has two turrets, you have to whoever has the most marks in their vehicle
~
c choose which one you are shooting at, and operations skill. Further ties are broken by
any penalties that apply from the damage Sixth Sense, and if it still a tie, both sides act
should really only apply to that turret. simultaneously.
If all the winner's dice beat all the loser's
A called shot that misses by 1 hits the vehi
dice, this is a critical success. For a vehicle duel,
cle using the normal random location system
this means the winner gets to act twice, once
(which may hit the intended area!). Any miss
before the loser's action, and once more after
by more than 1 is a miss. Any visible crew may
it. Th is does mean that the winner may move
be targeted as a person sized target with
and shoot twice in the same turn. It represents
appropriate cover and concealment modifiers
getting the drop on or maneuvering in such a
and modifiers for the vehicle's motion (if any)
way that you have a great (but fleeting) tacti
but they do not suffer additional penetration
ca I advantage.
dice for the vehicle being stationary (if any).
Everyone else on the vehicles acts normally,
Any hits striking the cover (the vehicle) check
though passengers and gunners can be
for damage to the vehicle.
Watching for an opening to fire, which can
It takes 1 point of Morale or Drive to do a
correspond with the pilot or driver's weaving
called shot on any enemy vehicle that has
into position for their own kill shot.
demonstrated it is aware of your presence.
The initial range for a vehicle duel is usu
Supporting Characters will not make called
ally no more than the minimum extreme
shots at all without an officer to direct them.
range for the longest ranged weapons of
It takes a cool head to spend the extra time to
whoever rolled best. If one side is unarmed, it
lay a bead on something that big that is out to
is no more than the minimum extreme range
do you harm.
of the longest ranged weapon the other
Vehicle Duels vehicle has.
Aerodynes at two klicks isn't a dogfight, it is ~ Example: Erma Fein a has six marks in
a matter of who hits whom how often and how ~ Vehicle Operations andis a Velocity Ex
hard. On the other hand, two aerodynes doing ~ pert. If she is piloting an aerodyne with a
nap-of-earth down city streets trying to get the Maneuver of 1d12 and a Size of 2, and
jump on each other is a vehicle duel, as would only does a Basic skill roll, she rolls d10
be a chase between land vehicles down those and d10 in a dogfight to see who acts
same streets, or even trying to outmaneuver an first (she has d12 for her skill and d12 for
enemy aerodyne with your AV-4. Maneuver, loses 2 die types for the size of
This is handled in a quick and fairly abstract the aerodyne, and gets 1 die type back
way. Each turn, each driver or pilot gets die because she is a Velocity Expert]. If she
rolls equal to the Maneuver of their vehicle, wins the roll and is outgunned, she can
and their skill with operating the vehicle (Ve choose to move first and try to get under
hicle Operations). cover, or failing that, increase the range. If
A novice pilot (d6 skill) in a high she has the advantage, she can close the
performance vehicle (d12 Maneuver) rolls the range and fire before the enemy can
same dice as a hot pilot (d12 skill) in a slow evade.
vehicle (d6 Maneuver). However, the skilled Over the course of a 6-second turn, each
pilot can Push to 2d12, for a roll of 1Okph in speed difference between vehicles
I ~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
If a pilot or driver wants to exceed the you are gaining ground on or getting away
safe speed, they can roll their Vehicle Opera from the other vehicle by 100/o of your top
tions and Maneuver dice as normal for any speed, since you're exceeding the safe speed,
type of terrain clutter they wish, adjusted by and they aren't.
any die shift for the size of the vehicle, and Small, fast vehicles have the obvious edge
just declare that they are "going for it". To in these situations. They have a higher Ma
successfully pull this off, their sequencing neuver to begin with, and less of a die shift
roll has to beat the difference between the to rolls because of their size.
terrain types. Failing to make the roll when exceeding
n safe operating generally means the vehicle has
x Example - If you wanted to count clut
Y run into something, and will take damage as
~ tered terrain [modifier of 6) as only
~
c slightly cluttered [modifier of 3), then you though it fell onto the appropriate object
succeed if any die in your sequencing roll (trees would roll fewer d20s than buildings, for
beats a 3. instance). Just use a "distance fallen" of 10
meters for every 30kph of speed the vehicle
You can do this by Rote if you are good
had. A vehicle's Deflection applies normally.
enough, but remember that any die shifts do n
affect your Rote. Whoever is being chased x Example - If Erma's aerodyne clips a
y
decides if they are going for it first, and then ~ building while she is going 300kph down a
~
the pursuer has to option to do the same. c city street, her aerodyne will take damage
Operators suffer 1 Awe for every point by as though it had fallen 300 meters! This
which they exceed the safe speed. It takes would be a damage of 0+40, with 5d20
guts to exceed a speed you know is safe, rolled for Penetration. This could range
especially when the consequences of failure from scraped paint on a lucky roll to
are much the same as for a bug hitting a catastrophic damage on a bad one.
windshield. As the vehicle shudders from Characters with high skill will of course
being pushed past its safety allowances, all try to push enemy pursuers past the limits of
passengers will suffer 1 Awe from such ma theirskill, hopefully causing them to slam
neuvers. Coolness under Fire and other traits into obstacles with the appropriate conse
will reduce Awe suffered. quences.
n
x Example - If you wanted to count clut Infantry Rules
Y
~ tered terrain (target 6) as only slightly Here are a few clarifications and additions
~
c cluttered (target 3), you will suffer 3 Awe. to the standard arsenal of rules available to
the average soldier.
Success means that you have adjusted
the cap on your die results because of terrain Following Fire
limitations on that turn. It also means that You may claim Following Fire with a semi
COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt' automatic weapon. You may not following
Bounding Overwatch fire at more targets in a round than you have
Remember that a character cannot Sneak and skill marks.
Watch at the same time. This generates the Semi Automatic Expert
need for bounding overwatch. Characters You must decide whether to use the 3 bul
move in small groups by Sneaking while a lets and claim the benefits of the Gift before
support group (the covering group) Watches or you determine if a hit is scored, not after.
Spots (usually from Hiding) for attacks against
those sneaking. Then the Sneaking group stops Semi Automatic Master
and Hides and Watches while the other group You may not use Following Fire afterus
Sneaks to a new position for Hiding and ing Semi Automatic Master, though you may
Watching. In game terms, bounding overwatch use Semi Automatic Master for a following
limits a group's movement to half the lowest fire attack.
Sneak Rote in the group ... but it is also a tried
and-true method of advancement, both in the
real world and in Albedo.
I ~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
Indirect fire lands the turn after it is Massed indirect fire is six or more rounds
fired. That is, you fire it and make your roll, landing in an area on a given turn. This can
but the defenders make their roll on the be one aim point, or several aim points that
following turn. This could be good You form a line. In the case of one aim point, the
could time it to land just as the enemy leastskilled gunner rolls to hit, and the
infantry makes their dash from cover to grouping is treated as one explosion with+ 1
cross the street. It could be bad You cou Id meter to the radius and+ 1 Awe to the ef
be few seconds off the mark and fire it fects. In the case of a line, two endpoints are
while they are in the street, and it doesn't chosen five burst radii apart (so a 2m explo
land until they are under cover again. sion wou Id be a Ii ne 10 meters long).
Large projectiles like mortars are likely Damage is measured as a blast distance from
detected by someone on your side the the line, not a point.
instant they are fired, with information
Dispersion
passed through channels to alert the most
Thrown grenade dispersion is covered in
probable targets, giving them time to seek
the main rules. For dispersion from weapons
cover, if not leave the immediate area.
like grenade launchers or mortars, if you miss
Small projectiles like grenades are almost
by 1, the shot is off by 6 meters. The shot just
impossible to spot unless you are Watching
barely lands within a useful distance of the
for them, but if you can spot them, your
aim point. Missing by 2 or more means that
battle software can probably tell the gen
at best it lands in ear-ringing range (6 meters
eral area they are aimed at. Grenade
per point missed by). but is unlikely to actu
launchers and mortars have a distinctive
ally hurt whoever it was aimed at unless it
sound, so even if you are not Watching for
was a large barrage. If the dice rolled to hit
them, you can choose to act as you feel
are even, it overshoots. If odd, it undershoots,
appropriate when you hear one fired. It
and on a Botch it reallyundershoots. Num
might be headed your way, it might not. ..
bers also divisible by 3 deviate to the right,
I ~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
and those also divisible by 4 deviate to the blind but there is the possibility of negating
left. A roll of 12 that manages to miss is a their cover with a good shot, they only get
simple overshoot. 1d12 for 1000/o concealment instead of 2d 12.
For weapons capable of semi-automatic Shooting at a target you can't see directly
fire (specifically, the GAKW). if a burst is fired requires some sort of advance intelligence or
using indirect fire, they can either all be remote sensing. It is a routine Navigate or
designated to land on target, or be "walked". Sensor Operations task to send coordinates
The grenades will land 6 meters apart in a and other targeting information to a weapon
direction chosen when the grenades are other than the one you are using. A spotter
fired. On a hit with the first grenade, assume with a pair of binoculars or a remote camera
the remaining two land 6 and 12 meters can send firing solutions to someone else
further away. You have to decide to walk who cannot actually see the target.
your shots bdoreyou fire. A target can pre-designated for an indi
n rect fire mission. This usually requires 2
x &/e:Emphiro has 2 marks in Heavy
y
~ Weapons and is using a grenade Quality-hours of time by an indirect fire
~ launcher in an indirect fire mode. He ends gunner and someone with Navigation skill,
up needing to beat a target number of 5. and is only an Intermediate task. While it can
He Pushes his skill to roll 2d6, and gets a mean firing completely blind, the difficulty is
4 and a 5. The 5 is a near miss, which is normally a maximum of 2d8 at Long range
off by 6 meters. For a normal grenade and 2d10 at Extreme range. This benefit is
with an explosion of 2m, this means it kept only as long as the indirect fire unit
loses 4d20 off its penetration roll. Since stays em placed. Once they pack up and
the roll was odd, and is not divisible by 3 move, the process has to be repeated.
or 4, it is a simple undershoot that plows Most EDF indirect fire weapons, including
up the dirt 6 meters short of where he rifle grenades, can be set with a time fuse
aimed. He looks at his sight, thumbs in a accurate in milliseconds, an impact fuse, or a
slight compensation, and reaches for ground proximity fuse that can be set any
another grenade. If he had fired a three where from 1 to 4 meters. The accuracy of
round burst from a semi-auto grenade the proximity fuse varies with the radio
launcher and said he was walking the reflective characteristics of the ground.
shots away from his position, he could Airbursts, whether timed or proximity
have put the second on target, since the detonated can be used to negate up to 250/o
first hit landed 6 meters short. The third cover if used properly. For instance, if some
would have landed 6 meters long. one is hiding in a slit trench, they have much
less protection against an airburst than a
Indirect fire weapons have certain inherent
advantages and requirements. We've already COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
noted the time delay and how that can work Stray Bullets
for or against you. While mortar crews are Not every bullet fired in a Danger Space
trained specifically in indirect fire tactics, attack lands in the target area, and you do
normal infantry supporting characters will use not necessarily get your weapon's maxi
direct fire with their grenade launchers unless mum rate of fire for the combat round.
specifically directed otherwise. Vehicle maneuvering may throw your aim
You can get a direct hit on ties with artil off, you might not have started the attack
lery or indirect fire if you are an Indirect Fire with a full clip and ended up emptying your
Expert. weapon halfway through, and so on. The
Indirect fire can shoot comp/ete/yblind, "bullet leakage" outside the target zone
such as over buildings. This a/ways counts as means that the EDF will not generally use
an extreme range shot, but if you know Danger Space fire if there is the potential
where the target is hiding, they only get a for friendly fire casualties. If you want to
cover modifier based on where you want the model this, apply a leakage zone of up to
grenade to land, not the cover they have double the target radius, with one-quarter
from your direct fire. If you are shooting (round up) the marks of the main attack.
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
grammed. Specifically, you can use the c across the hallway. Chara only has 1
weapon's laser rangefinder to determine the Mark in Demolitions, so she sacrifices
exact range to the target, and use that dis 2d20 of the grenade's Penetration to
tance to program an exact detonation time put together something she hopes will
for the grenade after firing. This allows you work [giving her 3 marks, for a Basic roll
to get proximity hits on aerial targets, or to of dB). With a lack of Demolitions skill,
detonate grenades above an enemy, rather she doesn't know what height is best for
than against the cover they are hiding be the trip wire, or the best delay setting for
hind. This can possibly negate some cover an the grenade based on its position and
enemy might have, or allow a hit on ties where the tripwire is. Provided she
against aerial target when ties would nor doesn't blow herself up while placing the
mally be a miss. Supporting Characters will grenade, she gets a 1 dB roll for each
not normally attempt creative grenade tricks person who passes.
without an officer to suggest it. The target number for tripping the
booby-trap is 4. On a roll of 5, 6, 7 or B,
Rigging Booby Traps the grenade goes off and catches the
Characters can rig grenades and other de person in the 3d20 Penetration range
vices with tripwires. A booby trap is a single for the grenade. On a 4, it goes off late
use attack roll using the Demolition skill of and only gets 1 d20 Penetration. On a 2
whoever placed it to trigger if someone meets or 3 they step over the trip wire without
the activation condition. This is a target num setting it off, and on a 1, they hit the
ber of 4 (an Intermediate task). and can only tripwire and snap it without triggering
be done with a Basic skill roll (it is not a stan the grenade.
dard tactic). The person placing the booby trap
Detecting a booby trap uses Search, Dem
can lose 1d20 off the penetration of an explo
olitions, Sixth Sense or Spot skill, whichever is
sive weapon to get an extra mark on their skill.
highest. The basic difficulty for spotting a
That is, you set up something that is more
booby trap is 3 +the actual score in Demoli
likely to go off, but is less likely to do so ex
tions of the person who placed it has. If the
actly where and when you want it to. A
Rote score in the highest of these would
standard setup (no loss of Penetration dice)
succeed, suspicions will be aroused when
means that it is set up to go off instantly,
entering the booby-trapped area, even with
within a meter of the person setting it off.
out spending an action to look around.
In addition to rolling whenever someone
However, it will still take an action to actu
triggers the booby trap, any improvised de
ally spot the device or its trip mechanism.
vice like a grenade requires a Routine task
when placing it (target of 2). A Tie means you
have time to get out of the blast radius
before it goes off. A Failure is a recoverable
~ !!:. .. , n~~-· nu1m. VARIANT RULES
n electromagnetic interference, and is hard
~ Example:Since Chara had only 1 real
~ mark in placing the booby trap, it is a ened against any effects likely to be found in
c target number of 3 + 1 = 4 to spot it. the ambient environment. However, this does
not make them invulnerable to dirECtedshort
EDF policy discourages booby-traps and range effects. And since every piece of so
mined explosives, especially in civilian habita phisticated hardware relies on even more
tions. Terrorists, insurgents, and ILR troops sophisticated circuitry, something that dam
have fewer reservations. ages or temporarily disables electronics can
be a powerful weapon.
Homing Weapons
Any device or weapon capable of generat
Some weapons have inherent course cor
ing an EMP will have a damage and
rection ability. As these are most often
penetration value, just as other weapons do.
weapons that also have explosive potential, it
These values onlyaffect electronics and
means they can miss, but still detonate
computerized or computer-assisted devices.
within a useful distance of the target. Explo
This can range from the night vision sight on
sive weapons with homing capability can
a rifle to the intermix compensator on a
sacrifice 2d20 from their penetration roll to
fusion reactor.
get+ 1 on the best die rolled to hit, for a
For ease of use, there are three levels of
maximum of +2 to a die roll. In the event
protection an electronic device can have
that such a weapon is used against a civilian
against outside interference, and this is
vehicle with a readily spotted signature and
identical to Deflection for armor. Civilian
no inherent EW capability, the penalty is only
devices have a Deflection of 6, military de
1d20 per +1 to the roll, with a maximum of
vices and civilian vehicles have a deflection
+4 to a die roll. Using guided weapons
of 12, and military vehicles have a Deflection
against civilian air transport is an easy task
of 16. In general, civilian electronics have a
for even marginally skilled troops.
damage threshold of 10/20/30/50, and mili
This rule is especially applicable to weapons
tary electronics have+ 10 on the thresholds.
used against airborne targets, which would
The biggest difference between EMP
otherwise be limited to contact hits only.
damage and normal damage is that the self
Homing weapons will have a particular
diagnostics, redundancy and re-routing
method of operation, and will not get their
algorithms in virtually every device mean
bonus against targets that do not meet the
that effects are generally temporary. That is,
targeting criteria. In fact, lacking an appro
you do not keep track of wounds for devices
priate target when firing is a sure way to
from EMP damage. Ifyou use the rule at all.
confuse a homing munition, as it seeks fruit
it applies separately every time, and only
lessly for something to head towards.
permanent effects need be dealt with.
Many homing weapons are sophisticated
A Wound on an electronic device is a re-
enough to be programmed before firing to
only seek specific target characteristics, or to COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
ignore specific target characteristics. So, a EMP in Game Play
missile that homes in on radio emissions Because it doesn't actually stop someone
could be told to ignore signals from small from fighting, neither side has any major
aerodyne radars or to only go after signals deployment of EMP bombs, and so these
common to giant landing aerodynes. rules are not something that is going to
Electro-Magnetic Pulse come up in play very often. A gun with its
EDF, ILR and to a lesser extent civilian electronics fried can still kill you, and a
technologies are naturally resistant to low crack gunner without access to a targeting
levels of electromagnetic interference, simply computer can still hit you. Freefall Infantry
because of the widespread use of optica I can use them as a decompression-safe
circuits. The military gear used by ILR and means of disabling enemy electronics. Virtu
EDF forces is designed to work in an envi ally every EMP device short of an enhanced
ronment crawling with jamming signals and fusion warhead requires near contact to the
target to have any chance of working.
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
boot. The induced spike through the various system failure, followed by a failure to reboot.
inputs acts like a Botch. For a soldier, commu Something major no longer works at all. A
nications are garbled, vision enhancement is mechanical system may be virtually intact, but
full of static, directional displays and range still completely non-functional, as much as a
finders give inaccurate readings and medical car would be if you yanked out the electronic
monitors may send unusual results to any ignition. An Intermediate task check is needed
monitoring systems a squad or platoon leader to reboot the damaged system, which takes at
might have for the individual ("what do you least a turn, and only the most basic function
mean, he's pregnant?"). Any sophisticated ality in the damaged system or subsystem
electronics on a solder go down for one turn. comes back on line. Vehicles lose 5 Body from
A simple generalization of this is to reduce the an Incapacitating electronic hit. Incapacitating
user's skill by 1 Mark for their next action. (If effects require major repairs beyond the scope
this reduces Marks to zero, the individual is in of most field damage control.
way over their head.) One or two minor func A Devastating EMP result completely fries
tions on a soldier's integrated systems may all sophisticated circuits in the affected
actually be disabled. A suit's outside tempera device or vehicle. This result is virtually im
ture monitor may have been fried, or commu possible to get on modern military hardware,
nications circuits now have an annoying hum and is what might be expected from an EMP
or hiss in them. A vehicle will take 1 Body. enhanced fusion explosion, or being at
There is no inherent permanent effect, but ground-zero of an EMP device's detonation.
there are fried circuits that have to be re
Statistical Hits
paired, and this will take time.
Sometimes, for the sake of plot devel
A Crippling effect means something
opment, you want to get an idea of hits or
broke. The character, equipment or vehicle
casualties, and don't want to roll a huge
takes the effect of a Botch, and the effect
amount of dice to figure it out. For in
does not go away. For vehicles, the location
stance, if a gunship lays down a barrage on
rolled for the hit indicates the general nature
an enemy formation. The easiest way to do
of the malfunction.
th is is to assume that the attacker rolls
A weapon enhancement might be kaput, a
average, and the defenders roll average.
hand computer might be fried (though its
Cross-reference the attacker's die type(s)
non-volatile data is recoverable). or comm
with the defenders, and read the result. The
links might be down. On a vehicle, a particular
rows and columns cannot cover a//the
fly- or drive-by-wire system might be offline, a
possible die combinations, so you use the
particular sensor could be down, or an elec
bestdie rolled, and if they get more than
tronic linkage of some unknown nature might
one die of more than half this level, count
have been compromised, like the landing gear.
it as 2 dice of the highest type. If you have
Vehicles lose 3 Body from the hit, like for any
three dice of the same type, count it as 2
other Crippling damage. Crippling effects can
dice of the next highest type. If the at
be fixed by damage control in the field.
tacker wins on ties, shift their best die up
An Incapacitating effect is a widespread
~ !!:. .. , fin~~-· nu1m. VARIANT RULES
by one type. The color result represents the n
x Example: A defender with d12 and d6
y
percentage range of targets that are af ~ would be on the 1d12 column, while a
~
fected by the weapon. c defender with d12 and dB would be on
the 2d12 column and a defender with d6,
d6 and d6 would be counted as 2d8.
Deflection
Penetration 12 13 15 16
1d20 25% 10%
2d20
3d20
4d20
5d20
n than 900/o of those hit will be incapacitated, it
x Example: An aerodyne with a brace of auto
Y gives you a quick idea of how long (or short)
~ cannons cuts loose with some Danger
~
c Space fire into some ILR infantry surround this engagement is going to be.
ing an M position on top of a parking deck. This is not something that should be done
The gunner has a roll of 1d10, and the de to main characters or supporting characters.
fenders are counted as 1d12. Consulting You probably should not be using massed fire
the table above, approximately 25% of the against them anyway, but if you do, their
defenders are hit by the burst of fire. Given results should be individual, not a matter of
the damage of a VA10.N, odds are good that just being a statistic. Their individual circum
1 in 4 of the infantry suffer Devastating hits stances and initiative can and should make a
- the Shock and Awe inflicted will probably lot of difference.
drive the survivors to panic or to surrender.
If you have to deal with things like massive Species
numbers of automatic hits and multiple Pene There are over 160 distinct species recog
tration dice vs. armor for a large number of nized by the Confederation of Worlds, but only
targets, use the second table. The percentage 19 are in the basic rules. The following guide
result is the chance of at least one Penetration lines should help you to correct that oversight.
against the armor for the listed number of These rules will not generate the basic species,
Penetration d20's rolled. This table is mainly but will let you create new ones that are on the
useful if even a single Penetration will inca same footing in terms of ability.
pacitate someone, like heavy machinegun fire The 19 species listed in Albedo are simple
vs. infantry. So, if 500/o of targets are hit with on the face of it. They have a to ta I of 28
Danger Space fire, and you can see that better points between their attributes and skills, and
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
one Gift. But if you look closer, you will see Body and skill bonuses that add up to 15, or
that Clout and Drive do not vary much from use the following system.
the 6-8 range. The main difference is Body, A species will be defined as one of five
and the rest is Homeworld, Personality and size ranges, and then will have modifiers to
Branch of Service. attributes based on other factors.
To design a new species, you can just as
sign a Clout of 7, Drive of 6, and then have a
This is the basic template. The skills repre fied later in the process. The very largest
sent the total number of marks that species creatures have to delete one of the skills they
gets for free with no more than 2 marks in get for free for their physical characteristics,
any one skill. This 2 mark limit may be modi- which is next.
VARIANT RULES • l""~nc~~~ nuf! ,~¥tit .:~ -~ \,
29kg Cold-hearted
5 104cm
Grit
6 114cm 39kg
Tough
7 126cm 51 kg
8 140cm 65kg Cybernetic Enhancements
9 156cm 81kg Cybernetics in Albedo is simply a replace
10 174cm 99kg ment technology instead of an enhancing one.
11 194cm 119kg However, it is not perfect, and there are liabili
12 216cm 141kg ties. Even with advanced batteries, cybernetic
13 240cm 165kg limbs require regular charging, anywhere from
14 266cm 191kg once a week to once a day, depending on the
15 290cm 219kg level of use. Th is is a problem, but not one
sufficient to pull an experienced soldier from
Only count Body adjustments for Old or active service. A flexible solar overlay that can
Young towards weight (not height). and add be worn on the back of combat armor can
+ 1 Body for Strong or Very Strong for weight supplement and eventually recharge a limb's
purposes, and another+ 1 Body for Tough or battery, and a minute or two plugged into a
I ~ !!:. ~7', fin~~-· nu1m. VARIANT RULES
vehicle or civilian outlet will provide a full
Status kg load
recharge. The EDF doesencourage infantry
with cybernetics to retrain for mechanized or Unencumbered up to 2x
aerodyne service, where there is always going 25% run penalty up to 3x
to be a ready power source. 50% run penalty up to 5x
Starting characters are discouraged from 75% run penalty up to 7x
having cybernetics, as they will have plenty of Maximum lift/drag up to 9x
opportunities to have limbs violently removed Lift over head up to 5x
in play. However, if the Game Host allows, Pull yourself up up to 4x
accepting the liabilities of a cybernetic arm or
Penalties round towards the nearest
leg has two compensations. First, the character
speed. The maximum lift/drag is what you
gets+ 1 mark in any skill, something they
can move up to 3 meters in a turn if you are
picked up during their rehabilitation. Second, if
using both hands and not trying to be
hit locations are used, the character never
stea Ithy or combat-wise. Otherwise, it is an
suffers actua/Wounds from being hit in the
amount that you can grab and drag a meter
cybernetic limb. There is pain (and Awe) and
or so in the heat of combat, like yanking a
the effect on the character's ability to function
wounded comrade into a sheltered area.
is much like a flesh and bone hit, but the
The normal rules for getting tired when
character loses no Body, nor are extra d20's
running apply, but characters who are
applied to future hits to the biological body
weighed down can cover less distance during
because of previous damage to cybernetics. If
the ten rounds of running they can manage
hit locations are not used, this effect is ig
without rest.
nored.
Characters with Hike have better endur
Carrying Capacity ance and physical conditioning than normal
Characters have a normal unencumbered and can subtract their Hike Rote Score from
load of double their Body rating, and the 12 to get the rounds of rest normally needed
ability to lift five times their Body rating over after a long run. Since everyone has at least
their heads. To elaborate on this: 1 mark in Hike, the default means a person
VARIANT RULES • l""~nc~~~ nuf! '~ . ~ \ ,
has to rest 10 rounds after sprinting, as equal to a quarter of their Rote running
normal. In practical terms, every mark in Hike speed, plus 1 kph.
after the first gives a character a about an When hiking, a character will have to
extra hour of sustained march time per day. spend 1 Body after a number of hours equal
n to their Hike score, and 1 Body each hour
x Example: Auitzotl has six marks in Hike.
y
~ After 10 rounds of sprinting at full speed, after that if they keep hiking. Characters get
c he only needs to rest for 5 rounds instead back 1 Body lost to hiking after 1 hour of
of 1 0. In terms of how far he can march rest, 2 Body after 3 hours and 3 Body after 8
in a given day, he can march default hours, but this assumes enough food and
troops into the ground, still fresh when water. You can keep up a good hiking pace
lesser sapients are ready to pass out for as long as you have ration bars and water
from exhaustion. and a decent amount of sleep each night.
n
Characters in spacesuits use Spacesuit x Example:Auitzotl has six marks in Hike (Rote
y
skill instead of Run skill for extra movement ~ score of 7) and is weighed down to a -50%
~
but the Fast and Very Fast Gifts apply to the c run penalty, for a running speed (from the
Spacesuit skill modified speed. Light space previous example) of 7 meters. If he has to
suits automatically reduce run distance as if march in this level of gear, he uses a quarter
the person was 1 level more encumbered and of his running speed, plus 1 kph.
heavy ones as if the person were 2 levels So, at this level of encumbrance, Auit
more encumbered. zotl can march at a speed of 3 kilometers
n per hour, and he can do this for up to 7
x Example: Auitzotl has four marks in Run
y hours before he loses 1 Body from exer
~ [Rote Run of 15 meters) and a Body of 9
tion. His excellent Hike score doesn't let
c for an 1 Bkg unencumbered Carry. If he is
him walk any faster, but it does let him
carrying normal armor (9kg), a 24 hour kit
keep up a sustained pace far longer than
[about 14kg), a LA'r<:N-1-30 rifle with gre
less fit troopers.
nade launcher (3.5kg) and PAKW 4-12
An average soldier with a Rote Run of
pistol [.75kg), then he has a total load of a
2, a Rote Hike of 3 and an encumbrance
hair more than 27 kilograms, which is in
penalty of -25% can make about 4 kph
the -50% run penalty range [more than 3x
and will be able to march about 9 hours
Body but less than 5x Body). This gives him
for a Body cost of 7, covering 36 kilome
a Rote running distance of 7 meters. In
ters (50 kilometers if unencumbered).
addition, we can see that he is in the range
This is the pace required to be in the
where he can pull his entire body and kit up
infantry [heavy or light). That is, if you're in
and over an obstacle [less than 4x Body). If
the infantry, your character and support
Auitzotl dropped his 24 hour kit (except for
ing characters should be able to walk
the ammunition, of course!), he would be
36km at 25% encumbrance before pass
down around 16-18 kilograms, which
ing out. At a minimum.
means he would not be encumbered at all.
If he dropped the machine pistol, he would Characters without leadership will seldom
be under 27 kilos and only have a 25% march past the point where they suffer Body
penalty, which for him would be a Rote from exertion.
running distance of 11 meters. Sprinting
Normal combat running movement assumes
Sustained March you are using cover and not making yourself
The normal movement rules take into ac
obvious. Anyone can double their normal
count the sit 8: dash nature of moving
movement rate. All concealment or Cover is
around when people are shooting at you, but
reduced by 250/o, and sprinting costs 1 Body
if you actually need to march from point A
(not Mora le) per turn. If there is no Cover where
to point B, which infantry do a lot of, then
you are, then you should either hunker down
you need to adjust it.
and Hide (for a free extra 250/o) or you should
On average, a person can do a sustained
run as fast as you can to where there is Cover!
march at a speed in kilometers per hour
I ~ ~:. ~7', IJJ •4t nc'l~n. BUILD & REPAIR
BUILD & REPAIR
•w1111i. + nc'l~n
Albedo is not a bookkeeping system. concealment as well. There is barely
Equipment breaks, and is shot at and blown enough visibility to see where to drive
up, but players shou Id never have to keep at low speed. Punching into or out of
track of incremental effects on individual a zero visibility condition at high
items. Even vehicles, which can be huge and speed takes a point of Morale or
extremely complex, will have fewer stats Drive.
than a character. The rules provided here for Iii. Communications equal to a squad
making and breaking equipment, including leader's personal gear, though with a
vehicles, are meant to be easy to use and, larger display.
where possible, to use rules and ideas al 11•• A sealed environment capable of
ready known. keeping irritant agents out, and good
air in. While tEChnica!!ythis is proof
Building Vehicles against a 1 atmosphere differential
The array of vehicles characters are (vacuum to 10 meter water depth).
likely to interact with is fairly small, so we don't count on it being leak-free.
can make a system for creating them :11. Basic maintenance tools and critical
equally concise. spares, including those that might be
Standard equipment: All military ground needed to dig a vehicle out of a rough
vehicles are assumed to come with the spot or repair a damaged wheel or
following: track. This would be enough to repair
ill. Obscurement grenades to provide 1 Body and 1 die shift done by a hit
1000/o concealment for six turns (sta to the vehicle's mobility system.
tionary) or one turn (moving) are "I. A winch capable of lifting the vehicle
standard equipment and have no cost vertically, and 50 meters of cable.
or space penalty. One reload for
this is standard equipment.
Note that this con
cealment goes both
ways. A vehicle in
a smoke cloud
treats a11
targets it fires
at as having
1000/o
BUILD & REPAIR • PWI• + h•n \\' ,~ ,:~ -~ ,
stuck in short order and unusable on all but Armor can be grown in virtually any size
the most forgiving plains. or shape, though flat pieces are easier to
The "Maneuver" column is a measure of work with than curved ones, and simple
how ha rd the vehicle is to hit at its designed curves are easier than complex ones. A VLCC
top speed and acceleration, and the stress (Very Large Command Carrier) can manu
placed on passengers in these conditions. facture pieces of virtually any size needed,
Think of this number as the maximum the but also carries pre-fab slabs that can simply
pilot can get out of the vehicle. If the pilot's be cut into the proper shape for replace
skill roll is less than this amount, they use ment of planar parts, like the glacis of the
the lower of the two. For example, if you aforementioned AV-4. The basic characteris
have a vehicle that is capable of d12 Ma tics of armor include a relatively low heat
neuver and the pilot only has a d10 skill roll, capacity, moderate thermal conductivity, a
they just aren't good enough or brave fairly low density and transparency to radar.
enough to push the vehicle to its limits, and The way in which it is grown allows quite
wou Id only get d 10 for Maneuver. selective placement of inclusions, such that
The Size is the number of die shifts all virtually all armor includes a non-metallic
rolls affected by the size of the vehicle will conductive grid to provide electrical shield
take. This includes the Maneuver rating. ing, both to minimize outside interference
However, the Maneuver level is a minimum and to contain signal leakage generated by
ofd4foranyvehicle moving at least a its own electronics.
quarter of its top speed. For now, all you Armor is normally glued together with
need to do is remember the amount. adhesives similar in makeup to the armor
n itself, and once joined, pieces are effectively
x Example: We're going to do a running
y
~ design of the most common vehicle char one contiguous piece. However, special RF
~
c acters will see, the APCL-8 (this is the melterscan be run along a seam to re
EDF's 8-person armored personnel car liquify the adhesive, allowing vehicles to
rier with an 8mm remote machine-gun broken down into their component parts as
turret). It is a tracked vehicle with a needed. This process requires field intensi
loaded mass of 12 tons, and is powered ties that cannot be generated beyond a few
by one turbine. Armed with that informa centimeters, so there is no practical military
tion, we see that it has a top speed of application for the ungluing process. The
80kph, and a Maneuver rating of d8[4), same process is used for assembly and dis
but its size as a vehicle will drop this to assembly of civilian structural materials in
d6[3) in practical use because of the die most places.
shift from the size modifier. The maximum size for an EDF land vehicle
So, we have: is that which will fit in a standard cargo slot
APCL-8 (6 meters long by 3 meters wide by 3 meters
Top speed: 80kph high). For a vehicle of that size, you can get
Size: 1 the following figures for how much heavy it
Crew: 1 +8 (1 crew, 8 passengers) is. This figure is the fueled but otherwise
Maneuver: d8[4) empty weight (performance is based on the
loaded weight). Odds are that there will be at
Armor most a 1 ton difference for ground vehicles
The standard armor material for both (the weight of the passengers). but cargo
the EDF and ILR is a monomolecular com COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
aerodynes may have a significant fraction of mal running gear that all vehicles have.
their combat weight be cargo. To make it Exoatmospheric aerodynes must have a
simple, weights round up to the next highest Deflection of at least 7 to survive a controlled
table entry. So, a vehicle with a loaded weight re-entry, which imposes serious mass penal
of 12 tons and an empty weight of 11 tons ties on large aerodynes. The front armor takes
counts as a 12 ton vehicle for armor pur the brunt of the heat stress on re-entry, and
poses. The table already takes into account if the standard armor distribution is used, a
the overhead caused by the engine and nor- front Deflection of 7 is sufficient to handle
COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt' the stress.
Armor Theory and Practice Specialized Armor
The nature of the Albedo universe puts One option that you may apply is a spe
more stress on personal armor than vehicle cialized armor bonus. This covers things like
armor. It is an infantry-heavy universe, and reactive armor, heat-dissipating construc
vehicles simply cannot mount armor suffi tion for re-entry vehicles, or any other
cient to stop heavy weaponry, or even stop protection that only applies against a lim
man-portable heavy weapons. There are few ited subset of damage types. You can drop
real tanks in the EDF - mostly APCs and the vehicle's Deflection by 1 overall, to get a
indirect-fire emplacements. While many +2 against a specific attack. For instance, if
Homeguards have tanks, they are few and far a vehicle had a normal Deflection of 7, it
between. Albedo armored vehicles are a plat would become 6(8). where it had a 6 against
form that is proof against small arms, that normal attacks, and an 8 against a specific
can carry a big gun or a squad of infantry. type of attack. Th is has no effect on vehicles
Everything else is a matter of who gets off that already have a Deflection of 16. Vehi
the first accurate shot. cles with a Deflection of 3 (effectively zero
As a result, armored vehicles cannot use armor) may not gain this bonus. Conven
brute force attacks and expect to survive. tional kinetic energy rounds are the default
Unless your job is to hold a position, EDF type of attack, and you cannotenhance the
and ILR armored vehicle doctrine is gener armor against that type of damage. You can
ally to use mobility to get the firepower use th is rule to give aerodynes heat
where it can be employed to greatest ad resista nt coatings to better allow them to
vantage. Mobility, surprise and knowing handle re-entry stresses. Instead of having
when to cut Et run are important parts of an overall Deflection of 6, you would in
both EDF and ILR vehicle training.
BUILD & REPAIR • PWI• + h•n \\' ,~¥'Jt ,:~ -~ ' ,
stead have a 5(7). where the higher number
Empty Weight Deflection Threshold
only applies against re-entry damage.
The maximum Deflection for a vehicle's 1 ton 3 +O
inherent armor is 16 (starships are normally 1.5 tons 3 +O
18). Any arm or that is heavier than th is
2 tons 3 +O
contributes to a higher Threshold for the 3 tons 3 +O
Most aerodynes are light in the armor de Heavy2 turret go up 1 row
and thick armor-glass for any windows. For Class 2 aerodyne go up 4 rows
Extra ammunition equal to what came As a reminder, ILR forces are on the
with the slot, should you need it, takes up 1 whole, physically smaller than EDF forces.
slot for Heavy 1, 2 slots for Heavy2, and 3 Fully equipped ILR infantry or vehicle crew
slots for a Heavy3 weapon. Th is can be pro only take 1 passenger slot. The ILR is also
rated if you do not have space for a full set more pa rtia I to wheeled vehicles, for lower
of reloads. maintenance costs and higher road speed,
at the cost of reduced cross-country per
Item Space
formance compared to tracked EDF vehicles.
1 Cargo volume 18 slots Other running gear or ancillary equip
2 infantry &gear 3 slots ment in a vehicle will not affect its armor
2 passengers (gear outside) 2 slots but will occupy potential passenger slots.
Heavy1 weapon 0/1 slots
Item Space
Extra ammo 1 slot
Heavy2 weapon 3 slots Each extra gas turbine 4 slots
Extra ammo 2 slots Each extra fusion reactor 9 slots
Heavy3 weapon 5 slots Mid-power comm suite 3 slots
Extra ammo 3 slots High-power comm suite 12 slots
Med couch 3 slots
~ Example: Using our APCL-8 as an exam Med table 6 slots
~ pie, it has an empty mass on the "12 ton" Sanitary system 2 slots
~ row. It takes up 2/3 of a cargo slot and Air recycler 1 slot
no other row modifiers, which gives it a Airlock 2 slots
final Deflection of 13. Using the default, Machine shop 15 slots
purposes of performa nee, you use the ~ Example:The Aero C-3 is the smallest
loaded weight, which will of course vary ~ cargo aerodyne in service (a class OJ,
with what you have in the cargo slots. ~ used for training and Homeguard pur
The "class" of an aerodyne is simply for poses. It has an empty mass of about 8
design purposes and represents the number tons and a loaded mass of about 10 tons.
of standard cargo slots it can hold. The Class We look at the mass and the power plant
O aerodyne is the smallest, and can carry a table and see that it has a top speed
fire team and all their supplies, or up to 2 (empty) of about 750kph [CAG fusion
tons of cargo. It has for all practical pur reactor, Homeguard unit, and we have to
poses half a cargo slot, split lengthwise. round the mass up to 12 tons). This gives
There are cargo aerodynes up to 5,000 tons it a Maneuver of 1d12(6), though we can
in total weight, but characters are never note that it would be 2d12(9) if the cargo
going to see one outside an extremely safe hold were empty. We look at the armor
rear area. However, with some modification. table for an empty mass of 8 tons and a
the rules can stretch that far ... class O aerodyne and see that it has a
Civilian helicopters and other light craft Deflection of 8, and the Body table to see
are built like aerodynes, but use gas turbines that is has 16 Body. In a cargo configura
for power instead of fusion reactors. Hel i tion, the C-3 is unarmed, so we can get
copters have more "bite" in the air than back a little space, but otherwise that's all
aerodynes and get a Maneuver that is one we need to know.
die type higher than their actual top speed Aero C-3
would indicate. Top speed: 750kph[900kph empty)
As an optional rule for long-distance Size: 1
travel, craft that can operate at high alti Maneuver: d12(6)
tudes can go up 2 extra rows for Armament: none
determining their top speed in thinner Deflection: 8
atmospheres. Body: 16
Damage Thresholds: 32/42/52/72
1
~ ~:. ~7', IJJ •4t 6e!'l~n · au1Lc & REPAIR
Aerodyne Designations expects the occupants to shoot at targets
Aerodynes in Albedo are designed ac above them, the hatches are already used
cording to their cargo volume (class 1, class for partial cover when open, and this in
2, etc). but are named according to their creases their effectiveness to 750/o. The only
cargo volume dimensions. downside is that reduced visibility through
the firing port increases the effective con
Field Modifications cealment of anything fired at by 250/o.
Crews are always doing things to their
Characters who have an idea, a vehicle
vehicles, as least within the limits that
to work on, and a superior who is willing to
higher-ups allow. This could be anything
endorse it (or at least look the other way)
from nose art on a bomber to field
can make minor modifications to a vehicle.
expedient armor upgrades. Sandbagging is
This uses Design skill. If you do not have
an example. Remember that any field expe
Design skill, you cannot improvise or im
dient changes you make can affect
prove your vehicle. Convincing a superior to
performance. If you drop a few tons of sand,
allow it is a role-playing issue, but can usu
spaced arm or or extra fuel tan kage on an
ally be handled with Persuade. The actual
ACV-4, you might be able to increase its
difficulty of the modification is up to the
Deflection by+ 1 and its Body by+ 1, but its
Game Host. Supporting characters will not
top speed is going to be significantly slower,
modify equipment without the guidance
and you've certainly compromised its am
and implicit permission of their immediate
phibious and soft terrain capability.
superior (usually 1 Morale). In addition to
Field modifications to armor simply use
any limits imposed on performance, it will
half the weight added to adjust the overall
take an amount of time like repairing 1 Body
armor value and Body, or the full weight
of vehicle damage. This will be some combi
added to adjust any three facings, or
nation of Scrounge, Repair and possibly
"weapons" or "passengers". Ground vehicles
Bureaucracy tasks to pull off, the difficulty
can add this improvised armor externally,
depending on the exact situation.
while air vehicles would have to do it inter
nally and in most cases how you can do it is Repairs
very limited. While most planetary operations are
n relatively short in duration, military gear,
x Example: Our ACPL-8 design had an
y
~ empty weight of 12 tons. If we sand especially vehicles, often runs at the edge of
~
c bagged this vehicle for 4 more tons of the performance envelope and requires a
armor, we could get and +1 Body and +1 high amount of maintenance to stay in
Deflection on three facings, probably the good operating condition. Infantry hard
front and sides, or, we could just say that ware is generally an exception. That gear is
hits that would be to passengers or driver meant to be abused, and can usually with
get the extra +1 Deflection. This extra 4 stand seriously hostile conditions for quite
tons of weight is going to drop our top some time with only moderate care.
speed from 80kph to 65kph, which also For all practical purposes, any military ve
drops our Maneuver die from dB to d6. hicle is due for a routine maintenance cycle
after everycombat. All military vehicles
If a vehicle gains extra Body from impro
should have at least a cursory inspection
vised improvements, then the first Body lost
done each day or after each sortie, just to see
from damage is generally to these im
if any problems are about to crop up.
provements and not to the actual vehicle. A
Wound to our sandbagged ACPL-8 would do Cursory Maintenance
1 Body, but we would say this first point of Routine checks of fluid levels, pressure
damage is to the sandbags. This means that readings, and electronics diagnosis are the
the actual vehicle needs less repairs. sorts of things that ground vehicle crews do
Other modifications can be useful with once a day, and flight mechanics do between
out affecting performance. Most APCL-Ss routine flights. It takes 1 Quality-hour for a
are being upgraded with vision and firing one ton vehicle, and+ 1 hour each time you
ports in the roof hatches. While no one double it, rounding to the nearest multiple.
BUILD & REPAIR • PWI• + h•n \\' ,~¥'Jt ,:~ -~ \,
Aerodynes take 500/o longer, wheeled vehicles ~ Example: Look at the AV-4 from the dam
take 500/o less, and civilian vehicles take 500/o ~ age example on page 205. It is a 12-ton
~
less. Yes; whee/ed civilian vehicles require no c vehicle that has lost 5 Body and suffered
maintenance per day. If you want to do th is 3 die shift penalties. We need 15 Quality
level of detail, a soldier's personal weapons hours per Body to repair the damage (the
and gear require 1 Quality-hour of mainte 12 ton mass rounds to 16 tons), so this
nance per week of normal duty, or per day vehicle will take 75 Quality-hours to get
that has a firefight in it. back into shape, provided the parts and
~ Example: On an independent planet that tools are available. Since there are 3 die
~ has a 32 ton tracked vehicle, the crew shift penalties, we can erase 1 of them
~
c needs to spend 6 Quality-hours per day of each time 2 Body are repaired.
use just keeping the tracks tensioned, It is possible a vehicle can have die shift
doing turbine diagnostics, cleaning the air penalties without having lost any Body. In
filters, and doing other routine tasks. If this case, count the necessary repairs as
the crew has two people with Repair taking the time to repair 1 Body of damage.
Rotes of 2 and two with Rotes of 1, that A vehicle can also have all its die shift marks
means the entire crew working together repaired and still have unrepaired Body
spends an hour working on it. If this were damage. Despite visible damage, the vehicle
an aerodyne, it would take 9 Quality-hours is completely serviceable.
per day (1.5 hours for that crew), and if it It is up to the Game Host to set practical
were a military wheeled vehicle it would limits on how many people can contribute
only take 3 Quality-hours per day [half an to a particular repair, both for the size of
hour for that crew). the item being repaired and the tools avail
able to make the repairs.
Routine Maintenance
A vehicle should receive routine mainte Spare Parts
nance after any combat situation, or any Repairs go faster if you've got everything
situation extraordinary enough to warrant you need. If you have to, you can yank out a
use of the vehicle's full Maneuver rating. turbine spindle and individually replace
Stressed airframes and turbines, EW shredded impellers, or you can just pull the
attacked electronics, and damaged armor all whole turbine and plug in a new one. If
need attention. Routine maintenance works you've got the spare parts to waste, like a
much like cursory maintenance, but is 2 donor vehicle, you can pull entire compati
Quality-hours for a 1 ton vehicle, and +2 ble assemblies and replace them as a unit,
hours each time you double it, rounding to rather than just fixing the actual broken
the nearest multiple. Aerodynes take 500/o bits. If a vehicle has lost more than 3 Body,
longer, and wheeled vehicles take 500/o less. this is an option, and speeds the repair. Each
Civilian vehicles in normal use need routine 3 Body repaired only takes the time of 2
maintenance twice a year. Body, but at the cost of double the material.
Since the EDF is fairly stingy in this regard,
Damage Control
and EDF personnel are assumed to have
If a vehicle has actually suffered Wound
unlimited time for their duties, this proce
effects of lost Body, it is time to break out
dure is normally limited to emergency
the spare parts or call the nearest depot
situations, where time is more important
drop-ship. To make it simple, it is 3 Quality
than expense.
hou rs for a 1 ton vehicle, and +3 hours each
Commanders also have the option of de
time you double it, rounding to the nearest
claring a damaged vehicle as "scrap", which
multiple. This time has to be spent per Body
makes it instantly eligible as a donor vehicle
the vehicle has ta ken. Aerodynes take 500/o
for parts. A good repair tech will use abso
longer, and wheeled vehicles take 500/o less.
lutely everything on a scrap vehicle, and
Die shift marks are removed proportional to
when it comes time to pack up and go
the Body repaired, and you can choose
home there won't be anything left but a
which systems are repaired first.
greasy spot on the ground.
1
~ ~:. ~7', IJJ •4t 6e!'l~n · au1Lc & REPAIR
Environmental modifiers: These numbers maintenance for its level of use, there is a
assume an environment that applies normal chance it will suffer a malfunction of some
wear 8: tear to a vehicle. Harsh conditions kind the next time it is used. The next time a
(sand, volcanic dust, monsoon rains) will turn system is used on a die roll and anydie rolls
cursory maintenance into routine mainte ''1", that system suffers a die shift penalty of
nance, and routine maintenance into damage 1 and the vehicle takes 1 Body. Characters
control as though the vehicle took 1 Body. who are using Rote are babying the vehicle
Hostile environments are especially tough on and it will not have any problems for a
a deployment. Units go through spare parts number of missed maintenance cycles equal
and maintenance stores at double the normal to the Rote Score in question. This penalty
rate, vehicles that re-supply these stocks need on the vehicle can happen only once per
double the maintenance, and orbital facilities missed maintenance cycle, but it can hap
like VLCCs that manufacture spares and pen several times in the same maintenance
supplies are working twice as hard. Even with cycle if it managed to avoid problems in
good advance planning, there may be local previous ones. Covering for inadequate
ized parts shortages that make proper maintenance involves the same time as
maintenance impossible, forcing some Damage Control to repair the lost Body.
mechanized or aerodyne units to operate at It is a/wayscheaper in time and parts to
less than full capacity. Local commanders do preventive maintenance than catch-up
complain, and scroungers scrounge, but if the maintenance, and a good commander will
parts aren't there, they aren't there. make sure techs stay on top of things be
fore minor problems have a chance to
Inadequate Maintenance
become major ones.
If a vehicle (or any other piece of signifi
cant hardware) has not had the required
NEW GEAR. l\U ~en ·. /, I!. ' ., .:~ -~
NEW GEAR
l\U ~en
• '=='
KW-112 [Independent)
NS-6 [Independent) This is the largest weapon mounted in
This is a 6 shot stun-gun-like weapon, anything smaller than a starship. A few
but instead of trailing wires back to a independent worlds have bought into a
central power unit, it fires oversized pro "bigger must mean better" philosophy for
jectiles (about the size of a shotgun shell). their Homeguard and have built vehicles
which have a number of short barbed capable of mounting this enormous
prongs in front, and a battery-powered 112mm smoothbore cannon that fires dual
high voltage supply in the rear. While purpose shaped charge/high explosive
these have a normal 0+10 damage, they rounds. Vehicles that mount this weapon
cannot penetrate any Deflection greater can only with great difficulty be made air
than 5. Th is makes them useless against transportable in a standard cargo volume,
anyfully armored target, regardless of the and so neither the EDF or ILR has such a
armor's toughness. Against targets with weapon or plans to deploy one.
partial coverage, penetration is rolled for
normally, as it might hit an unprotected
location. In effect, it does 1d20+ 10 dam
age, or does nothing at all.
The NS-6 looks similar to a cut-down
pump shotgun and masses about 2 kilo
grams when fully loaded. This is the
normal weapon used by policing forces on
most worlds, as it is incapacitating but
non-lethal. Individuals who might defy an
officer to use lethal force on them might
think twice against an NS-6, since there is
not nearly as much willpower
Consolidated \Neapons Table
COider Ordnance in Gray)
Extra-planetary Defense Force [EDF]
Weapon Type Action Mag. Ammo Range Damage Notes
GAKW Heavy Semi· 12 32mm EX S5, M20, L80, X400 0+10 Exp 2m
32mm EX S5, M20, L80, X400 0+10 Exp 2m
Thermobaric S5, M20, L80, X400 5+12 Exp lm
GLKW Longarm Single Anti-Tank S5, M20, L80, X400 5+12 Exp lm
Irritant S5, M20, L80, X400 0+5 Exp 3m
Recon· Special see page 253
Variable grenade Thrown Thrown Thrown object 0+10 Exp 2m
Demo. charge Demolitions Placed Placed weapon 2+11 Exp 2m
LAKW 1-30 Longarm Full 24 8x56 C5, Sl 5, M50, L330, X2300 10+9
LAKW 1-56 Longarm Full 24 8x56 S15, M60, L470, X3700 10+10
LAKW 1-62 Heavy Full belt 8x56 S15, M65, L510, X4100 10+10
MAKW 3-60 Heavy Full belt 8x64 S15, M50, L360, X2600 11 +10
LRCKW Longarm Semi 8 10x56 S15, M50, L330, X2300 24+12
LRCKW-C Longarm Semi 8 10x56 S15, M45, L310, X2100 24+9
CKW Precision Longarm Semi 24 8x56 S15, M70, L560, X4600 10+10
MPKW 2-18 Pistol Full 24 8x24 C5, SlO, M30, L190, Xl 100 8+7
PAKW 4-12 Pistol Semi 16 8x24 C5, SlO, M40, L230, X1400 8+7
PLRW Heavy Single S15, M60, L470, X3700 0+10 Exp lm
PLRX Heavy Single S15, M60, L470, X3700 8+14 Exp lm
CLRW 1-96 Heavy Single S15, M60, L470, X3700
CLRW 1-144 Heavy Single S15, M65, L550, X4300
SBKW10 Longarm Single 9 10mm C5, SlO, M20, L40, X60 5+5 Shotgun
HAKW MG Heavy Full belt 20x70 S15, M55, L410, X3000 26+13
VAKW MG Vehicle Full- belt 20x80 S15, M55, L420, X3100 33+15
Demo. Rocket Vehicle Single 1 280mm ClO, S25, M135, L700 14+17 Exp 4
VAKW 24 Vehicle Full belt 24x120 S15, M65, L550, X4300 37+16
VSKW 32 Vehicle Single 20 32x200 S15, M60, L475, X3700 42+16
66x350 S15, M55, L425, X3200 68+26
VSKW 66 Vehicle Single 20
Hi-Ex S15, M45, L320, X2200 4+12 Exp 2m
Improved Staff Melee Melee C2 7+Body
r'"CihWltUlfZ
While there are certain archetypical ve capability. Power is provided by a single gas
hicles in the Albedo universe, the basic rules turbine, though the chassis configuration
do not describe any of them in great detail. allows for up to two. The basic AV-4 chassis
The following list of EDF and ILR hardware takes 2/3 of a cargo slot, because the hull is
should be of great use to anyone planning only 2 meters tall. Variants with large turrets
a large-scale or long-term assignment to a or better standing room inside will take 5/6
particular world. or a full cargo slot, but all variants must be
The Crew number is the required crew drivable into a 6 x 3 x 3 box. This may have
for combat operation of the vehicle. This to be done remotely, since a tight fit may
will always be at least 1(the driver). and any preclude opening hatches, but for quick
additional number is how many passengers drop and retrieval, roll-on/roll-off capability
it can carry. For a military vehicle, this is is a must.
assumed to be fully equipped infantry. Combat variants begin with the letter A,
~ Example:The MMA carries 11 people (1 and non-combat or support variants begin
y
~ driver+ 10 passengers). The description with M. The largest armament is usually a
~ of the vehicle further states this is 3 med dashed designation at the end, with the bore
ics and 7 stretcher cases. size in millimeters, and the letters before that
indicating the weapon type. There are a
number of exceptions and sub-cases, which
AV-4 series (EDF) any vehicle crew or repair tech is expected to
This is the EDF ground vehicle. It comes in
know by heart. For instance, a second nu
a bewildering number of configurations, and
merical designation denotes the number of
a handful of repair techs with the right tools
infantry a dual-purpose vehicle carries.
can build one from a pallet full of parts in a n
few days. Con Fed and independent worlds x Example: An ACPL-8 is an Armored Car
y
use the basic chassis for industrial uses or ~ rier, Personnel, Light, Bmm MG. An AKW
~
their own armored vehicles. It can use elas c 24-4 is an Armored Kinetic Weapon,
tomer tracks for light weight and less 24mm, plus 4 infantry, while an AKW
damage to paved surfaces, or alloy tracks for 32M is an Armored Kinetic Weapon,
durability and toughness. The ground pres 32mm, plus Missile armament.
sure can be altered by varying track width, so Vehicles that mass 12 tons or less are
even heavy variants have good cross-country amphibious with no preparation, with a top
water speed of about an eighth of their
COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
road speed. Heavier variants are amphibious
EDF vs. ILR Vehicles
with preparation, non-amphibious ones can
As a general comparison, EDF vehicles have
cross solid underwater surfaces using bat
better protection, the largest weapons and
tery power alone at depths of up to 10
better off-road capability than ILR vehicles,
meters. This does require a special cover be
while ILR vehicles are as fast or faster on
fitted over the turbine intake and exhaust if
road and require less maintenance. The ILR
you plan to restart the vehicle on the other
fields more vehicles with heavy weapons than
side. Some water leakage and minor electri
the EDF does. Most EDF vehicles are impervi
cal malfunctions are to be expected with
ous to ILR small arms fire from all angles,
any amphibious use, and crews are trained
while most ILR vehicles are vulnerable on at
in the hazards of dealing with extremely
least one facing to standard EDF assault rifles.
large electrical currents and a sopping wet
ILR infantry is trained appropriately, and does
power-train.
not waste fire or expose itself to vehicles it
cannot harm. Instead, this task is left to
grenadiers or indirect fire, or ILR vehicles are
called in to deal with the threat.
1
~ !!:. ~7', IJJ !l ~ .· r-~hw~u1m ·VEHICLES
Strengths of the design are extreme fire
AKW-66 power and protection against ILR small arms.
Light Tank Weaknesses include a limited ammunition
Top Speed: 65 kph supply and a low top speed compared to
Maneuver: d6 (3) Deflection: 13 other ILR vehicles.
Size: 1 Thresholds: 40/50/60/80
Crew: 3+0 Body:20 AKW-72
Armament: DODD DODD DODD Tank Destroyer
24mm autocannon, DODD DODD Top Speed: 80 kph
8mm coaxial MG Damage: Maneuver: d8 (4) Deflection: 12
General 0 @ © 0 © Size: 1 Thresholds: 36/46/56/76
Mobility 0 @ © 0 © Crew: 3+0 Body: 18
Armament 0 @ © 0 © Armament: DODD DODD DODD
72mm cannon, DD DODD
This is a light tank, armed with a 66mm
8mm remote MG Damage:
smoothbore auto-loading cannon and Smm
General 0 @ © 0 ©
coaxial machinegun. The main gun has a
Mobility 0 @ © 0 ©
selection of kinetic penetrators, high explo
Armament 0 @ © 0 ©
sive rounds and shaped charges.
This is a tank destroyer, armed with a
AKW·32M 72mm smoothbore auto-loading cannon and
Urban Assault Vehicle Smm remote machinegun turret. It is less
Top Speed: 50 kph (amphibious non-standard) armored than the AKW-66 and relies on
Maneuver: d8 (4) Deflection: 13 speed, concealment and the ability to oper
Size: 1 Thresholds: 44/54/64/84 ate at long range to survive enemy fire. It
Crew: 3+0 Body:22 can fire high explosives, kinetic penetrators
Armament: DODD DODD DODD and shaped charges, with a majority of the
32mm autocannon, DD DODD carried rounds being kinetic penetrators. In
8mm coaxial MG, Damage: the event that artillery support is needed,
280 mm assault General 0 @ © 0 © AKW-72s are used in combination with ALP
rockets Mobility 0 @ © 0 © combat resupply vehicles.
Armament 0 @ © 0 ©
ACC
This has a 32mm autocannon turret with Army Command Center
coaxial Smm MG, a remote Smm MG turret, Top Speed: 100 kph (amphibious)
plus a 2-shot launcher for 280mm unguided Maneuver: d8 (4) Deflection: 9
assault rockets, plus 12 missiles carried under
Size: 1 Thresholds: 32/42/52/72
armor. It requires two turns to reload one
Crew: 1+8 Body: 16
missile, but this can be done without any crew
Armament: DODD DODD DODD
having to expose themselves (the launcher
none DODD
tilts vertically and is loaded from the rear).
Damage:
Use of this vehicle and the variants with
General 0 @ © 0 ©
even larger main guns are uncommon. They
Mobility 0 @ © 0 ©
have an undesirable psychological impact on
Armament 0 @ © 0 ©
civilian populations. While a personnel carrier
looks about the same, it is filled with people, The AV-4 command vehicle, with 6 work
who come out, talk to civilians and have a consoles, a tactical display and mid-power
certain reassuring, if intimidating, presence. comm suite. Often, the modular electronics
Vehicles like the AKW-32M are closed-up in an ACC are unhooked and set up in a
monsters that spit fire and belch death. folding barracks after a planetary situation
Deployment is based as much on psycho log i has stabilized.
ca and social profiles of the local civilian
1
ALP ALW
Army Cargo: Flatbed Army Munitions Carrier
Top Speed: 80 kph w/ full load (see text) Top Speed: 80 kph (amphibious)
Maneuver: d8 (4) Deflection: 9 Maneuver: d8 (4) Deflection: 12
Size: 1 Thresholds: 28/38/48/68 Size: 1 Thresholds: 36/46/56/76
Crew: 1+2 Body: 14 Crew: 1+2 Body: 18
Armament: DODD DODD DODD Armament: DODD DODD DODD
8mm remote MG DD 8mm remote MG DD DODD
turret Damage: turret Damage:
General 0 @ © 0 © General 0 @ © 0 ©
Mobility 0 @ © 0 © Mobility 0 @ © 0 ©
Armament 0 @ © 0 © Armament 0 @ © 0 ©
The AV-4 flatbed truck is a driver's com This is a dedicated munitions carrier, de
partment on tracks that can carry a variety signed to supply units and vehicles during
of containerized loads. It can be used to combat. The ammunition compartment is
resupply other vehicles. The ALP can carry separated from the crew by an armored
containerized 2/3 cargo slot loads, including bulkhead for crew safety, but ALW drivers are
small military units like high-power comm still a jittery bunch.
suites, foldable barracks, and so on.
Note: The ALP has a top speed of 120kph ARE
when unloaded. Standard equipment for the Army Towing Vehicle
ALP is a folding trailer that can carry up to Top Speed: 120 kph (amphibious)
2/3 of a cargo slot in lightweight cargo. This Maneuver: d8 (4) Deflection: 11
slows an ALP down and reduces its maneu Size: 1 Thresholds: 36/46/56/76
verability, but is often used for extra on-road Crew: 1+3 Body: 18
transport capability (the trailer is wheeled). Armament: DODD DODD DODD
8mm remote MG DD DODD
ALE turret Damage:
Army Engineering Vehicle General 0 @ © 0 ©
Top Speed: 100 kph (amphibious) Mobility 0 @ © 0 ©
Maneuver: d8 (4) Deflection: 9 Armament 0 @ © 0 ©
Size: 1 Thresholds: 32/42/52/72
This AV-4 tow truck has an heavy-duty
Crew: 1+2 Body: 16
winch, a bulldozer blade, a small crane, and
Armament: DODD DODD DODD
while unofficial, most crews find room to put
8mm remote MG DODD
on an Smm remote MG turret. The heavy
turret Damage:
engines of the ARE are sufficient to make it
General 0 @ © 0 ©
the fastest AV-4 variant, and it can tow most
Mobility 0 @ © 0 ©
other AV-4's at a decent speed, especially if it
Armament 0 @ © 0 ©
can run a power cable to get some of the
A mobile machine shop, it has the tool damaged vehicle's road wheels going.
ing to make most repair parts required on a AR Es are typically festooned with a col
deployment. It is typically accompanied by lection of spa re bog ie wheels, track segments
one or more ALPs loaded with appropriate and sometimes even an entire spare turbine
raw material stocks and common parts, engine.
particular for turbine and reactor repairs An ARE can tow any EDF vehicle that still
and electronic module replacement. has its tracks at up to 50kph, with a maxi
mum of d4 Maneuver.
VEHICLES • I""~ h Wii U Im ·. /, fl!. \\' ,~¥'Jt ,: ~ -~ ' ,
and other emergency procedures can be
MMA/MMSA performed in an MMSTA at no penalty. The
Military Ambulance surgical suite can also be dismounted and
Top Speed: 100 kph (amphibious) put into a folding barracks if the situation
Maneuver: d8 (4) Deflection: 11 allows. The MMSTA and MMSSA have exter
Size: 1 Thresholds: 32/42/52/72 nal extended fuel tankage as a standard
Crew: 1+10 Body: 16 feature, allowing them an extended run time
Armament: DODD DODD DODD of a week while parked and providing medi
none DODD ca I services.
Damage:
General 0 @ © 0 © MMSSA
Mobility 0 @ © 0 © Mobile Army Ward
Armament 0 @ © 0 © Top Speed: 100 kph (amphibious)
Maneuver: d8 (4) Deflection: 9
The main AV-4 ambulance, capable of
Size: 1 Thresholds: 32/42/52/72
holding 7 stretcher cases and 3 medics. It
Crew: 1+4 Body: 16
and the other med ica Iva ria nts have no
Armament: DODD DODD DODD
armament aside from smoke grenade
none DODD
launchers. Access is through a roof hatch for
Damage:
the driver and a large dropdown door in the
General 0 @ © 0 ©
rear.
Mobility 0 @ © 0 ©
The MMSA is an MMA variant with room
Armament 0 @ © 0 ©
for 4 stretchers and 4 medics. It is configured
in this fashion if the force it is deployed with This is either a small recovery ward or a
has a large fraction of the larger species. The space for overworked medics to get some
extra room also gives medics more space to quiet shuteye. It has 4 bunks, minimal sanitary
work, allowing them to treat some wounds, amenities and lockers for medical supplies.
rather than just stabilizing them. The MMSSA can be reconfigured as an
Both the MMA and MMSA are often in urgent care ambulance by the addition of up
the path of enemy fire, whether directly to 2 med couches, allowing for severely
aimed at them or not. Both vehicles have injured patients to be moved while their
double the number of obscurement grenade critical care is maintained.
launchers, allowing two uses before reload
1ng 1s necessary. ILR Vehicles
The ILR relies almost entirely on wheeled
MMSTA vehicles. Like the EDF, they have a standard
Mobile Army Surgical Hospital ized set of running gear for all their units.
Top Speed: 100 kph (amphibious) The standard ILR chassis is the WA-series,
Maneuver: d8 (4) Deflection: 9 which comes in three lengths and a variety
Size: 1 Thresholds: 32/42/52/72 of configurations. These configurations are
Crew: 1+6 Body: 16 1/3, 1/2 and 2/3 cargo slots in size, though
Armament: DODD DODD DODD any given chassis can be bumped up a notch
none DODD in terms of cargo volume by the addition of a
Damage: turret or extended height cargo box. The
General 0 @ © 0 © three configurations have 4, 6 and 8 wheels,
Mobility 0 @ © 0 © respectively. All ILR vehicles are wheeled, and
Armament 0 @ © 0 © their dual top speed and Maneuver ratings
are for on-road/off-road conditions. ILR
This is a small but reasonably appointed
vehicle designations are usually WA
mobile field hospital. It has 2 medical treat
(Wheeled Armor). followed by the number of
ment tables and room for 4 medics to work
wheels and a single letter designation that
(surgeon+ assistant). plus ample room for
denotes the main role of the vehicle, like
storage of medical consumables. Surgeries
Scout, Personnel carrier, Tank or Indirect fire.
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~ !!:. ~7', IJJ !l ~ .· r-~hw~u1m. VEHICLES
turret, with either a twin 6mm machine gun,
WA·4S or more commonly a single 11 mm heavy
Light Reconnaissance Vehicle machine gun, with or without a hyperveloc
Top Speed: 180/80 kph (amphibious) ity dart launcher alongside. The WA-SP
Maneuver: d8 (4) Deflection: 8 carries S infantry in addition to the driver
Size: 1 Thresholds: 24/34/44/64 and commander, and has two secure lockers
Crew: 2+2 Body: 12 for personal shelters, food and ammunition
Armament: DODD DODD DODD for extended operations. There are two vision
6mm remote MG Damage: and firing ports on each side and the rear.
turret General 0 @ © 0 © Strengths of the WA-SP include a high road
Mobility 0 @ © 0 © speed and good infantry protection and
Armament 0 @ © 0 © firepower. Weaknesses include marginal off
road capability and the requirement that the
A four-wheeled scout car, often the lead commander also operate the main weapon
vehicle in a convoy or a patrol vehicle in rather than assessing the situation and di
relatively secure urban areas, the WA-4S has recting troops. Operational doctrine places
a crew of 2 (driver, commander) and can the vehicle commander in charge of the
carry two extra infantry if needed. It can also vehicle, and the squad leader in charge of
be used as a small ammunition resupply troop deployment, but the two commanders
vehicle. It is armed with a one-person turret do not always work together as well as they
mounting a belt-fed version of the AW-191 shou Id. Entry and egress is through a left side
6mm machine gun. This turret may also door or dropdown rear door, with an addi
mount a single hypervelocity dart launcher, tional hatch in the turret.
with two reloads inside the vehicle. Entry and Note: A variant model, the WA-6P, has
egress is through a door on the left side that two demolition rockets and a 6mm machine
has a vision and firing port, or a rear door gu n, but it only has room for 6 infantry.
that is similarly equipped. The right side has
no vision or firing ports, which makes it a WA·6T
minor blind spot, though of course the turret Heavy Armored Vehicle
gunner's vision blocks see into that arc, and Top Speed: 65 kph/30 kph
the driver can see to the rig ht front. Maneuver: d8/d4 Deflection: 13
The lightweight WA-4S is extremely fast (4/2)
and nimble, and drivers with any combat
Size: 1 Thresholds: 40/50/60/80
experience are usually skilled and cool
Crew: 3+0* Body:20
under pressure.
Armament: DODD DODD DODD
60mm auto-loading DODD DODD
WA·BP cannon, 11 mm Damage:
Infantry Support Vehicle
heavy MG General 0 @ © 0 ©
Top Speed: 80 kph; 35 off-road (amphibious) Mobility 0 @ © 0 ©
Maneuver: d8/d6 Deflection: 12 Armament 0 @ © 0 ©
(4/3)
Size: 1 Thresholds: 40/50/60/80 This is the heaviest armed and armored
Crew: 2+8 Body:20 WA-series vehicle, in a six-wheel config
Armament: uration. It has a two person turret armed
DODD DODD DODD
11 mm MG turret with a 60mm smooth bore autoloader and
DODD DODD
Damage: 11 mm heavy machinegun. It has a crew of
General 0 @ © 0 © three (driver, commander, gunner). and
Mobility 0 @ © 0 © carries no infantry. Access is through two
Armament 0 @ © 0 © roof hatches (driver and one large turret
hatch). and a left-side door that has a vi
A common armored personnel carrier and sion block and firing port.
infantry support vehicle. It is an S-wheeled Strengths include the best armor and
configuration, and mounts a one-person weapon of any ILR vehicle and the ability to
VEHICLES• l""~hWilUlm ·. /, fl!. \\' ~ . ~ ' ,
ters squad, but will have portable computers glued onto the cargo bed. This box has
and backpack mounted equipment that does vision and firing ports, a drop door/ramp,
the same thing, though with a little less and a climate control unit removed from a
sophistication. food delivery vehicle. The addition of seat
ing benches fills out the interior. The
Additional ILR Vehicles normal model can carry up to 2 squads of
The ILR also has a number of specialized
fully equipped ILR infantry. You can in
non-combat WA-series vehicles, such as
crease the overall Deflection for the
command, recovery, medical, kitchen and so
passengers and crew to 9 if you choose to
on, similar to what the EDF has in the AV-4
have an open-topped vehicle.
series of vehicles. However, the ILR tends to
These trucks are also used for the
co-opt civilian facilities for many of its needs,
transport of prisoners (up to 12, plus a
so other than command vehicles, the other
few guards). As a field-expedient design,
types are far less common than their EDF
variants are common. Similar vehicles may
equivalents.
also be constructed by anti-I LR resistance
movements to provide some protection
Civilian Vehicles during urban operations, though this is
There are both armored and unarmored often for a single use as the vehicle is
civilian vehicles. Since EDF units are often difficult to conceal during the inevitable
operating in a mixed civilian/battlefield follow-up searches and reprisals.
environment, some of these vehicles are A better-looking and more ergonomi
worth noting. With the exception of the cally appointed vehicle with the same
IKW-112, none of these vehicles have off stats is often used as a light armored
road capability. personnel carrier by many Homeguard
units.
Armored Truck
Improvised Civilian Vehicle IKW-112
Top Speed: 100 kph Reinforced-Chassis Civilian Vehicle
Maneuver: d8 (4) Deflection: 8 Top Speed: 65 kph
Size: 1 Thresholds: 32/42/52/72 Maneuver: d6 (3) Deflection: 13
Crew: 1+16 Body: 16 Size: 2 Thresholds: 48/58/68/78
Armament: DODD DODD DODD Crew: 4+0 Body:24
none DODD Armament: DODD DODD DODD
Damage: 112mm auto DODD DODD DODD
General 0 @ © 0 © loading cannon, Damage:
Mobility 0 @ © 0 © 8mm remote MG General 0 @ © 0 ©
Armament 0 @ © 0 © turret Mobility 0 @ © 0 ©
When possible, ILR forces co-opt local Armament 0 @ © 0 ©
resources. While they may have sufficient The IKW-112 is an impractical vehicle
light AFVs for their mission, they never that nonetheless exists in small numbers on
have enough armored transport to get several independent worlds. It is built on
infantry from place to place. Their solution standard AV-4 running gear, upgraded for
is a fairly simple up-armoring of civilian the heavier load it carries, and structurally
transport. These vehicles are not meant to reinforced to handle the recoil of a massive
engage enemy vehicles, or operate in an 112mm smoothbore, auto-loading, liquid
environment with enemy aerodynes, but propellant cannon.
to protect troops from ambush by surviv The IKW-112 is actually two separate
ing Homeguard units or even disgruntled AV-4 chassis. The front chassis contains the
citizens. Typically, a flatbed delivery truck main weapon, ammunition, auxiliary batter
is used. The engine compartment and ies and a remote Smm machinegun turret,
driver's station are protected, and a rec while the rear chassis contains the main
tangular box of monomolecular plate is power plants, crew compartment and a
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~ !!:. ~7', IJJ !l ~ .· r-~hw~u1m ·VEHICLES
second remote MG turret. The crew is com
posed of a commander, driver, gunner and
observer, with the observer also handling
one of the remote MG turrets. The two
units are connected by power, data and
electro-mechanical couplings. IKW-112
munitions are exclusively dual purpose
HE/HEAP rounds.
Ground Car
Civilian Residential Transport
The design has some advantages. The ar
ticulated design allows the vehicle to move Top Speed: 250 kph
in more cramped quarters than a single Maneuver: dlO (5) Deflection: 3
large vehicle. It also enhances crew surviv Size: 1 Thresholds: 16/26/36/56
ability, since the IKW-112 can, to some Crew: 1+3 Body:8
extent, fire around corners. It only has to Armament: DODD DODD
expose the front chassis, and even if that none Damage:
chassis is completely destroyed, the crew in General 0 @ © 0 ©
the rear chassis is likely to be untouched. Mobility 0 @ © 0 ©
The main operational disadvantage of Armament 0 @ © 0 ©
the IKW-112 is the remotely operated can
A typical passenger vehicle, capable of
non. As with all remotely operated systems,
carrying up to four medium-sized people in
any concealment a target has is increased
comfort.. Many civilian vehicles are pow
by 250/o, giving the vehicle a built-in target
ered by fuel cells instead of turbines
ing disadvantage. Another disadvantage of
because they are quieter, cheaper and re
the IKW-112 is its size. While it is techni
quire less maintenance. Most ground cars
cally only two cargo equivalents in size, it
are capable of autopilot use on high-speed
would take major disassembly to ship by
urban and intercity roadways.
aerodyne. The main gun would have to be
dismounted due to its barrel length. The
wide tracks necessary for acceptably low
Commercial Truck
Civilian Cargo Transport
ground pressure would have to be com
Top Speed: 150 kph
pletely removed, as would the bogies. The
Maneuver: d8 (4) Deflection: 3
complete separation of the crew from the
main weapon compartment means that in Size: 1 Thresholds: 20/30/40/60
the event of malfunction, the vehicle must Crew: 1+1 Body: 10
withdraw from combat, as the crew will Armament: DODD DODD DD
have to exit the vehicle to clear the prob none Damage:
lem. The last disadvantage of the IKW-112 General 0 @ © 0 ©
is the inexperience of its crews. Existing Mobility 0 @ © 0 ©
IKW-112s are either leftovers bu iIt during Armament 0 @ © 0 ©
the last days of the first war, or new ones A light cargo vehicle, either with an open
built recently because of war jitters. In bed or a thin shell for weather protection.
neither case are there experienced crews Especially in urban areas, these are also likely
for this particular vehicle. Combined with to be powered by fuel cells instead of turbines.
their small numbers, they are not a major The cab has room for two large or three regu
concern for ILR planners. The examples lar-sized people, and the bed has 1/2 of a
encountered by the ILR on independent standard volume in cargo space, the exact
worlds have been neutralized, sometimes dimensions depending on the role of the truck.
from orbit, and EDF forces have yet to en The maximum cargo capacity is about 4 tons.
counter one in enemy hands.
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---
--
Air Car Helicopter
Civilian Long-Range Transport Civilian Air Transport
Top Speed: 320 kph Top Speed: 400 kph
Maneuver: dlO (5) Deflection: 3 Maneuver: Deflection: 3
Size: 1 Thresholds: 20/30/40/60 2d12 (7)
Crew: 1+4 Body: 10 Size: 1 Thresholds: 12/22/32/52
Armament: DODD DODD DD Crew: 1+5 Body:6
none Damage: Armament: DODD DD
General 0 @ © 0 © none Damage:
Mobility 0 @ © 0 © General 0 @ © 0 ©
Armament 0 @ © 0 © Mobility 0 @ © 0 ©
Armament 0 @ © 0 ©
This is a turbine-powered personal air
vehicle, capable of transporting 5 civilians This would be a typical police or small
and some luggage. Rotorcraft are cheaper, business helicopter. It is unarmed and unar
so these are as much a status symbol as mored, but it is structurally sound enough to
anything else. mount light machineguns (up to the AW-193
or LAKW 1-62). It is very fast and maneuver
Armored Limousine able for a non-fusion powered vehicle, but is
Civilian Dignitary Transport also very fragile and easily brought down if it
Top Speed: 150 kph can be hit.
Maneuver: d8 (4) Deflection: 9 Decoys
Size: 1 Thresholds: 28/38/48/68 Neither the EDF or ILR tends to use decoy
Crew: 1+6 Body: 14 vehicles, though their use is not unheard of.
Armament: DODD DODD DODD Normally, software interpretation of satellite
none DD recon data is sufficient to distinguish even a
Damage: good decoy from the real thing. However, in
General 0 @ © 0 © conditions of lingering marginal visibility,
Mobility 0 @ © 0 © visual, thermal and radar signatures may be
Armament 0 @ © 0 © confused enough that a decoy vehicle or
With insurgent and terrorist activity in formation can fool sensors, and thus draw
creasing, some high civilian officials have enemy attention or fire, either diverting fire
taken to traveling in unarmored civilian from real and better concealed vehicles, or
vehicles as a precaution. Th is is a typica I revealing enemy weapon concentrations.
armored limo, which has a loaded weight of A decoy generally takes up 1 passenger
about 6 tons. slot for impersonating most ground vehicles.
It is an inflatable construct with a battery
pack and small computer that mimics the
shape, coloration and heat signature of a
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~ !!:. ~7', IJJ !l ~ .· r-~hw~u1m ·VEHICLES
parked vehicle, irregularly running its 'en ready concealment may deploy two decoys. If
gine', emitting barely detectable EM signals they dodge under cover when they detect
and so on. The battery is good for about a enemy aerodynes or counter-battery fire, EDF
week of use, after which the decoy is dis forces may blow up the decoys and not realize
posed of. While inflatable decoys can the ILR forces are still there. Or, the decoys
technically be re-used, they are far cheaper could be placed in a just barely obvious fash
and easier to simply replace. ion. EDF planners notice the deception and
Anyone doing recon of an area will spot a ignore the decoys, not realizing the real vehi
decoy vehicle with the same roll they would cles are lurking nearby for a potential ambush.
use to spot a real vehicle. At all but close If nothing else, the ILR decoys are a cost
visual range it will appear to be the real effective means of making the EDF waste time,
thing, especially if it has partial concealment. intelligence assets and munitions.
It is only a Routine task for Information One very cheap and easy decoy used by
Analysis, Spot or Vehicle Operation to notice artillery and special forces units is the drone
the flaws or inconsistencies that mark a decoy, decoy. This a simple helium balloon that has
adjusted by any concealment or obscurement the same visual and reflective signature of a
the decoy has. This leads to a balancing act. well-camouflaged tether drone. The balloon
They decoy must be visible enough to be spot is released on a hair-thin strand of plastic
ted, yet concealed well enough to avoid the fiber and left to float in place. Any EDF that
deception being uncovered. Few are able to spots it will have difficulty distinguishing it
judge the observation skills of their foe well from the real thing until they spend a few
enough to pull this off on a reliable basis. minutes observing it, and so have no way to
Consequently, decoys are only issued upon know if they are in imminent danger of
specific request, and only granted if the skills being hammered by artillery. And even
of the team are deemed sufficient to be worth knowing that the drone is a simple balloon
the investment of time. does you no good if there is an actual for
ILR strategic planners make reasonable ward observer marking your location while
and fairly accurate assumptions about the you were busy staring at the sky.
quality of EDF orbital assets, and will use Another annoying ILR tactic is to put ra
decoys during the opening stages of an EDF dio-frequency and synthetic emission
insertion. Typically, they are just a statistical transponders on civilian vehicles in occupied
dodge. A group of two mortar carriers with areas, typically on public transport and fire or
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rescue vehicles. These mimic the electronic only the vaguest bearing on the size and
emissions of WA-series vehicles. From a capability of the aerodyne. There is some
remote sensing viewpoint, it masks the true movement towards an information-content
number and location of vehicles that might designation for EDF aerodynes. The current
otherwise be detectable, and it prevents the specification (tentative) gives a letter des
EDF from using homing munitions or mines ignation for the width of the cargo bay, and
designed to look for these electronic sig na a number for the length of the cargo bay,
tures. Drivers who remove these with a third number (if any) for the height.
transponders are subject to beatings or exe Single digit notations are assumed to be
cution. one cargo depth high (3 meters). A letter
after the designation denotes any special
role for that particular aerodyne, like "C" for
cargo or "G" for gunship, with a second
letter "A" for atmosphere-limited and "E"
for exo-atmospheric capability. If there is no
letter suffix, the aerodyne is assumed to be
cargo and atmosphere-limited.
n
x Example: Under the proposed notation
y
~ scheme, the Aero C6 (the smallest cargo
~
c aerodyne in service) would become an A-1.
A D-32, with a cargo bay 4 cargo units long
and 3 wide, would become an E-3, and a
D-12 with a bay 2 units wide and 1 long
Aerodynes would become a C-1. The 0-12 as an
Both EDF and ILR make use of aerodynes. exoatmospheric gunship would be a C-1 GE.
The ILR uses them mainly as landing craft,
once orbital weapons (or the threat of them)
have pacified an area, while the EDF also uses B·2 Pinnance
them as fighters, hot-landing troop deploy Chemical-Thrust Exe-atmosphere Craft
ers and air superiority gunships. For the most Top Speed: n/a
part, you can use EDF cargo aerodyne stats Maneuver: d12 (6) Deflection: 3
for ILR use. It is seldom that the ILR will risk Size: 1 Thresholds: 20/30/40/60
these expensive assets in operations where Crew: 1+4 Body: 10
they know they will be lost. Rather, if they do Armament: DODD DODD DD
anything at all, they will co-opt civilian ro none Damage:
torcraft (like police helicopters). door-mount General 0 @ © 0 ©
a belt-fed light machinegun, and then put an Mobility 0 @ © 0 ©
ILR pilot behind the stick, a couple civilian Armament 0 @ © 0 ©
"observers" in the passenger slots, and dare
This is a very small chemical-thruster ve
the EDF to shoot it down.
hicle designed solely for exoatmospheric use.
Designations It's a space taxi that is small enough to be
The naming conventions for EDF aero deployed from larger aerodynes and has an
dynes are under revision. They originally airlock and tiny (1 person cargo slot) hold. It
used the same names as the civilian craft is typically used for inter-ship personnel
they were based off of, names that had transfers of a few people, or to approach
1
~ !!:. ~7', IJJ !l ~ .· l""~hw~u1m ·VEHICLES
suspicious situations where you do not want taller than it is wide (1.5m wide by 3m tall
to risk an aerodyne. It has no armament and by 6m long) and weighs no more than
only minimal radio and sensor capability, 2,000 kilograms. A full squad can be
relying on the much better capabilities of crammed in for short periods, but cannot
nearby ships or aerodynes. deploy into combat with any speed (2 peo
ple per turn). The Aero C-6 is rated for
atmospheric use only, though there are
aerodynes this size with orbital capability
for use by Rapid Response squads. These C
6s have been stripped down to a Deflection
of 7 and can only carry a maximum payload
of 1,000 kilograms, but are otherwise the
same as a C-6. Some commanders have
bolted a tripod-mounted HAKW to the
cargo floor and use C-6s as mini-gunships,
with varying degrees of success.
D·9 Gunship
Medium Aerodyne
Aero C·6 Top Speed: 900 kph
Small Aerodyne Maneuver: Deflection: 5 (7)
Top Speed: 900 kph 2d12 (7)
Maneuver: Deflection: 8 Size: 2 Thresholds: 48/58/68/88
2d12 (7) Crew: 4 Body:24
Size: 2 Thresholds: 32/42/52/72 Armament: DODD DODD DODD
Crew: 1+6 Body: 16 VAKW x 2, DODD DODD DODD
Armament: DODD DODD DODD HAKW x 8 Damage:
8mm remote MG or DODD General 0 @ © 0 ©
grenade launcher Damage: Mobility 0 @ © 0 ©
General 0 @ © 0 © Armament 0 @ © 0 ©
Mobility 0 @ © 0 © These have a fearsome and largely
Armament 0 @ © 0 © well-deserved reputation. Not because
This is the smallest cargo aerodyne in use they are hard to shoot down. They are
with the EDF, and is identical to the civilian only slightly tougher than any other aero
model except for the addition of a remote dyne that size. A few hits by a medium to
Smm machinegun or stabilized targeting/ large anti-vehicle weapon can put a seri
target painting video system to provide tar ous hurt on a D-9. It's just that while you
geting information for indirect fire units. are getting those few hits, the D-9 is put
An Aero C-6 can carry 6 infantry or 1/2 ting a few hundred hits on you. That, and
a standard cargo volume, provided it is the fact that an aerodyne this size is
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largely immune to small arms fire does
nothing to help ILR morale.
The normal situation is that ILR troops
use standard doctrine when defending
against D-9s. At the moment, in game
terms this is as much Aimed fire by heavy
weapons as possible, preferably exhorting
these troops to Push their rolls. This is com
bined with Danger Space fire by regular
infantry if the aerodyne is unlucky enough
to be in carbine range. If the ILR gets lucky, D·12 Lander
they can damage or even bring one down. Large Aerodyne
If they don't bring it down with the open Top Speed: 900 kph
E-29 Liner
Large Aerodyne
Top Speed: > Mach 1
Maneuver: Deflection: 7
2d12 (7)
Size: 3 Thresholds: 60/70/80/100
Crew: 3+50 Body:30
Armament: DODD DODD DODD
none DODD DODD DODD
DD DODD
D·32 Lifter Damage:
Large Aerodyne General 0 @ © 0 ©
Top Speed: 900 kph Mobility 0 @ © 0 ©
Armament 0 @ © 0 ©
Maneuver: Deflection: 8
2d12 (7) The E-29 series is a standard civilian pas
Size: 3 Thresholds: 56/66/76/96 senger vessel for either high-speed suborbital
Crew: 3+72 Body:28 hops or ground to orbit flights. It can be
Armament: DODD DODD DODD configured for cargo, but is mainly used as a
HAKW x 1 DODD DODD DODD commercial passenger shuttle, carrying 50
DODD passengers, their luggage and a small
Damage: amount of cargo. It has no armament or
General 0 @ © 0 © military electronics.
Mobility 0 @ © 0 ©
Armament 0 @ © 0 © EDF Theater Assets
Th is is the largest aerodyne deployed by There are plenty of units and equipment
the EDF, but is by no means the largest aero that characters will not deal with on a daily
dyne cargo lander. D-32s are heavy lifters, basis, but which are still vitally important to
capable of moving a full company (including their mission and whose organization is
armored vehicles) to and from orbit. The only going to be important in many ways.
time one of these is actually shot at is shortly The organizational structure that follows
before some luckless EDF officer is court is for regular Battalions. These are not used
martialed for incompetence in planning or for garrison work or Homeguard training and
executing the operation involving them. are rarely used for counter-insurgency. They
A D-32 can carry 12 standard cargo are too large to be carried by anything other
equivalents that mass no more than a total than a VLCC or a task force. The battalion
of 160 tons. An example might be an infan structure is a fairly large pond for characters
try company, its command vehicles and to swim in and a bit impersonal. However,
either extended operating supplies or a few these are the levels of structure employed
APCL-Ss. It can get this mass to andfrom when large planetary battles are fought, the
orbit. A D-32 can be overloaded for landing heavy stuff of the War.
runs, but they are unwieldy enough at regu The EDF also uses many smaller organiza
lar capacity and pilots do not like to wallow tional structures, especially Independent
around in overloaded ones. Unladed, a D-32 Company Commands (ICCs). Training Com
is easily supersonic. mands, and Ship Detachments, and the EDF
VEHICLES • I""~ h Wii U Im ·. /, fl!. \\' ,~¥'Jt ,: ~ -~ ' ,
often sends very small units or even individ execution of the fight following up an en
ual officers out on missions of varying emy retreat and securing a position. A
importance. These will not be used in what battalion normally designates a company
EDF high command consider "major combat", size reserve as a counterattack force.
though it may feel very "major" to the char Battalions are normally 8 companies, but
acters involved. do not always operate at full strength, and
When a Game Host is creating a cam may also have companies added for special
paign concept, he or she might very well roles, like recon, extra EW assets, specialized
want to stick to small scale operations. If this air defense and so on. Keep this in mind
is the choice, then the units will be much when looking at battalion descriptions. A
smaller and the organization structure likely battalion a character is in might be stretched
will be somewhat different. However, the thin, or a company might be pulled from
squad structure of the EDF is universal, so if several battalions to create a new battalion
there are squads, they will look like those for a specific task, leaving everyone else
presented. Other force details of small inde slightly under-strength. What any given
pendent units can be altered to suit the unit looks like on paper is often a far cry
campaign. The EDF is very adaptable with its from what it looks like by the time it hits
force structure when it has to be. the ground.
An EDF or ILR battalion is normally 8 A company is normally 4 platoons and a
companies and a headquarters, and a com headquarters, commanded by Lieutenant
pany is normally 16 squads (4 platoons). A Commanders (09+). Companies have very
battalion is the smallest element at which limited self-support capability and normally
firepower, maneuver, intelligence, and sup fight as a single unit. While individual pla
port are combined under a single toons and squads may not be in contact with
commander. Battalions are meant to be each other, they are all generally working on
tactically self-sufficient and a designed the same tactica I objective.
around a particular tactical mission, like While each company is generally designed
artillery, anti-armor, heavy infantry and so around a specialty, within a company (16
on. Battalions are normally commanded by a squads) there will be specialized assets, the
Major (011 +).who has a command squad as exact composition of which may be deter
his supporting characters. mined by the nature of the deployment. For
ill. Battalion (011): 8 Companies instance, there may be plenty of engineer
Iii. Company (09): 4 Platoons (16 Squads) vehicles on planet, just not nearby to you.
11•• Platoon (08): 4 Squads (32 infantry or The composition of any 8-person squad
8 combat vehicles or 8 non-combat assumes the unit commander (an 07+) is
vehicles) taking one of the roles listed, otherwise
:11. Squad (07): 8 people or 1-2 combat subtract 1 regular infantry from the listings.
vehicles+ crew or 2 non-combat vehi There are usually enough EDF companies
cles+ crew in any given deployment for each one to
Battalions normally fight enemy forces have a specialty, such as indirect fire, anti
they can see and engage. This defines an armor or anti-aerodyne capability. These
area of operations extending from less than companies may be deployed as squads or
100 meters out to about 5 to 6 kilometers platoons, but are usually within mutual
from a battalion's direct and indirect fire support or response distance of each other if
units. On offense, a battalion task force is possible.
expected to defeat a defending enemy com Companies are normally divided into pla
pany (4:1 odds against a dug-in defender). toons (4 squads). and platoons are normally
On defense, a battalion task force is ex kept together rather than having individual
pected to defend against and defeat an squads reassigned. From a character stand
enemy regiment (dug-in against at least 2:1 point, it means that until such time as they
odds). Battalions generally have no deep get promoted to a company command, odds
penetration capability except for perhaps are they will be dealing with the same crew
Recon units, but may be charged with the of platoon and squad officers and supporting
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~ !!:. ~7', IJJ !l ~ .· r-~hw~u1m ·VEHICLES
characters throughout their career (barring headquarters units, like communication
casua Ities, of course). techs, aides, EW experts and analysts.
EDF forces typically have air superiority, 111. Rapid Response: Specialists in han
and company-level groups may have anti dling high speed aerodyne maneuvers
armor assets, EW specialists, or med/psych and still being able to walk straight af
specialists. These assets are typically attached terwards, these troops are used as
to the lieutenant commander in charge of leading edge assault and recon units,
the company, to deploy as the situation deploying from small, lightly armored
warrants. aerodynes.
In terms of Branch assign men ts when de
signing main and supporting characters,
Administrative Operations
ill. Industry and Procurement: These guys
different specialties look like this:
make sure that the VLCC manufactur
Aerospace Operations ing centers make what the local troops
ill. Aerodyne vehicle operations:Aero need.
dynes flying from ground bases as Iii. Liaison: Liaisons are usually associated
infantry support are typically consid with Command, but are technically
ered "surface operations" for the Admin personnel.
du ration of the assignment. 11•• Quartermaster: This includes drivers of
Iii. Engineering: For most aerospace op non-combat vehicles, cooks, ombuds
erations, this is mostly maintenance men, supply clerks and so on. Th is
and repair personnel. includes all the mid-level managers
11•• Fredall lnfantry.·Technically aero who make sure everyone is supplied
space operations because of where and everything get to the people it is
they are deployed from, they are supposed to get to.
"loaned" in the operational structure :11. Special Services: In add it ion to investi
to surface operations. gators, this branch also include
advocates for the anyone accused un
Surface Operations der EDF law or EDF personnel accused
ill. Light Infantry
of crimes under local law.
Iii. Heavy Infantry: The only rea I differ
ence between these two branches is
The TOE (Table of Organization and
that Light Infantry are trained for ac
Equipment) for EDF battalions looks some
curacy, and Heavy Infantry are trained
thing like this:
to suppress. LI are better for guerilla
warfare; HI are better for holding and Reaction Battalion (EDF)
securing areas. Otherwise, either type ill. 1 Infantry HQ Company
is interchangeable. Iii. 2 Light Infantry Companies
IL. MEChanized:This includes all crews 11•• 2 Heavy Infantry Companies
and drivers of combat vehicles, but not :11. 1 Mobile Anti-armor Company
any infantry attached to that vehicle "I. 1 Mechanized Infantry Company
(like a mobile infantry unit). ·r. 1 Air Recon Company (RR)
:11. Mobile Surgical Hospitaflh is includes This was the standard EDF battalion prior
all dedicated medical personnel, includ to Derzon and a Reaction Force based on a
ing medics attached to aerodyne units, VLCC would consist of 4 Battalions of this
but not normal infantry who happen to type plus administrative elements. This repre
also have some medical training. sents a generalized, multipurpose, flexible
"I. Engineering: Engineering includes both force that can handle almost any problem. It
maintenance and engineer units, and is normally supported by Aerospace aerodyne
usually includes any integral infantry assets drawn from the ship(s) that bring it to
associated with those units. its deployment. It also has some inherent
'I'. Command: Th is covers most of the spe aerodyne transport.
cialized personnel needed for Experience has shown that is model is
list for improvements. However, the next two Iii. 1 Communications squad
1
~ !!:. ~7', IJJ !l ~ .· r-~hw~u1m ·VEHICLES
·r. 1 Maintenance squad The simplest EDF company, a Rifle Cam
111. 1 Transport squad (4vehicles) pany serves much the same function as ILR
111. 4 Aerodyne transport squad (8 light infantry, a short range assault force
aerodynes) that can move into any terrain and provide
11 1• 4 Support squad as much fire over as large an area as possible.
A headquarters company serves as the With some under-barrel grenade launchers
nerve center for an entire battalion. It is added in it has a very limited anti-armor or
entirely mechanized, able to pick up and anti-air capability, but this is neither its
move on a few hours' notice (at worst) and strong point nor its designed mission.
is typically set up a few kilometers beyond In detailed organization, it consists of 3
the range of the worst of enemy weapons, Full Platoons and 1 'short' or reserve pla
which is often at the edge of reliable com toon of 3 squads. The reserve platoon is
munication range with ind ividua I squad often broken up and its squads sent to
leaders. In such cases, platoon leaders with bolster other platoons or replace combat
out vehicles will often have a dedicated losses. Reserves are often used to defend
Comm officer in their squad, carrying a flanks, to patrol rear areas, and so on, so
man-pack transceiver capable of punching command of the reserve platoon can be
through EM interference and acting as a sort of punishment to ambitious officers.
communication hub for the squads under On the other hand, the duty is usually eas
platoon command. ier and the life expectancy is higher... The
It is worth noting that a headquarters least experienced squads usually get as
company for a battalion is notthe same as signed to the reserve platoon until the
the administrative group for a battalion. The casualties start, then the most shot up
headquarters company directs the fighting platoon gets the duty.
and makes combat decisions, while the Heavy infantry squads can be substituted
admin group is largely considered "bean for lights to make a Heavy Rifle Company,
counters". The purely administrative aspects another obsolete structure. Separating Heavy
of a headquarters company may be responsi and Light infantry by company only deprived
ble to admin group command rather than Light Infantry of firepower.
on-site military command, and this can Under modern EDF fighting doctrine, Ri
cause some friction on occasion, but the two fle Companies are discouraged in favor of
groups usually work together. the Mobile Rifle Company (below). However,
n since this is the largest EDF company that
x Example: The liaison squad in a headquarters
y
~ company is under Admin direction and follows can fit into one D-32 lander, it's often seen
~ Admin orders first, but would not turn down a in the field where commanders work with
request from the battalion commander what they have, not with what they wished
unless they had very good reason. they had.
+3 Heavy Weapons
EDF Platoon
Medic
Command
+4 Medical Sciences
Demo Iitions
Structure
+4 Demo Iitions
EDF platoon structure makes the com
Communications
mander of the platoon also the commander of
+4 Sensor Operations
his or her own squad. He or she must there
fore have an ASL that is completely competent
Air Recon Fire Teams can also be dropped to handle the squad in his or her absence,
from orbit and used as pathfinders or inter preferably an 07, but an 06 will often do.
diction teams but only experienced units are Infantry platoons have platoon assets dis
used in th is way. tributed to the various squads but this squad
VEHICLES • I""~ h Wii U Im ·. /, fl!. \\' ,~¥'Jt ,: ~ -~ ' ,
assignment is as much to determine which ties. You don't expect the driver of an ACPL-8
squad has to carry which platoon asset's to bail out and join an infantry assault...
extra gear. Platoon assets can be re To build characters for these squads, you will
distributed as necessary or as desired by the need to use the revised Service Branches Tables.
platoon commander. Normally the comm Like all Variant Rules, these specialist
tech stays with the platoon commander, but rules are optional. Characters may still be
the command squad helps carry extra batter built from Platinum Catalyst These rules
ies, the medic's squad carries extra medical just add more options.
supplies and guards the wounded if neces
Ground Service Personnel
sary, and so on.
Platoon assets are still taken as support Al/Specialists Have:
ing characters by the particular squad Athletics+ 1
ill. Headquarters
Iii. Communications Communications Expert
11•• Electronic Warfare Gift: Sensor Expert
11 1• Support
Hike+ 1
ill"I. Anti-Armor
Forward Observer
i11·r. Armor
Gift: Indirect Fire Expert
aside from the ability to use a weapon in the Heavy Weapons Expert:
squad's defense. Transport drivers are usually Machine Gunner
attached to any existing transport units after Gift: Suppression Fire Expert
Vehicle Commander
Infantry Group Gift: Vehicles+ 1
Gift: Semi-Automatic Expert
Sensor Operations +2
Hike+ 1
Heavy Weapons+ 1
Longarms +2
Repair+ 1
Navigate+ 1
Vehicle Driver
Note: This MOS matches the original Light
Gift: Armored Vehicle Expert
Infantry.
Vehicle Operations +3
Maintenance Repair+ 1
Group Gift: Engineering+ 1
Vehicle Gunner
Hike+ 1
Vehicle Weapons +3
Medic Repair+ 1
Gift: Doctor
Aerodyne Personnel
Hike+ 1
Astronautics +2
Sniper
G-Force + 1
Pistol + 1
Longarms +3
Vehicle Operations+ 1
Supply
Analyst
Gift: Logistics Expert
Data Analysis +3
Scrounge +3
Cargo Specialist
Group Gift: Administration+ 1
Plan +2
Bu reaucratics + 1
EW/Communications
Gift: Sensor Expert
COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt' Sensor Operations +3
Variant Rule: Upgrading Gifts
Gunner
In the standard rules, it's possible for
Gift: Suppression Expert
characters to have access to the same Gifts
Vehicle Weapons +3
twice in different steps. Normally, the charac
ter-designer is simply expected to choose a Medic
different Gift. Gift: Doctor
With this Variant Rule, a character who Medical Sciences +3
already has the "Expert" Gift (from the Spe
Pilot/Officer [Main Character
cies step, Background step, or what have you)
except for Air Recon transport)
who has the option of choosing an "Expert"
Gift: Velocity Expert
Personnel: Personnel:
ill. 1 Commander ill. 1 Commander (07)
Iii. 1 Secondary officer Iii. 1 Assistant Squad Leader (05+)
11•• 2 Communications 11•• 6 Communications
:11. 2 Analysts :11. 2 Drivers
"I. 1 Specialist This squad is capable of handling and rout
·r. 1 Aide ing communications for an entire battalion in
111. 2 Drivers a combat situation. Acting with the skill and
For a company level HQ the officers intensity of air-traffic controllers, they moni
would be a Lieutenant Commander(09+) and tor all communications, routing requests that
a Lieutenant (07+). while for a battalion it the system does not handle automatically,
would be a Major (011 +)and a Lieutenant setting up ad-hoc networks for coordinating
Commander (09+). with the rest of the per actions, and generally getting information to
sonnel being various specialists (01 through where it needs to be as fast as possible. Com
05). A headquarters squad will typically not mand personnel are expected to be proficient
have anything heavier than pistols or subma with the hardware and software involved in
chineguns on them, though of course, this squad's duties, but with more emphasis on
heavier weapons are going to be nearby. analysis rather than tech nica I operation. The
A company-level HQ may be missing its ve personnel in this squad have nothing but
hicles if the nature of the operation precludes sidearms and rely entirely on other assets to
their transport. In such a case, most of the keep them intact.
personnel will have portable versions of their
stations, along with a small turbine generator
Electronic Warfare (EW)
or two and a few air-droppable supply pallets
Squad
to cover the most critical supply needs. Vehicles:
Air Assault HQs take austerity a step ill. 1 ACC command vehicle
further and have no equipment that they Iii. 1 ALP cargo vehicle
cannot carry.
Personnel:
ill. 1 Commander (07)
COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
Iii. 1 Assistant Squad Leader (05+)
A Crew of Expediency
11•• 6 Communications
The description of a squad and its per
:11. 2 Drivers
sonnel list gives you a good idea of the
An EW squad's sole purpose is to jam
specialties involved, but the actual MOS
enemy communications and do what they
distribution of personnel within a squad is
can to pinpoint and mitigate the effects of
up to the Game Host, since it is to some
enemy EW sources. They carry a large num
degree subject to the personality and influ
ber of portable devices for jamming enemy
ence of local commanders, plus the local
signals and boosting friendly ones, and
pool of talent.
squads may be detailed to place and acti
For example, a platoon commander might
vate these devices in particular locations,
normally have regular Admin branch drivers,
either after the fighting starts, or as carried
but it is also possible that they have snagged
items in their initial deployment. The EW
a couple of drivers specialists for the com
squad is also responsible for gathering
mand vehicles. Or a repair squad might have
intelligence from enemy signals if possible,
four repair techs, but there is nothing to say
interpreting it, and passing the analysis on
that one of them is former infantry with a
to command for further action.
cybernetic leg who is being retrained for a job
that has ready power access.
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With an array of directional antennas, they If more than one medical squad is as
do not have to be right on the front lines but signed to a particular unit, they will usually
are easily within artillery range and are h~ge also have one or more ALP transport vehi
signal emitters for enemy homing munitions. cles attached, each carrying a mobile
barracks that can be turned into a dual
Liaison Squad operating room and small recovery ward.
Vehicles: Medical officers traditionally have one
ill. 1 APCL-8 rank higher than normal, but this only
applies within the medical service and does
Personnel:
not have any cross-branch authority.
ill. 1 Commander(08)
Medics do not have time to fig ht, but they
Iii. 1 Assistant Squad Leader (06+)
are in the thick of fighting more often than
11•• 4 Liaisons
not. Their combat armor is specialized to allow
:11. 1 Special Services
more convenient input from diagnostic de
"I. 1 Driver
vices, and all med techs have a version of an
Since the EDF has to operate within urban
advanced combat helmet. Medics generally
environments and deal with governments
have good morale, and are trained to take
unused to the problems and realities of war
maximum advantage of available protection
headquarters companies have a special '
and work quickly under cover of Suppression
squad whose only job is public relations and
Fire to get their charges to safety without
smoothing things over when local feathers
becoming casualties themselves.
or fur gets ruffled. These personnel have
Medical personnel may carry concealed
higher than normal diplomatic skills and
pistols for self-defense outside ofmedical
often rely on EDF intelligence about the
rECoverysituations. but both EDF and ILR thus
people they are going to meet, the better to
far respect the inviolability of medical person
dea I with any potentia I problems. They have
nel on rescue missions. For instance, ILR
a personnel carrier for mobility. Liaison units
medics will rescue and treat EDF personnel,
project the EDF image to those they deal
and even arrange return to EDF doctors ifthe
with, focusing on appearance and demeanor.
ILR med techs cannot stabilize an EDF patient's
These personnel carry nothing heavier
condition. This charity and consideration is
than pistols. If they need protection, com
however a purely low-level phenomenon and
mand assigns a fire team.
can and has been countermanded by higher
Liaison officers are generally one grade
ranking ILR officers.
higher than other squad-level officers, but
this rank is mainly for show, providing a Maintenance Squad
better impression for civilian authorities.
Vehicles:
Medical Squad ill. 1 ARE recovery vehicle
Iii. 1 ARE cargo vehicle
Vehicles:
ill. 1 MMA ambulance Personnel:
Iii. 1 MMSTA field hospital ill. 1 Commander (07)
Iii. 1 Secondary officer (05+)
Personnel:
11•• 4 Repair Technicians
ill. 1 Commander (08)
:11. 4 Drivers
Iii. 1 Chief Medtech (06+)
A maintenance squad has a recovery ve
11•• 6 Med techs
hicle, an ALV with a machine shop module,
:11. 1 Driver
and as much spare junk as can be crammed
Medical squads either set up as a field
in and tied onto their vehicles and still have
hospital in the rear and combat ambulance
them fit into an aerodyne. The spit 8: polish
or use both vehicles as aid stations, relying'
of repair squads (actually, the lack of it) is
on aerodyne transport for the wounded. A
legendary, and it is rumored that one must
medical squad has only one designated
burn their dress uniform upon being as
driver, since only the ambulance needs a
signed to such a squad. Repair squads often
full-time driver.
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Aerodyne Transport Squad
Vehicles:
ill. D-12 or D-32 cargo aerodyne
Personnel:
i11.1 Pilot(07)
Iii. 1 Gunner
11•• 1 EW Specialist
:11. 2 Cargo specialists
"I. 1 Senior Repair Tech (05+)
have a bizarre sense of humor, unusual ·r. 1 Repair Tech
esthetic tastes and long memories for any
111. 1 Flight Specialist
one who gives them grief. The only reason An aerodyne transport squad is 6 people
they can get away with this in an organiza and one aerodyne, usually a D-12. Aside from
tion like the EDF is that they can also the pilot and gunner, there are two special
scrounge parts from thin air, and turn piles ists who manage the actual cargo loading
of junk into combat-worthy vehicles. and handle the scheduling of cargo or airlift
Maintenance crews are generally armed operations in combination with battalion
with submachineguns, but there is no tell command, and two repair techs whose only
ing exactly what else they may have lying job is to keep the D-12 flying. Of this squad,
around at any given time. the pilot is usually the only officer, but a wise
pi lot aIways pays heed to the advice of the
Transport Squad senior repair specialist, who is in charge of
Vehicles ground operations by tradition, even if not in
ill. 2 ALP transport vehicle the formal command structure. A command
squad for aerodyne transport will be headed
Personnel: by an 08, and will have an administrative
ill. 1 Lead driver (03) specialist and a dedicated medic with a spe
Iii. 3 Second drivers (02) cialty in flight-related conditions. While
11•• 4 Cargo tech (01) maybe only an S4, the medical flight special
Cargo techs use the basic skill allotment ist has the authority to ground a pilot for
without any specialty. This is where the EDF medical reasons. This specialist will also be
puts goodhearted and loyal but otherwise called on to assist medical squads when
incompetent people. doing medevac flights of injured personnel.
A transport squad is a 6 person squad with a
couple of ALP flatbeds. Typically commanded by Support Squad
something like an 03, they're really just truck
drivers in uniform. They know the ins and outs Vehicles:
ill. 2 ALV transport vehicle
of the ALP, how to load and unload the cargo
modules, and the arcane intricacies of getting a Personnel:
portable barracks in and out of shape. They are ill. 1 Senior Ombudsman (07)
issued submachineguns but would probably Iii. 2 Ombudsmen (05+)
have trouble telling someone where they are if 11•• 3 General Service Personnel
asked. They are issued full armor but quite often :11. 1 Morale Specialist
are found with only partial or no armor, since it "I. 1 Driver
gets too hot or too restrictive of mobility when Though most use Admin or Specialist pro
trying to handle dangerously heavy loads. Most files, these soldiers are most definitely in the
transport squads have a disproportionate Surface Branch and use Surface Branch
number of the heavier species, and they are ranks. They are Surface Branch's counter
more used to getting physical in stressful weight to Admin control of their resources.
situations(+ 1 Brawl). This is the general purpose 4F squad (Food,
Fuel, Firearms 8: Fun). Their job is to make sure
Admin knows exactly what the ground forces
~ ~:. ., ~}} !'\ ~ .· l""~hW~Ulm •VEHICLES
need, and to make sure they get as much of it with it. They are not as bad as maintenance
as possible. Each squad can generally meet the units in this regard, but they do a lot of
full needs of two companies, and 4 support transfers of equipment back and forth.
squads can handle a battalion.
The "Morale Specialists" are experts at
Construction Engineering
finding morale boosters, which can range Vehicles:
from unique entertainment to fresh food to ill. Varies but usually 2
setting up networks for allowable mingling
Personnel:
opportunities. The "ombudsmen" are profes
ill. Commander (07)
sional scroungers whose talent is coming up
Iii. 1 Assistant Squad Leader (05+)
with anything that Admin can't deliver on or
11•• 4 Construction Specialist
Liaison can't sweet-talk local government
:11. 2 Heavy Equipment Operators
out of. They have a fairly loose discretionary
These are the guys that build (and re
budget and probably not enough oversight ...
build) stuff from bridges to barracks to
which is to say that they will deal with who
bunkers. They are issued 1-56 rifles like
ever can deliver the goods and make up
everyone else and can fight if they have to.
something acceptable for the paperwork
Many will to protect their 'project'.
later. As long as field commanders have
. The most common vehicles are the ubiq
sufficient fuel and food and morale stays
uitous bulldozer, which is armored, very
high, no one looks too closely at exactly how
sturdy, and is equipped with an excavation
it was acquired.
scoop and blade, and an A-frame crane.
Support squads have very little combat
With these two items, some imagination,
talent and seldom carry anything larger
some scrounging, and a couple of trucks,
than a pistol or submachinegun, but they
construction engineers can build or rebuild
often have access to significant hardware.
just about anything if given enough time.
If you want to role-play an EDF unit that is
in the thick of things, but not directly in Light Infantry Squad
volved in combat, support units have a lot
Vehicles:
of possibilities.
None
Combat Engineering Personnel:
Vehicles: ill. 1 Commander (07)
ill. 1 ARE recovery vehicle Iii. 1 Assistant Squad Leader (ASL) (05+)
11•• 4 Light infantry
Personnel:
:11. 1 Support weapon specialist
ill. 1 Commander (07)
"I. 1 Platoon Specialist
Iii. 1 Squad Leader (05+)
(Choose one: Communications,
11•• 4 Demolition specia Iists
Demolitions, Heavy Weapons, Medic)
:11. 2 Drivers
Any infantry squad can be broken into
Combat Engineers are trained in rapid,
two fire tea ms, and the Assistant Squad
reliable construction and efficient, safe
Leader (ASL) handles the second fire team if
demolition. If there are too many booby
the squad splits up.
traps for a platoon's engineer to handle, he
Of the light infantry, one will typically
or she brings in the Combat Engineers. For
COMMANO REVIEW • ... l"NN>."111. nCil"'CiUt'
any unit that operates around either aero
Black and Gray Markets
dynes or ground vehicles in or near combat
Main characters trying to get particular
Combat Engineers are indispensable. '
goodies for their troops with have to deal
Engineer squads are issued 1-56 rifles
with the support units, and anything that is
like most everyone else but unlike many
outside the normal official allotments often
other support units, Combat Engineers are
involves some wheeling, dealing and favors.
often in a position to actually use them.
Not all procurements will be 1000/o legal
Also, you never know what they have
"lost" materiel or even contraband might be
picked up off of wrecks, or what they did
available for the right price.
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have a sustained fire weapon like a belt-fed Expert, allowing for multiple attacks up to
light machinegun. The rest will have LAKW Medium range; when combined with
1-56 assault rifles, and if they can manage, longer-ranged, greater-damage weapons,
under-barrel grenade launchers. It's up to they will have fire superiority over a greater
the commander of the squad to finesse area than troops who lack their Gift.
some grenade launchers out of EDF stocks. Technically, heavy infantry has the ri
After all, if it were a standard-issue item, flemen armed with the LAKW 1-30 carbine
the assault rifle would come with one al with integral grenade launcher, one grena
ready on it. Light infantry squads may have dier with the GAKW launcher, and one
one additional specialist, or a light infantry rocket specialist with the PRLW or PRLX
who simply has an additional talent that rocket and a few reloads. One of the rifle
requires them to carry extra equipment men also carries a smaller ammunition load
(and less ammunition). This could be a and a few spare rockets. This individual also
medic, sniper or dedicated grenadier with acts as a spotter for the rocket specialist as
the GAKW launcher. needed.
EDF light infantry will often have the Game Hosts can substitute heavy infan
initial role in an assault, taking outlying try for light infantry anywhere it is
areas held by hostile forces, and using their mentioned. The biggest difference is that
longer ranged rifles to best effect, leaving heavy infantry is optimized for shorter
the short range urban operations to the range combat in defensive positions, such
heavy infantry. as in urban areas, and is less concerned
with property damage than light infantry.
Heavy Infantry Squad Heavies are usually weighed down one
Vehicles: encumbrance level more than light infantry,
None which makes a difference if there is going
to be a lot of walking or running involved.
Personnel:
ill. Commander (07) x 1 Mobile Infantry Squad
Iii. Assistant Squad Leader (ASL) (05+) x (EDF)
1
Vehicles:
11•• Heavy infantry x 4
ill. 1 ACPL-8
:11. Grenadier x 1
Personnel: Personnel:
ill. 1 Commander ill. 1 Commander
Iii. 1 Gunner Iii. 1 Assistant Squad Leader
11•• 1 Driver 11•• 2 Drivers
:11. 2 Light infantry :11. 4 Light infantry
"I. 1 Support weapon specialist A recon squad is simply a pair of scout ve
·r. 2 Grenadiers hicles. These squads are used for a variety of
ILR mobile infantry is essentially heavy in tasks, from "officer taxis" to convoy escorts.
fantry with an heavily armed armored Their job is not to engage the enemy unless
personnel carrier. This gives them some extra they have to, but rather to keep their eyes
mobility and protection, along with a morale peeled, and if they see something, pass word
boost from having a friendly vehicle providing onto whoever needs to know.
supporting fire.
Armor Squad (ILR)
Special Forces Squad (ILR) Vehicles:
Vehicles: ill. 2 WA-6T
ill. 1 WA-6P
Personnel:
Personnel: ill. 1 Commander
ill. 1 Commander Iii. 1 Assistant Squad Leader
Iii. 1 ASL/Specialist 11•• 2 Drivers
11•• 1 Driver :11. 2 Observers
:11. 1 Heavy Infantry "I. 2 Gunners
"I. 2 Support weapon specialists Since they largely use the same weapons,
·r. 2 Grenadiers ILR planners have lumped the role of anti
Special forces are like mobile infantry, but armor and anti-aerodyne missions into one
are hand-picked for loyalty and talent. These unit. An armor squad is seldom seen by itself,
are the ILR troops able to pull off commando and would usually be part of an armor com
raids, rappel down buildings, perform demoli pany, supported by mobile infantry.
tions, quietly remove "inconvenient" civilians Armor units are also fairly well trained in
and not flinch if asked to do things normally threat evaluation and fire discipline, and tend
outside the accepted practices of war. Each not to waste fire on targets they either cannot
member of the squad is likely to have one or hit or cannot hurt (the former being more
more marks beyond normal in a particular common than the latter). Rather, they will
specialty. For instance, the heavy infantry seek to withdraw and find someplace they can
might be a sniper with a long-range rifle, the be useful. Armor squads will also be used to
driver might be a medic and a grenadier might spearhead infantry assaults, providing both
be a demolitions expert. mobile cover, the ability to outrange any EDF
In terms of quality and leadership, they infantry weapon and HE rounds to discourage
would be on par with a starting main charac EDF from hanging around open windows.
ter and supporting characters. Technically, all the WA-6Ts armament can
The ILR values special forces very highly be fired from a remote unit that unplugs from
and will make every effort to support them in the main gunner station and has a 50 meter
combat and extract them from bad situations fiber-optic link. However, this gives the weap
if necessary. ons the extra 250/o concealment penalty for
Aside from political and artillery units, they remote viewing, and normal doctrine is to
are the only ones likely to have remote surveil always have the weapons manned. Vehicle
lance assets, and use them to good effect. commanders may have sufficient motive or
1
~ !!:. ~7', IJJ !l ~ .· r-~hw~u1m ·VEHICLES
initiative to buck standard procedure if the ILR political officers of 06 and up who
EDF is causing heavy vehicle casualties. have been doing their job right (collecting
"interesting" information on people) wield
Artillery Squad (ILR) influence as though they were at least one
Vehicles: grade higher, just because of the career
ill. 2 WA-81 damaging potential of a bad report. However,
ILR politicals who try to exert influence like
Personnel:
this and botch it up tend to suffer more severe
ill. 1 Commander
consequences as a result.
Iii. 1 Assistant Squad Leader
ILR political squads normally operate in
11•• 2 Observers
company-sized groups, and if they are seen in
:11. 2 Gunner
smaller groups, there is usually 1 special forces
"I. 2 Drivers
squad per 2 political squads, and 1 special
This is the minimum indirect fire unit, one
forces squad permanently attached to the
mortar carrier and crew. Typically, one or more
company-level political HO.
mobile infantry squads will be assigned to
protect and spot an artillery unit, normally 1 Transport Squad (ILR)
squad per 2 artillery vehicles.
Vehicles:
The WA-81 only uses its tethered drone if
ill. 3 Armored trucks
the range is too great for direct observation, as
spotting the drone is a dead giveaway that Personnel:
artillery is in the area. ill. 1 Commander
Iii. 5 Drivers
Political Squad (ILR) 11•• 2 Maintenance technicians
Vehicles: An ILR transport squad is a low rank officer,
ill. 1 WA-8X a handful of draftees who have shown no
aptitude for anything else, and some voca
Personnel:
tional tech graduates capable of using a
ill. 1 Commander
wrench and a welder. Their job is to comman
Iii. 1 Driver
deer civilian trucks and turn them into useful
11•• 1 Interrogation specialist
armored personnel carriers. This is done by
:11. 1 Information Resource specialist
welding plates in key areas, adding hard
"I. 1 ASL/Political officer
points for pintle mounted weapons (usually
'I'. 1 Electronics specialist
111. 1 Computer specialist
over the cab). and installing basic communica
tion modules and smoke grenade launchers.
111. 1 Psychological warfare specialist
Transport squads will operate independ
A political detachment handles both "mo
ently in rear areas to deliver supplies, and
rale" problems in a larger unit, and deals with
usually operate with light escort if there is a
interrogation of POWs and advises command
threat of hostile action. Transport convoys are
on proper responses to civilian unrest or other
recognized as vulnerable, and if possible, some
problems. Within certain limits, politicals are
form of air support is usually provided, even if
outside the normal command structure and
it is only a police rotorcraft with a door gun.
have a lot of leeway in their operations. Their
vehicle has its own dedicated communication
channels, and is also a secure place for the
higher-ranked personnel to sleep. Not that
they would feel at all vulnerable in the pres
ence of friendly forces, but their job isvery
stressful and a bunk helps them recover from
the strain much better than a sleeping bag on
the ground. Of course, if secure civilian ac
commodations are available, this is to be
preferred.
INDEX
Wl\llli.CX
200mm AKW-66, 268 Autonomous Concealment, 209 EDF Squad
Demolition AKW-72, 268 Combat Construction, 291 Assets, 291
Rocket, 258 ALE, 270 Resupply Unit, Construction EDF Theater
280mm 249 Assets, 282,
ALP, 270 Engineer
Demolition AW-188, 258 Company 285
Rocket, 262 ALW, 270
AW-193, 258 EDF, 289 Elecro-Magnetic
ACC, 268 Amored Personnel Pulse, 223
B-2 Pinnance, 279 Construction
Carrier, 205,
ACPV-8, 269 Battle Arm or, 251 Engineering Electronic Warfare
269
Additional EDF, 296 (EW) Squad
Analyst, 291, 292 Battle
Equipment, 240 Management EDF, 293
Anti-armor Squad Cursory
Administrative Software, 208 Maintenance, EMP Grenade,
EDF, 298
Operations, 284 Blowthrough, 201 243 257
APCL-8, 205, 269 Equipment
Aero C-6, 280 Booby Trap, 254, Cybernetic
ARE, 270 Enhancements, Additional, 240
Aerodyne Assault 257
Wing Armor, 202, 236 Rigging, 222 229 EW/Comm unicatio
EDF, 286 Cockpit, 238 D-12 Lander, 281 ns, 292
Sectional, 238 Building Vehicles,
Aerodyne 233 D-32 Lifter, 282 Extra-planetary
Specialized, 237
Battalion Called Shots, 211 D-9 Gunship, 280 Defense Force,
ILR, 300 Armor Battalion 265
ILR, 300 Camouflage Damage, 216
Aerodyne Netting, 250 Damage Control, Fiber Spool, 248
Company Armor Company Field
Campaign Service 244
ILR, 301 EDF, 289 Modifications,
Ribbon, 196 Damage to
ILR, 301 243
Aerodyne Design, Cannister Vehicles, 201
241 Armor Squad Grenade, 256 Fog of War, 206
Danger Space,
Aerodyne EDF, 298 Folding Barracks,
Cargo Specialist, 217
ILR, 304 250
Designations, 292 Demolition
243 Armored Carrying Capacity, Charge, 254 Forward Observer,
Aerodyne Gunship Limousine, 277 230 292
Demolition Rocket
Squad Armored Truck, Characteristics, 200mm, 258 Fuel Cracker, 250
EDF, 299 275 228 280mm, 262 GEAR,246
Aerodyne Army Cargo Civilian Vehicles, Glue Gun, 249
Demolitions
Personnel Flatbed, 270 275 Expert, 292 Gravity, 215
EDF, 292 Army Command CLRW 1-144, 262 Design Grenade Launcher
Aerodyne Center, 268 CLRW 1-96, 262 Aerodyne, 241 MT 200, 256
Transport Squad Army Engineering Cockpit Armor, Designations Grenades, 222
EDF, 295 Vehicle, 270 238 Aerodyne, 243 Grenadier, 292
Aerodynes, 239, Army Munitions Combat
Carrier, 270 Direct Combat Ground Car, 276
279 Engineering Badge, 196 Ground Service
Aerospace Army Towing EDF, 296
Vehicle, 270 Dispersion, 220 Personnel
Operations, 284 Commercial Distinguished EDF, 291
EDF, 284 Artillery Company Truck, 276
ILR, 301 Service Ribbon, Gunner, 292
Air Assa ult and Comm uni cations 196
General Tactics, Artillery Squad HARM Grenade,
Expert, 291 Diving For Cover,
286 ILR, 305 256
Comm uni cations 208
Air Assault Headquarters
Assault Armor, Squad E-29 Liner, 282
Battalion, 285 Squad
251 EDF, 293
E32-3, 257 EDF, 293
Air Car, 277 Assault Boats, Company Assets EDF Company ILR, 302
Air Recon 239 EDF, 287 Assets, 287 Heavy Armored
Company Assault Shield, Composite EDF Platoon Vehicle, 272
EDF, 290 251 Infantry Command Heavy Infantry
AKW-24-4, 269 Assault Wing, 286 Company Structure, 291 Battalion
AKW-32M, 268 EDF, 289
ILR, 300 Legion of the Mobile Anti-Armor EDF, 2BB Theater Assets,
Heavy Infantry Nebula, 195 Company Racketeer, 292 2B2,299
Company Legion of the EDF, 2B9 Thermobaric
Routine
ILR, 301 Nova, 195 Mobile Army Maintenance, Grenades, 254
Heavy Infantry LH 100-2, 259 Surgical 244 Timeline, 1BO
Squad LH 20-2, 259 Hospital, 271 SA-Be, 2B2 Total Awareness,
EDF, 297 LHB0-1,259 Mobile Army Sectional Armor, 209
ILR, 303 Ward, 271 Transport
Liaison Squad 23B
Heavy Infantry EDF, 294 Mobile Infantry Sensor Pod, 252 Company
Vehicle, 2B9 Battalion EDF, 290
Light Infantry EDF, 2BB Shock & Awe, ILR, 302
Heavy Weapons Battalion 20B
Expert, 292 ILR, 300 Mobile Infantry Smell, 210 Transport Squad
Helicopter, 277 Company EDF, 295
Light Infantry ILR, 301 Sneak, 210 ILR, 305
Hiding a Vehicle, Company Sniper, 292
20B ILR, 301 Mobile Infantry Turrets, 23B
Squad Spaceship
Hit Locations, 202 Light Infantry Unit Citations,
EDF, 29B Combat, 197
Homeguard, 2B5 Squad 19B
ILR, 304 Spare Parts, 244
Homing Weapons, EDF, 297 Urban Assault
Mobile Rifle Special Forces Vehicle, 2BB
223 ILR, 302
Company Squad
Hostile Light Urban Support
EDF, 2B9 ILR, 304
Environment Reconnaisance Vehicle, 274
Morale, 195 Specialized Armor, Utility Items, 24B
Operations Vehicle, 272
237
Vehicle, 2B9 Light Support MT 200, 25B Vehicle Armor,
Species, 225 202
Hot Pods, 250 Vehicle, 274 Multi-Species
Combat Rations Speed, 199 Vehicle Body, 241
HVOO 15, 2BO Light Tank, 2BB
(MCR), 249 Sprinting, 231 Vehicle
IKW-112, 275 Listen, 210
NS-B, 2B3 Squad Assets Commander,
ILR Squad Assets, Loading a Vehicle,
Overwatch EDF, 291 292
302 239
Software ILR, 302 Vehicle Design,
ILR Theater Logistics Battalion
Module, 254 SS-1 Bi, 2B3 233
Assets EDF, 2B7
ILR, 299 Perception, 207, Staging Vehicle, Vehicle Driver,
Loss of Mobility, 210, 211 273 292
ILR Vehicles, 271 205
Pilot, 293 Standard Vehicle Duels, 212
Improved Combat LRCKW-C, 2B1
Platoon Command Battalion Vehicle Gunner,
Staff, 253 Machine Gunner, Structure EDF, 2B5 292
Independent 292 EDF, 291
Forces, 2B5 Steel Rain, 219 Vehicles
Maintenance, 292
PLRX Rocket, 2B2 Supply, 292 Design, 233
In direct Fire Maintenance
Expert, 219 Political Company Support Engineer Vehicular Combat,
Squad
ILR, 302 Company 197
Infantry, 292 EDF, 294
Political Squad EDF, 290 WA-45, 272
Infantry HQ Maneuvers, 199
Company ILR, 305 Support Squad WA-BP, 274
MCR, 249
EDF, 2BB Portable Comm EDF, 29B WA-BT, 272
Medals, 195
Infantry Support Array, 252 Support Vehicle, WA-Bl, 274
Medic, 292, 293
Vehicle, 272 Power, 234 273 WA-BP, 272
Medical Squad Suppression Fire,
Infuser Pump, 24B Reaction Battalion WA-BT, 273
EDF, 294
Inter-Lapine EDF, 2B4 21B
WA-BX, 273
Meritorious Surface
Republic, 2BB Recon Grenade, War Trophies, 24B
Conduct Medal, Operations, 2B4
Irritant Grenades, 255 Watching, 209
195 EDF, 2B4
255 Recon Squad
Military Weapons Table,
K2,257 ILR, 304 Sustained March,
Ambulance, 271 2B5
230
K3, 25B ML 202, 257 Reinforced- Wounded in
Chassis Civilian Tactical Advisor,
KA 1, 25B MMA, 271 Service Ribbon,
Vehicle, 275 292
KW-112,2B3 19B
MMSA, 271 Tank Destroyer,
LAKW 1-B2, 2B1 Repairs, 243
MMSSA, 271 2BB
Legion of the Blue Ribbons, 195
MMSTA, 271 Terrain, 213
Star, 195 Rifle Company
ALBEDO
All rights reserved. Permission to reproduce this character sheet for personal use only.
Height
PLATINUM CATALYST hyt
MAIN CHARACTER
CHARACTER
m&n karakter
Weight
Name
n&m
waet
Homeworld
hoemworld
Personality .. Extroverted ..
Sensitive .. Emotional ..
Perceptive
Eyes
yz
pursonalit# Introverted Intuitive Thoughtful Judgmental
Branch Rank Build
branch rank bild
Service S.P.I.
survis s.p.i.
s.p.i.
.....
..... .....
.....
.....
.....
.....
..... .....
.....
.....
.....
Bod#
Body Recovery: ____ /____
Drive
dryv Recovery: ____ /____
R#kover# R#kover#
......... Brawl
........
........
........
........
Build
....... Climb
........
........
Bureaucracy
.........
....... Freefall
........
........
Computer Sciences
Demolitions
G-Force
........ Hike
........
........
Design
......... Jump
........
........
........
........
Forge
........ Melee
Heavy Weapons
....... Run
........
........
Hyperspace Sciences
.........
....... Sneak
........
........
Information Analysis
........ Spacesuit
.........
.......
........ Listen
........ Swim
........
........
Longarms
.........
.......
........ Throw
........
........
Medical Sciences
Navigate
___________________
........
........
___________________
........
........
Physical Sciences
........
........
___________________
........ Planetary Sciences
........
........
........
........
Pistols
.....
..... .....
.....
.....
.....
........
........
Plan
Repair
Clout
Clout Recovery: ____ /____
........
........
........
........
Research Analysis
Scrounge
.........
.......
R#kover#
........ Search
........ Bribe
Disguise
........
........
........
........
Sensor Operations
Sixth Sense
........ Gossip
........ Smell
.........
....... Impress
.......
.........
Spot
........
........
Innuendo
........ Vehicle Operations
......... Lead
........
........
Vehicular Weapons
....... Persuade
Question
........
........
........
Weapons of Mass Destruction
___________________
........
........
___________________
........
........
___________________
........
........
........
........
___________________
........
........
___________________
___________________
SUPPORTING
SUPPOR TING CHARACTERS
CHARACTERS
supporting karakters
Name
n&m
Species
sp#$#s
Service
survis
Weapon
wepon
Attack
attack
Def.
def.
def.
Thresholds
%re$holds
Status
status
Recovery
r#kover#
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