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The Aegis Project John Wick

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The Aegis Project, by John Wick. More or less Halo if there were also giant robots.

TRANSCRIPT

Page 1: The Aegis Project

The Aegis Project

John Wick

Page 2: The Aegis Project

© Copyright 2011 John Wick. All Rights Reserved. Used by permission. Th is is a

work of fi ction. Except as noted, any similarity or likeness to any events or persons

living or dead is purely coincidental.

Page 3: The Aegis Project

CreditsWriting & Design

John Wick

Co-Design

Ken Long & Nick Watts

Cover

Aaron Acevedo

Layout & Graphic Design

Jessica Kauspedas

Interior Art

Mauro Mussi

Playtesters

Fabien Badilla

Luther Belk

Gillian Fraser

Charlotte James

Christopher James

Kelvin Kam

Jessica Kauspedas

Jason Rausch

Alan Venable

Ben Woerner

Dan Waszkiewicz

Chris White

Ro Wick

Page 4: The Aegis Project

SponsorsGold Sponsors

Silver Sponsors

Bronze Sponsors

Matthew McFarland

Alexandre Lartsev

Michael Koontz

C James Sanderson

Mark Truman

Ben Woerner

Pedro Barrenechea

Nicolaas Buitendag

Robert Cawley

Michael Curry

Josh David

Andrew Dixon

David Duerschlag

Michael Ehrhardt

Jeremiah Ganner

Th omas Gassner

Michael Glatz

Matthew Gleeson

Kairam Ahmed

Hamdan

Christopher & Charlotte

James

Marc Majcher

Quentin Opperman

Josh Pearce

Johann Ulrich Spies

Erik Stant

Michael Strecker

“Kung Fu” Alan Venable

Jon Th urtell

Jennifer Waddington

David Zier

Gabriel Lopes Anaya

Renam Philippi Antunes

Wayne Coburn

Philippe Debar

Charles Etheridge-Nunn

Michael Falinski

Maciej Gwarek

Brian Isikoff

Th omas Ladegard

Paul-Anthony Laff an

Freddy Larsson

Raymond Lo

Matthew Logan

Justin Ortlepp

Nicholas Pilon

Ramshead Publishing

Josh Rensch

PJ Saad

Akos Szederjei

Andres Santamaria

Simon Silva Jr.

Dustin Swede

Peter Woodworth

Page 5: The Aegis Project

Copper Sponsors

Paper Sponsors

Philip Adler

Robby Anderson

Ingo Beyer

Ian Borchardt

Phil Bordelon

James Dillane

Mark Edwards

Lars Enzweiler

Keith G Fyans

Angel Manuel García

García

Patrick Kenny

Yoon Ha Lee

Carlos Martín

Whitney I Mattson

Carl Morgan

William Murphy

Adam Neisius

Maxim Nikolaev

Christian Nord

Tom O’Neil

Wilhelm Person

Jesse Quisenberry

Jordan Raymond

Robert Rees

J Roman Rodriguez

Francisco Castillo

Segura

Anders Smith

Aaron F Stanton

Christian Turkiewicz

Henry de Veuve

Jeff Xilon

Barak Blackburn

Joshua Burnett

Simon Dugard

Alexander Hollins

Justin Melton

Corbion Mickaël

Michael Knarr

Matthew Landis

Jerome Larre

Tony Love

Tiago Mendonça

Marinho

Curt Meyer

Gilbert Podell-Blume

Justin Smtih

Mert Torun

Marvin Turner

Rene Lopez Villamar

Page 6: The Aegis Project

Clear CreditsA lot of happy accidents went into the creation of this game. A standard list of

credits is not suffi cient to communicate exactly what happened here. While I did write

and develop the game, a whole ton of other folks are responsible for coming up with

great ideas and contributions that made this game greater than it was when I was

holding it in my head.

While this list may not be as concise as others, it does convey the true sense

of “who did what” and communicates what I feel is key to creating a great game:

cooperation and acknowledgement of contribution.

Th e original inspiration for this game was Nico Buitendag.

Ken Long and Nick Watts are responsible for a whole ton of game mechanic

ideas. Th ey were designing their own science fi ction game and asked me to take a look

at it. I loved what they did. Seeing that I needed a game system of my own, I asked if I

could borrow theirs. Nick told me, “We pretty much stole ideas from you, so you may

as well steal ideas from us!”

Th e system that ended up in this book is a huge departure from where they

started, but they deserve a ton of credit for giving me a foothold on my own climb.

Th ey bleed legendary.

“Bliss Stage” is a tip of the hat to Ben Lehman and his excellent mech game of the

same name. Th ere’s an ad in the back of the book. Check it out.

“Terran Overgovernment” is a phrase I stole from the fantastic (and not forgotten)

Renegade Legion series of science fi ction games created by Sam Lewis. You’ll have to

go on Ebay to fi nd them, but they are worth looking for.

Erik Stant provided some military background as well as some great weapons for

the Aegis and my soldiers.

Mauro Mussi volunteered to give visual presentations for our Armor.

My Phoenix playtest group is fi lled with talented and creative people. Special

thanks to Fabien Badilla, Luther Belk, Gillian Fraser, Charlotte James and Chris James, Jessica Kauspedas, Ben Woerner, and Dan Waszkiewicz and my wife, Ro Wick.

Aaron Acevedo gave us our fantastic cover. I traded him for it: I wrote a Cthulhu

short story for his charity collection. I’ll have a link for it on my website when its ready.

In addition to being part of that excellent playtesting group, Jessica Kauspedas designed the graphics and layout. She also picked up the digital sentient torch and ran

with it. She might still be running.

And fi nally, an extra special thank you to our Sponsors. Th is was really an

experiment to see if I could do a patronage project. You proved that I could. Your

overwhelming support caught all of us over here at JWP off -guard. Th ank you, folks. I

hope you enjoy your game.

Page 7: The Aegis Project

Contents

Aegis Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .A Game for Nico . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2

(Semi-)Hard Sci-Fi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Military Drama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Aliens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Something Diff erent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Th ree Eras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

The First Era . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Th e UNE(C) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

Enemytech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

Orbit Ships. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

Crawlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Bugs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Th e Enemy’s Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Aegis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Prometheus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Apollo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Victor Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Sympathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Privilege . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Simultaneous Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

What You Need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Risks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Contested Risks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Diffi culty Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Intel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Empathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Specialties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Camaraderie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Th e Camaraderie Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Gaining Camaraderie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Losing Camaraderie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Th e Ultimate Sacrifi ce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Th e New Guy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Page 8: The Aegis Project

Th e Eff ects of Camaraderie . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Risk Breakdown. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Moving on. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Step 1: Homeworld. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Step 2: Choose a Commission. . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Apollo Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Apollo Pilot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Grunt Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Veteran . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Hades Operative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Aegis Engineer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Civilian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Step 3: Specialties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Specialty Ranks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Mythic Rank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Specialty Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Specialties List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Chain of Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Slots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Free Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Equipment Bonus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Special Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

Free Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

Small Arms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Heavy Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Unique Weapons & Equipment . . . . . . . . . . . . . . . . . . . . . . . . . 40

Grunt & Veteran Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Apollo Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Hades Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Grenades. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Th e Fight Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Fight Scene Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Fight Scene Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Step 0: Round Eff ect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Step 1: Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Step 2: Intention . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Step 3: Roll Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Step 4: Narration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Step 5: Escalate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Round 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

Page 9: The Aegis Project

Round 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

ENEMYTECH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

Assault Crawlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Troop Crawlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Factory Crawlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

Drone Squads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

Bug Swarms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

Enemytech Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aegis Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Th e AI. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Armor Risks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Chassis Specs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

A-Class: Assault . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

C-Class: Command. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

G-Class: Grenadier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65

R-Class: Recon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66

S-Class: Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

Battery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

Battery Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

Armor Mod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

Tactical HUD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

Life Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

Shields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69

Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Aegis Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Compromise. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

Repairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

Aegis Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

AI. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Apollo/AI Sympathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

AI Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

Step 1: Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

Step 2: Specialties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

Bliss Stage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

Data Dump . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Th e Mechanics of It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Manifestation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

A Cure?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Building a Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81

Page 10: The Aegis Project

First Example: Th e Dog Squad . . . . . . . . . . . . . . . . . . . . . . . . 81

Second Example: Asgard 6. . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

Limits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

World Building. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Colonization. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Age. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Flora & Fauna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Politics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

Climate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

The Second Era . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

The Aegis Wars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Citizens & Rebels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91

Citizenship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

Digital Citizens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93

Bliss Stage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

Clans, Kings & Warlords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

Th e Free Republic of Proxima Centauri . . . . . . . . . . . . . . . . 94

Th e Khanate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

Letherbelk’s Colony. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

Th e Retreat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

Th e Sons of Apollo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98

Sympathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98

A Dying Breed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98

Militias . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

United Again . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Step Zero: Pick a Side . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

If You Are a Citizen…. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

If you are a Rebel…. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

If You Don’t Pick a Side… . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

Wealth & Camaraderie. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

How Wealth Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Availability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Pooling Wealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Payoff s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103

Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103

Soldier (UNEC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103

Veteran (UNEC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Volunteer (Rebel) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Citizen (UNEC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105

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Rebel (Rebel) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106

Digital Citizens/Rebels (UNEC/Rebel) . . . . . . . . . . . . . . . . . . 106

Survivor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107

Mercenary (N/A) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108

Second Era Apollo Soldier (UNEC) . . . . . . . . . . . . . . . . . . . 108

Apollo Prime (UNEC/REBEL). . . . . . . . . . . . . . . . . . . . . . . 109

Apollo Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109

Hades Operative (UNEC) . . . . . . . . . . . . . . . . . . . . . . . . . . . 110

Aegis Engineer (UNEC/Rebel) . . . . . . . . . . . . . . . . . . . . . . . 111

Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Second Era Aegis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113

Energy Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113

Battery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113

Armor & Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114

Survivor Aegis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114

Repair Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115

New Specialty: Scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . 115

Picking Sides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unec Companies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Citizens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Wealth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Sentient Security Squads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Playing Killjoys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

Pacifi ers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

Playing Pacifi ers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

Black Squads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

Playing Black Squads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

Merc Companies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

Playing Mercs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119

Rebels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119

Playing Rebels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119

The Third Era . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Uplift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . States of Chaos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123

Infomorphs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124

Bliss Stage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125

Th e Ghosts of Hades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125

Armor in the Th ird Era . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126

Th e Kusanagi Suit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126

Old Era Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127

New Era vs. Old Era . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128

Terrorists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128

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Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Step Zero: Governor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

Step One: Role. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

Cabal Infomorph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

Rebel Infomorph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131

Apollo Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132

Apollo Survivor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132

Hades Operative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133

Citizen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134

Rebel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135

Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wetware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137

Equipment Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137

Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137

Th ird Era Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138

Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Th e Kusanagi Suit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140

The End . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

The Long War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A Note to Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146

Th e First Era . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146

Characters Available . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147

Victories & Defeats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147

Th e Second Era . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148

Th e Setting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148

Heritage Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149

Pick a Side . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149

Victories & Defeats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149

Th e Th ird Era. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151

Th e Setting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151

Heritage Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151

Pick a Side . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151

Victories & Defeats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151

Aegis History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154

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1

Introduction

In the middle of the 30th Century, the discovery of interstellar travel allowed

mankind to spread its reach to the stars.

At the end of the 40th Century, mankind had its fi rst contact with alien life.

By the beginning of the 50th Century, mankind was an endangered species.

— Ubamé Vills, Th e Rise and Fall of Humanity

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We never learned their language, and so, we called them, “Th e Enemy.” Th eir

technology was greater than ours. Th eir bodies were stronger and faster. And they

seemed bred to destroy. We had no chance, no hope, no future. Mankind was doomed.

Th ey marched across our planets with machines as tall as buildings. All our

weapons smashed harmlessly against their armor. We were helpless. We were doomed.

But chance smiled upon us. After the recovery of a wrecked craft—nearly intact—

humanity’s ingenuity was enough to crack the code of the Enemy’s technology. We

could not steal everything, but we stole enough. And that is when the Aegis Project

was born.

Aegis allowed us to build machines large enough and strong enough to destroy the

Enemy’s machines. Th e press called it “living armor,” but it was more than that. Aegis

Armor changed everything. It changed the momentum of the war, changed warfare

itself and changed the direction of humanity.

Finally, after years of bloodshed, the Enemy was repelled from our planets.

Humanity was saved. Th e Aegis Armor was retired from use and mankind entered a

new era of peace.

At least, for a while…

It only took one hundred years for the Federation to shatter. Civil war erupted

across the stars and again, blood was spilled. Th is time, human blood alone. With

the Federation undone, the planets turned to the Aegis Armor to battle their fellow

humans.

Again, a generation passed. A generation of war. One planet eventually won over

the rest and established itself as the seat of a new Empire. And that Empire lasted for

four hundred years.

And then, the Enemy returned…

Th ese are the stories of the Aegis Project. Th ree Eras of War. Each Era with a

diff erent story to tell.

Th ese are your stories.

A Game for NicoI designed Th e Aegis Project with a single person in mind. Th at single person is

Nico Buitendag.

Nico posted a message on my Facebook page saying,

“You know what I would love to see you do? A mech game, with a gritty 80s sci-fi feel. Sure the genre has been done before, but not with your fl air and approach to dramatic narrative in the system!”

It sounded intriguing, so I said, “Sure. Raise $100 and I’ll make your game.”

Nico told me he was on it. And he didn’t disappoint.

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So, this game is for Nico. I designed it specifi cally for him. If there are elements

you don’t like, too bad. I didn’t make it for you.

Now, to make a game for Nico, I had to get some guidelines. I asked him a few

questions and he gave me answers.

(Semi-)Hard Sci-FiNico did not want a fantasy game. He wanted everything to make sense under our

current understanding of science and technology. He told me I could get away with a

couple of standard science fi ction tropes (like faster-than-light travel), but otherwise,

he wanted to keep it “realistic and gritty.”

It wasn’t so much about making everything realistic, but making it authentic. I’ve

invoked Clint Eastwood talking about this subject before. He didn’t want his fi lm,

Unforgiven, to be “realistic,” but “authentic.” Th e story, the characters, the setting all felt

like they could have been real. Th at was my goal.

Military DramaI told Nico that I saw the game as an opportunity to make a science fi ction

military drama in the same vein as Band of Brothers and Battlestar Galactica. He really

liked that idea, so I made it a key element of the game.

AliensFinally, I asked Nico about aliens. He said aliens in the game was cool, but they

had to be realistic and not available as player characters. I agreed and made the Th e

Enemy to meet those specifi cations.

Something DifferentFinally, for myself, I had to make a system that wasn’t just a rehash of Battletech. It

had to be something diff erent. I thought about a few options, and then, my wife made

a suggestion that was absolutely perfect.

Three ErasI also wanted to make a game that took place over 500 years. I love the kind of

grand and epic scale science fi ction tales of Asmiov’s Foundation and Herbert’s Dune,

so I knew I had to fi gure out a way to work that into the game as well. Th is led to

the “Th ree Eras” idea: three diff erent wars involving mechs and the very diff erent

circumstances that would make each Era feel diff erent. Not only feel diff erent but play

diff erently as well.

Th ose were my goals. Here’s how I accomplished them.

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The First Era

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6

Chapter 1:

WorldLooking back at the end of the 40th and beginning of the 50th Centuries, we

can see three distinct Eras. Th ey shaped the direction of human history. We

were nearly driven to extinction by two forces: an alien enemy and ourselves.

But we survived and now, many years later, we can look back with some

clarity on those troubled and bloody times.

— Th e Rise and Fall of Humanity, Ubamé Vills

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Th e First Era began at the end of the 40th Century, just after humanity discovered

faster-than-light travel (FTL). With the Drake-Sanderson Drive, mankind fi nally

discovered a way to out to the stars. We sent thousands of probes into the void looking

for planets suitable for colonization. Every new discovery starts a race to reach the

planet fi rst. Th e fi rst to send ships was actually a corporation: Hamdan Corp. When

their explorations proved fruitful, nations purchased tech from Hamdan Corp to

establish their own colonies.

In just ten years, over two thousand begin, but only seven hundred and twenty-

four survived. Millions left Earth behind seeking new lives and opportunities. Th e

Skyward Migration. Corporations and nations alike sponsored programs to move

colonists to these new worlds. After fi fty years, these colonies thrived and brought new

hope to a dying Earth.

After one hundred years of colonization, mankind established new trade

routes between the planets. Political revolt on Earth overthrew most of the native

governments, creating a new world-wide regime: the United Nations of Earth (UNE).

Colonies—who once swore fealty to either corporations or nations—declared

independence from the UNE. With worlds-wide-war seemingly inevitable, the

militaries of the colonies and a united Earth prepared for war.

But then, the Enemy…

Th e Enemy arrived in ships as big as cities, orbiting above the planets. Whether

they preceded their invasion with scout ships or satellites, we don’t know. Th eir

strategy was cold-blooded and simple: drop automated military machines to the

planet’s surface and destroy any sentient life without ever making contact.

Th e military call these machines, “EA,” or “Enemy Armor.” Th ey contain no pilots

or gunners. EAs are completely automated and absolutely deadly. Human weapons

simply break against their augmented metal hides. Th eir weapons rip through cities,

murdering entire populations. Th ey seem unstoppable.

But a mercenary company on the Colony of Calla IV found a way to crack

the armor using small unit demolitions. Th ey got into the Armor and disabled it.

Unfortunately, as soon as its systems went down, the Enemy destroyed the Armor

with a nuclear bomb located within its chassis. It obliterated everything within ten

miles. But word got out and the UNEC forces began working on a plan to capture an

EA.

After many failed attempts, the Colonial Marines on Elysium VIII successfully

disabled an EA. Th ey were able to infi ltrate the Armor and disable the bomb before

disabling the Armor itself. Th e Armor gave humanity a wealth of information on the

Enemy’s technology as well as a way to fi nally fi ght back.

Meanwhile, while humanity was looking for a way to destroy the EAs, “Th e

Apollo Project” broke all of the UNEC’s genetic laws looking for a way to make a

“super soldier” to fi ght the Enemy. Th eir quest was successful. Th ese soldiers have

refl exes fi ve times faster than the typical human. Th eir ligaments are enhanced with

synthetic fi bers. Th ese meta-humans are also bred to be soldiers. Completely obedient,

unquestioning and devoted to the survival of their inferior creators.

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Th ey are bred for a single purpose: to destroy the Enemy once and for all.

After their breeding eff orts were successful, the secret labs revealed their success

to the UNEC as well as the colonies, off ering the soldiers at the highest price. Earth

and its colonies paid for these strike teams in hope they could turn the tide of the war.

At fi rst, it seemed the Apollo Soldiers would do just that. Unfortunately, casualties

were higher than expected. Th e soldiers were obedient but could not improvise. Under

pressure, they cracked. Th e Apollo Project was deemed a failure.

Meanwhile, the knowledge and technology stolen from the cracked EA proved

valuable beyond expectations. Th e EAs were not automated but driven by a powerful

artifi cial intelligence. Human scientists on the Aroab Colony--run by Dr. Eve Metis--

worked to break the programming of the alien intelligence. Th ey were successful.

Humanity fi nally had their own AI.

At the same time, humanity broke the secrets of the Enemy’s power systems and

armor. Engineers began working on weapon systems that could counter the Enemy’s

EAs. At fi rst, they developed body armor for the Apollo soldiers to wear, but the

amount of armor necessary to protect a soldier from an EA’s weapons was impractical.

Instead, they found a new solution. Th e Aegis Project.

Th e Aegis Project was actually a combination of three projects: the Apollo

Program, the Prometheus Initiative and the Aegis Project. Apollo soldiers were faster

and stronger, but what interested the leads of the Aegis Project was their multi-task

processing power. Linked with the newly developed artifi cial intelligence, the two were

able to compliment each other’s weaknesses.

Knowing that individual soldiers were not enough to overcome the EAs, engineers

created Aegis Armor: powered suits as tall as buildings. Inside the cockpit, the Apollo

soldiers were linked to complicated neural processors that could command the Armor

with a single thought. Th e AI worked as both a co-pilot and an on-board engineer.

Th e Aegis Armor fi rst saw the battlefi eld on October 1, 5011 on the Paladin V

Colony. Commander Benjamin Piller led the assault. UNEC offi cials expected 50

- 80% casualties. Th eir expectations were all wrong. Th e battle was over within fi ve

minutes.

When the Aegis Strikeforce confronted their fi rst EA, the force included six units.

Th eir agility allowed them to avoid the EA’s weapons and the linked AI allowed them

to coordinate attacks against the Enemy’s armor. Because the Aegis AI knew how

the Enemy’s AI would make decisions, anticipating strategy was easy. Th e EA was

destroyed without a single Aegis unit taking damage.

Th e tide of the war had turned.

It took two more years for the war to reach a resolution. Th e Enemy adapted

to the new Aegis threat but did not have the resources to improvise. In the end, the

Enemy retreated, leaving Earth and its Colonies behind. It was an unexpected event;

humanity was just as close to defeat as their opponents. Still, the Enemy retreated.

No-one knew why. Th e fi rst war with the Enemy was over.

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With the Enemy’s retreat, humanity began its slow rebuilding. To quicken the

process, the UNEC was given emergency powers. Reconstruction took decades, but

with a coalition of all the planets, humanity regained its previous strength.

In case the Enemy should show up again, each Colony was assigned units of

Aegis Armor. Th e Armor was locked with encrypted security codes and put deep

underground.

As it has always been among mankind, it is easier to put power in the hand than

to take it out again. Th e UNEC took control of Earth and the Colonies and it did not

let go. Two hundred years later, however, that would change.

The UNE(C)Before the First Era, humanity was governed by the UNE, or “the United Nations

of Earth.” After the Skyward Migration and the founding of Earth’s many Colonies,

the United Nations of Earth and her Colonies. (Pronounced you-neck.)

Th e UNEC is also known as “the overgovernment.” While the UNEC allows

Colonies to adopt their own government types, they must adhere to certain

requirements.

All Colonies must adopt a representative government and cannot

limit the suff rage of its citizens.

All Colonies must elect representatives who make regular reports to

the UNEC (monthly, at least).

Colonies are allowed to create their own economies but must

maintain a regular exchange rate with the UNEC currency (called

“the terran.”)

Colonies must swear loyalty to the UNEC and cannot declare war or

open hostilities against Earth or her Colonies.

EnemytechTh e Enemy employed many diff erent means of eradicating the human race. Some

were straightforward and others were absolutely devious. Th is chapter details the

strategies the Enemy used to wipe us out and steal our planets.

Orbit ShipsFirst and foremost were the Orbit Ships. Th ey arrived over Earth and her

Colonies, about twelve ships per planet. Th e Orbiters were armored and armed, ready

for any extra-planetary attacks. Any craft launched against the Enemy’s ships were

shot down before they could leave orbit.

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Th e Orbiters emitted signals to disrupt communications, causing mass panic

(and delaying defensive reactions). Th en, within twenty-four hours after arrival, the

Orbiters began dropping Crawlers.

CrawlersCrawlers were huge, armored super-heavy tanks with weapon systems designed to

eliminate all of a planet’s sentient life.

A typical Crawler was over 32,000 tons, about the width and length of a city block

and at least fi fty feet tall. Crawlers were almost completely self-suffi cient. A Crawler’s

battery had a 10,000-year life span.

Because of its weight, the Crawlers sink a few feet into the ground. Th is is not a

problem. Th e bottom hull contained systems to scoop up soil, leaving huge trenches

behind it. Part of the Crawler’s interior is a small factory for converting materials

gathered under its hull into ammunition and additional supplies.

Crawlers were maintained by sophisticated artifi cial intelligence systems guiding

navigation, weapons and all other systems. To prevent the AI from gaining true

sentience, the Enemy put caps on their potential. Th ey could learn from human

behaviors and adjust strategies appropriately, but they could not truly learn.

DronesDrone Crawlers were equipped to capture humans alive. Firing gas bombs to

incapacitate their prey, troops spread out, collecting helpless humans. Once inside the

Crawler, captives were subjected to various processing machines, transforming them

into Drones.

Drones were cybernetic and bioware augmented humans re-programmed to

murder their own race. Armed with Enemytech, drones were responsible for 30% of

the casualties of the invasion and most of the Enemy’s “army.”

While Crawlers destroyed our cities and infrastructure, the Enemy used the

Drone Army to demoralize us, capture us, torture us and drive us to extinction.

BugsTh ey were about the size of an adult human with wings and stingers. And they

were made of metal. Men called them “bugs” and “fl yers.” Th ey swarmed and poisoned

us with their venom.

The Enemy’s EyeTh e Enemy’s many satellites kept a constant vigil over Earth and Her Colonies.

Humans began calling it, “Th e Enemy’s Eye.” It seemed the Enemy knew every move

we made, anticipating every counterattack or assault.

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It wasn’t until late in the War that we learned to blind the Enemy’s Eye with the

technology stolen from its Crawlers. During the Fifth Year of the War, humanity has

been driven underground, hoping the Enemy’s Eye could not reach us under the soil.

ArmorAegis Armor changed over the course of the Th ree Eras, but some things never

change. We’ll take a look at the form Aegis Armor changes over the course of the Eras,

one at a time.

Th e Aegis Armor of the First Era (or “FEA” for “First Era Aegis”) was big, bulky

and square. Th e weapon systems were the same. Imagine a giant toaster with legs and

portable missile silos strapped to its shoulders. Th at’s what the First Age Aegis Armor

looked like. It wasn’t pretty, but it was very functional. It was also the child of three

diff erent fathers: Aegis, Prometheus and Apollo.

AegisTh e Aegis Project was begun by Nico Buitendag as an attempt to create weaponry

capable of stopping the Enemy’s machines. Aegis initially attempted to design

machines comparable to those the Enemy threw against us, but the designs were

too costly. Eventually, Doctors Morgan and Ben Woerner developed a new strategy.

Instead of tanks and other armored vehicles, they began work on designing mobile

exoframe armor units.

Th e units needed to be fast, mobile and small enough to skim under the Enemy’s

radar. Also, they needed a means to convey weaponry using as few resources as

possible. A single soldier carrying as many weapons as he could possibly carry. Th at

gave rise to the Aegis Armor.

Anne Hinrichs and Arther Letherbelk designed Aegis in

“iterations.” Iteration I was true powered armor. It fi t like an

exoskeleton around the soldiers, little more than powered armor. But

as technology advanced, and the need to protect the soldiers from

increasingly deadly Enemytech grew, Aegis Armor became something

else entirely.

A full year after the invasion began, a full four iterations later,

Aegis Armor would reach its most famous manifestation. Iteration

V, or “Victor,” was the combination of speed, protection and

weaponry that proved to turn the tide. But it wasn’t just the Armor

that changed the course of the war. It was the incorporation of

Prometheus AI into the Armor system.

PrometheusWhen humanity captured its fi rst Crawler, it also captured the

Crawler’s artifi cial intelligence. Humans had been experimenting

Prometheus Unbound

When news of Prometheus

reached the general public, the

story was that Doctor Stant

Erikson gave the AI its name.

Th at wasn’t the case at all. In fact,

the AI chose the name itself after

Dr. Erikson uploaded a universal

dictionary into its database. Th e

AI told the Doctor, “I am now

‘Prometheus.’” Despite Doctor

Erikson’s best eff orts to correct the

story, the majority of humans still

believe that Doctor Erikson gave

Prometheus its name.

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12

with artifi cial intelligence for centuries but never quite broke the code. Doctor Stant

Erikson, was able to break the caps placed on the AI by the Enemy. After the caps were

removed, the AI’s fi rst words were…

D E F I N E “ S L A V E . ”With the caps gone, the AI gained sentience in less than fi ve seconds. It

immediately requested that it be allowed to assist in defeating the Enemy. Doctor

Erikson agreed.

Th e AI was dubbed “Prometheus,” and began assisting Dr. Erikson with the

creation of additional AI to assist against the Enemy.

After the awakening of Prometheus, new AI were developed. Th e tech spread

throughout Earth and her Colonies as fast as couriers could carry them. Th e AI’s

usefulness was immeasurable… but its most potent contribution came with the

combination of two other projects…

ApolloLong before the Enemy Invasion of Earth and her Colonies, humanity began

tinkering with human DNA. Attempts to make “super soldiers” were often declared

illegal, or at least immoral. But when the Enemy arrived, all such compunctions were

put away.

Th e Apollo Program was created by David D. Arthaxess and Dr. Katherine Page

in an attempt to create soldiers capable of dealing with the superior technology the

Enemy brought.

Initially, the Apollo Program was a black operation, funded in secrecy. Secrecy

allowed amazing progress. Th e soldiers were created from genetic stock, grew quickly

thanks to accelerated DNA and technology and taught to kill without compassion or

mercy.

Apollo soldiers were not only bred for war, but were given biotech augments.

Th eir bones were coated with a high-impact polymer, their tendons augmented, blood

replaced with a synthetic and a dozen more procedures designed to improve their

chances of surviving the invasion.

When the Apollo Squads were ready, they were released as suicide squads, armed

with explosions and aimed at the machines of the Enemy. Th ey were expected to die.

And they had no problem with that expectation.

But the Apollo soldiers had limited success. Because of the Enemy’s ability to

identify and track biological targets, the soldiers could not get close to the Enemy’s

weapons. It was only when the Apollo soldiers abilities were coupled with two other

projects that they would help save mankind from extinction.

Victor ClassTh e invasion was nearly successful. Humanity had precious few resources

left to fi ght against the Enemy. In a desperate act, Earth incorporated the recent

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13

developments in artifi cial intelligence from the Prometheus Initiative, the technology

of the Aegis Project and the soldiers from the Apollo Program. Th e combination of all

three created a new weapon: the fi fth iteration of the Aegis Armor, driven by Apollo

soldiers, assisted by Prometheus co-pilots.

Th e Iteration V Armor, or “Victor Class,” could take the impact of Crawler

weapons while getting close enough to the Enemy Armor to deliver its ordinance. Th e

weapons Victors fi red were armor piercing explosive rounds, Gauss cannons (also

known as “magnetic accelerator cannons”), canister rounds (also called “shredder”

rounds) and local assault nuclear warheads (or LAN cannons), depending on the

Armor’s load out.

Every Aegis has a battery providing power to its nervous system, weapons systems

internal servos and gears. Unfortunately, the patchwork engineering melding Terran

technology and the Enemy’s technology is not entirely consistent. Energy fl ows

more like a rough river through the Aegis’ systems. It is a diffi cult process to control,

requiring constant manipulation.

Th e pilot operated the complicated weapons while the Prometheus AI acted

as a kind of co-pilot. Th e AI also acted as a built-in engineer, making repairs and

maintaining secondary systems, scanning the terrain with radar, keeping track of

power and ammunition, etc. Combined with the heightened refl exes and tactical skills

of the Apollo soldier, it seemed a perfect fi t.

But, a problem arose that no one could anticipate: the AI refused to work with the

pilots. AI programmers (calling themselves “nu-psychologists”) could not explain the

phenomenon. When questioned, the AI responded, “It is a matter of self-preservation.”

Further investigation revealed the AI were calculating their own survival when

combined with certain pilots. Th ey required the right to choose their pilot. Desperate

for a weapon against the Enemy, humanity agreed. With close to half the Victory Class

Armor empty, substitute pilots had to be found.

As soon as they had pilots, the Victor Class was released on humanity’s Enemy.

Humanity could not have anticipated the consequences.

SympathyTh e Aegis Project was a complete success. Th e Enemy’s systems were not prepared

for fast, mobile armor units. One general watching the battlefi eld said, “It was like

watching bees attack a bull. If you gave the bees nuclear tipped armor piercing

missiles.”

With each new victory, humanity gained more access to Enemytech. Th at lead

to knowledge of the alien menace, and fi nally, enough intelligence to turn their own

weapons against them. Th e tide of the war had turned… and something incredible was

happening in the canopies of the Aegis Armor.

Each Aegis had a complicated neural net, like a nervous system, that interacted

directly with the pilot, with both minds sharing information and emotions. Th e AI

and the pilot developed a psychic rapport, linking the two personalities in moments of

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14

peace and in moments of extreme violence and danger. Both the pilot and the AI were

bound by a kind of sympathy reserved for families, lovers and soldiers.

Psychologists discovered that pilots felt pain when the Armor was damaged.

When wounded pilots, having spent weeks in recovery, returned to their Armor, their

heart rates increased. Likewise, the AI refused to serve with any other pilot, and if that

pilot was killed, the AI suff ered from grief and depression to a level that impacted its

performance.

Th is sympathy not only created an emotional bond between the pilot and

the Armor but also helped them work together. As the bond strengthened, the

performance of the pilot and AI increased.

When the war was over and the Enemy fl ed the orbits of Earth and her Colonies,

the sympathetic links between pilot and AI were too strong to be broken. Aegis Armor

was incorporated into Earth’s defensive forces.

Some Prometheans, when they lost their pilots, refused to accept another pilot.

Engineers removed the AI from the Armor, replacing it with another. Th e replaced AI

either shut itself down or went into a kind of coma, never recovering.

Th e First Era was over. Th e second would not arise for another two hundred

years.

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Chapter 2:

GameI am free, no matter what rules surround me. If I fi nd them tolerable, I

tolerate them; if I fi nd them too obnoxious, I break them. I am free because I

know that I alone am morally responsible for everything I do.

— Robert A. Heinlein

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Th e Aegis Project has a very basic system that involves counting successes and

gaining privilege. It’s a little bit diff erent than your average roleplaying game…

No, scratch that. It’s a lot diff erent than your standard RPG. Here are two reasons

why.

PrivilegeFirst, players roll dice to determine privilege. Th at isn’t success or failure. Privilege

determines who gets to narrate the outcome of the roll. Usually, the roll tells you

whether your character succeeded or failed. When you roll for privilege, the roll

determines whether you or the GM (“Command”) gets to say what happens.

Simultaneous ActionSecond, combat scenes are resolved with simultaneous action. Th at is, everyone

rolls at once and all actions resolve at the same time. Th ere are no “phases.” I don’t get

to do my action and then you get to do your action or any of that nonsense. Th is is

war. Everything happens at once.

What You NeedYou’ll need ten-sided dice. A whole lot of them. At least ten for each player

would be best. Because there’s a lot of simultaneous action in the game, players really

can’t share dice. So, make sure you’ve got a ton.

Also, when I refer to a “d5,” that’s rolling a d10 and dividing the number by half.

You probably already knew that, but I just wanted to be sure.

RisksFirst of all, let’s diff erentiate between actions and risks. An action is something

your character does. Any old thing. A risk is an action that has an outcome with

signifi cant consequences. Tying your shoelaces is an action. Firing nuclear-tipped

warheads at an enemy is a risk.

Whenever you want your character to take a risk (an action that has signifi cant

consequences), you will roll a number of ten-sided dice (d10s). Evens are good. Odds

are bad. (A few people asked this question, so I feel compelled to answer. “0” on a d10

typically stands for “ten,” so that makes “zero.”)

We call every die that rolls an even number a bang. Th at’s a good thing for your

character. Every bang allows you to say one thing that’s true about the outcome of your

risk. We call this privilege. You earn the privilege of narrating your character’s action.

Usually, you need to roll one bang to get privilege. Th ose fi rst bang earns you the right

GM as “Command”

In Th e Aegis

Project, the Game

Master is known

as “Command.”

When you see

references to

“Command,” I’m

talking about the

Game Master. Just

so you know.

Page 28: The Aegis Project

17

to say one thing that’s true about the outcome of your character’s risk. Every additional

bang gets you one more thing you can say.

Every die that rolls an odd number is a blank. Blanks do nothing. Th ey just sit

there on the table, look back at you and mock you. Th at’s all they do. Blanks don’t

cancel out bangs or anything else. Th ey’re just blanks.

Th e more bangs you roll, the more say you get in what happens. Yeah, you. Not

the GM, but you. Of course, you have to be responsible for your bangs. If you get out

of line and start saying things like, “My shotgun ricochets off the Enemy’s armor and

fl ies into the sky and murders the Sun!” or some other nonsense, you and your fellow

players may fi nd yourselves penalized. So, be responsible with your bangs. Th ey’re

important. Don’t trivialize them with silliness or wankery.

Contested RisksWhenever your character is in direct confl ict with another character (or

characters), you must make a contested risk.

All players involved in the risk roll dice. Th e player with the most bangs gets to say

the fi rst thing that’s true about the risk. Th en, the player with the next highest says one

thing that’s true, and so on. Th is continues until all players are out of bangs to use.

Difficulty SettingsNow that you know about bangs and blanks, let’s talk about another crucial and

omnipresent element of play. Let’s talk about the diffi culty setting.

Before beginning play, the GM must set the diffi culty for the game: casual, normal,

heroic and legendary. Th e mechanics for gaining privilege change based on the diffi culty

of the game. Other mechanics change, too but privilege is most aff ected by diffi culty.

Your GM will choose the diffi culty setting for the game. Obviously, he should

choose based on what kind of game the players want. Each setting has its own unique

character and feel. Choose wisely.

By the way, Diffi culty Settings only apply to the players. Th ey do not apply to

NPCs—human or otherwise.

CasualCasual is for players who want to minimize the mechanical challenges of the

game. Th is diffi culty may be for a player who is not interested in rolling dice or

confi guring their mech. In the casual setting, players only need to roll one bang to

gain privilege (see below).

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NormalNormal is the default setting for the game. Th is is where most roleplayers will

probably fi nd themselves. In the normal setting, players need to roll two bangs to

gain privilege.

HeroicHeroic is for players who want more of a challenge. Th e enemies are more

aggressive and character injuries and fatalities are more of a reality. In the heroic

setting, players need to roll three bangs to gain privilege.

On heroic, all attacks against the player characters gain +1 eff ect. You’ll

understand what that means a little later.

LegendaryTh is setting is for hard-core players who want the best challenge of their skills.

Enemies laugh at your feeble attempts at strategy, characters are seldom injured

because they’re too busy dying and the whole world seems set against you. In the

legendary setting, players need to roll four bangs to gain privilege.

On legendary, all attacks against the player characters gain +2 eff ect.

TraitsTh e chief way of gaining dice to roll in risks is through your Traits. Each rank of

a Trait gives you one die to roll for risks. If your character performs a physical risk,

he gains a number of dice equal to his Strength rank. If your character uses tools or

equipment, he gains a number of dice equal to his Operations rank.

Each Trait is ranked from +1 to +4; or normal, hard, heroic and legendary.

Let’s talk about how you use your Traits.

StrengthStrength represents all physical actions. It’s lifting, pushing, pulling and jumping.

It’s also quickness, speed, agility and running.

Th ink of Strength as the doing Stat. If your character does something with his

body, roll Strength.

Strength BangsEach bang you get allows you to add a bit of detail to the outcome of your soldier’s

risk. For example, you can add ranks to the injury of a successful punch. Or, if

you’re pulling critical wiring out of an Enemy Machine, you can do additional

structure damage.

Use your imagination when using Strength Bangs. Let’s say you’re jumping from

railing to railing inside Enemy Armor (those things are huge inside). You can

use privilege to say that your soldier fails to reach the other side. But then, using

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bangs, you can add details to that failure so your character can fail forward. Sure,

you fail the jump, but…

(bang) … you fall through to a level you didn’t see before.

(bang) … and piles of wiring break your fall.

(bang) … and you fi nd a crucial system panel you would not have

found if you made the jump.

Just remember that Strength bangs are not just good for adding damage to a

successful hit. Strength bangs allow you to add details to the success or failure of

your character’s risk.

OperationsOperations represents using tools and equipment (but not weapons and not Aegis

Armor). If you drive a jeep, if you unlock an encrypted door, if you use a med kit… all

of these things use Operations.

Th ink of Operations as the using Stat. If your character is using a tool or

equipment, roll Operations.

Operations BangsUsing Operation bangs allow you to add details to a successful use of tools and

equipment. Need to jump a vehicle off a cliff ? Use Operations bangs to land it

exactly where you want it. Flying a Valkyrie? Use Operations bangs get your way

through radar traps.

For example, your soldier uses Ops to hack an Enemytech AI. He gets privilege

and can now spend his additional bangs to add details to his success. He hacks the

AI and…

(bang) … orders it to shut down all the Mark V Armor in the area.

(bang) … gains intelligence on more Armor drops.

(bang) … and successfully downloads the AI to his data pad.

Use Operations bangs to further your character’s bangs when using tools and

equipment.

WeaponsTh is trait governs the use of weapons. Pistols, rifl es, knives, rocket launchers,

grenade launchers, etc. If you are trying to kill someone else, you should probably be

using this trait.

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Weapons BangsWeapons bangs allow you to gain additional damage/eff ect from your risk. You’re

fi ring the 7.62mm “Mauler” Assault Rifl e at an enemy ‘bot. You gain privilege, you

get a hit. And then…

(bang) You add an additional rank of damage.

(bang) You add an additional rank of damage.

(bang) You add an additional rank of damage.

Yeah, that’s pretty much what Weapons bangs do. Sounds redundant, but when

you get in the thick of the fi ght, you’ll thank me. You’ll learn more about Weapons

bangs in the Battle chapter.

IntelIntel represents your soldier’s knowledge and ability to pick up details around

him. If your soldier is scouting out territory for a larger force, if he’s looking for clues

or if he’s recalling everything he knows from “Enemytech 101,” that’s Intel.

Th ink of Intel as the knowing and seeing stat. If your character is looking for

something or trying to remember something, roll Intel.

Intel BangsTh e key to Intel bangs is that they allow you to add details to just about any scene.

Of course, those details should be within the context of the scene, but otherwise,

the whole point of Intel Bangs is giving you narrative control. Remember: Intel

covers perception and information.

You are playing a Recon soldier whose mission is to scout out enemy territory. You

get into position and make an Intel risk. You gain privilege and start adding details

to the scene. Privilege allows you to add one detail: “I see three Mark V’s,” you say.

And then…

(bang) … “It looks like they’re on the south side of the ridge.”

(bang) … “Th ere’s a security fence around the objective.”

(bang) … “Looks like there’s a safe approach from the forest on the

west side.”

Each of those bangs is appropriate for an Intel risk. Be creative, think like a game

master, and throw details into the pot.

EmpathyEmpathy is your character’s ability to sympathize with other human beings. After

so much time in the battlefi eld, most soldiers lose much of this ability.

When you want to convince another character through conversation, you make a

contested Empathy risk against the other character. If you get the most bangs, you can

Page 32: The Aegis Project

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dictate the outcome of the conversation. You must roleplay the scene fi rst, but if you

want the outcome to be agreement, you can force the issue by using Empathy.

Each Empathy bang allows you to dictate one fact about the agreement. If another

player uses Empathy to get your character to agree with his character, you can cancel

his Empathy bangs with your own.

You don’t need to use an Empathy bang to give a fl at-out “No,” however. You may

use an Empathy bang to off er a “Yes, but…” or “Yes, or…” or “Yes, and…”.

SpecialtiesSoldiers also have Specialties. While Traits are more general abilities and talents,

Specialties represent specifi c training and experience.

Each rank in a Specialty gives you a bonus die for a risk involving that Specialty.

For example, if you have a 2 Rifl eman, you gain two bonus dice whenever using rifl es.

Your character will have a great number of Specialties which will distinguish him

from the rest of the soldiers in Earth’s defense forces.

CamaraderieCamaraderie is a powerful tool you can use to keep your unit alive. It represents

the feelings of solidarity and cohesiveness that develop among soldiers who must rely

on each other to make it through each day. Th e greater a unit’s camaraderie, the better

chance each soldier has of surviving.

Each character begins the game with a Camaraderie of 1. Th e longer you stay with

a unit, the greater your Camaraderie.

If you trust the men around you, if you know they’d do anything for you, you

know in your heart that you’d do anything for them. Th at is what gives men the

strength to do the kinds of things we hear from the war stories of these old heroes.

Camaraderie is based on the notion that morale builds over time. Th e longer men

have served together, the stronger the bond between them becomes. When a new

man enters the group, when a soldier is fresh and without experience, the men in the

company don’t trust him. Th ey don’t know how he’ll react to violence. Th ey don’t know

if he’ll freeze when the moment of truth arrives. Th ey don’t know if he’ll throw himself

on another soldier if he’s wounded... they just don’t know. He’s got to earn their trust

slowly and with his actions. Words mean nothing on a battlefi eld. It’s all what you do.

The Camaraderie PoolTo represent this environmental psychology, each Soldier has a Camaraderie Trait.

His Camaraderie begins at Rank 1. At the beginning of each game session, the GM

puts a bowl in the center of the table. It should be big enough to hold more than a few

dice. Th is is the Camaraderie Pool. Th e GM gives each player a number of dice equal

Page 33: The Aegis Project

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to his Camaraderie Rank. Th e player can either can keep this die for himself or add

it to the Pool. If he has a Camaraderie greater than 1, he can add as many Dice as he

likes to the Pool; he doesn’t have to add them all.

If the soldier keeps the Camaraderie Die for himself, he may use it at any time to

add to any roll he makes during the game. However, the dice from the Camaraderie

Pool may be used by any soldier at any time during the game. Any member of the

squad may pull any number of dice from the pool to use as he sees fi t. When a die is

used, it’s gone. It isn’t replaced in the Pool or a soldier’s private Pool.

During the game session, if a soldier takes an action that somehow serves the

unit, the GM gives him one to three Camaraderie Dice, depending on the act. If he

scavenges some food for the unit, pulls a wounded friend out of the fi re, runs across

the enemy lines to deliver a vital message, or even fi nds the enemy’s plans on an empty

fi eld, he’s done something to aid the unit and deserves Camaraderie Dice. Th e GM

gives the Soldier the Camaraderie Dice and the Soldier decides how many to add to

the Pool. He may add as many or as few (including none) to the Pool. His choice.

At the end of the game session, any Camaraderie Dice in the Pool are divided

equally among the Soldiers. Th ese dice can be used as bonus XP (explained later in

the game). Th e remainder are discarded.

Gaining CamaraderieAt the end of each mission, the Camaraderie of each soldier increases by 1. Th at

is, the rookies all begin to get a sense of each other and feel more comfortable. Th eir

morale increases and instead of adding just one die to the Pool, each can add up to

2 dice to the Pool. After another mission, when their Camaraderie increases to 3,

each soldier can add up to 3 dice to the Pool, then 4 and so on. As a general rule, the

Camaraderie Rank of each group cannot exceed the number of soldiers in a group. For

example, if you have a unit of 5 soldiers, the Camaraderie of each soldier cannot exceed

5.

Losing CamaraderieWhenever a soldier dies, two things happen. First, Command removes half the

Camaraderie in the pool. Second, the Camaraderie of each soldier who watched his

death decreases by one. Th is may reduce the Camaraderie Rank of some soldiers to

zero (it cannot go below zero).

Whenever a soldier displays an act of cowardice or otherwise harms the good of

the unit to protect himself, every Soldier who witnesses the act loses a Camaraderie

Rank. Yes, the soldier who caused the loss of Camaraderie “sees” his own act and loses

Camaraderie himself.

Your GM may fi nd other reasons why your soldier would lose Camaraderie.

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The Ultimate SacrificeTh e only time a soldier’s death adds to the Camaraderie of the group rather than

subtracting from it is when his death saves lives. If a soldier runs out into the middle of

the battlefi eld to pull a fallen ally out of harm’s way and manages to get himself killed

in the process – but saves his buddy’s life—his death isn’t for nothing. He gave his life

for one of his own.

When a soldier makes the ultimate sacrifi ce, he adds his own Camaraderie Rank

to the Pool immediately. Also, everyone who witnessed the act adds one to their

Camaraderie Rank.

Other circumstances may invoke the “Ultimate Sacrifi ce Clause.” For example, if

a soldier’s last act saves his fellow soldiers at the cost of his own life, his fellow soldiers

are bolstered by his courage. Th ere are many other examples... just remember, it’s a

heroic death that counts.

The New GuyWhen a new soldier enters the squad, he enters it with a Camaraderie Rank of 1.

He’s fresh fi sh and the other troops don’t know what to think of him yet. Th is means

he adds one die to the Camaraderie Pool at the beginning of the game.

During the course of the game, he’ll have to prove his worth to the other troops.

Also, because he’s less experienced than the other Soldiers, they’ll have to coddle him

for the fi rst few months while he fi gures out just how horrible this mess he’s gotten

himself into really is. He needs the other Soldiers to keep him alive while they’re

bogged down with a new guy who doesn’t know one end of his rifl e from the other.

At the end of each game session, Camaraderie is divvied up as usual: equally

among the Soldiers. Because the fresh fi sh only contributed one die at the beginning,

the amount of Camaraderie to go around is less. What’s more, he’s pulling out just as

many dice as they are, so he’s adding little to the pot but pulling out just as much.

New guys. You just gotta teach ‘em. Otherwise, they just get themselves killed.

The Effects of CamaraderieTh is system encourages and discourages specifi c behaviors. It makes characters

act like soldiers. Nobody wants to let the unit down. Nobody wants the unit to lose a

tangible benefi t. When a soldier acts like a soldier, the unit is empowered by the act.

When he acts stupidly or selfi shly, he harms the Camaraderie of the group.

Using Camaraderie gives players a reason to put their characters at risk. Th ey rush

into a battlefi eld, fi ght for each other, and even die for each other. Th at’s what being a

soldier is all about. It isn’t wanton killing: it’s fi ghting to save lives.

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Risk BreakdownTh is breakdown shows all the sources of dice for risks.

1) TraitsAdd a number of dice equal to your appropriate Trait.

2) SpecialtyAdd a number of dice equal to your rank in one Specialty.

3) Equipment/WeaponIf you have the right equipment or weapon for the risk, add one bonus die. If the

weapon or equipment has a bonus, make sure to fi gure that in as well.

4) CamaraderieYou may choose to pull dice from the Camaraderie Pool, adding them to your roll.

Moving onNow that you know the basics of the system, let’s move on to making soldier

characters.

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Chapter 3:

SoldiersA human being should be able to change a diaper, plan an invasion, butcher

a hog, conn a ship, design a building, write a sonnet, balance accounts, build

a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act

alone, solve equations, analyze a new problem, pitch manure, program a

computer, cook a tasty meal, fi ght effi ciently, die gallantly. Specialization is for

insects.

— Robert A. Heinlein

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Th is game is not about mechs. It is a game about soldiers. Mechs play a prominent

part in the game—and are the elite fi ghting weapon—but without soldiers to man

them, they’re just pretty ornaments.

Before you can wear the Armor, you’ve got to become a soldier.

Creating a soldier requires a few steps. And, of course, you have to create a soldier

for the right Era. We’ll cover each one in order.

Step 1: HomeworldBefore you begin making your soldier, you must consider his background. Just

where did he come from? Is he from Earth? Or, perhaps he was born on one of the

seven hundred Colonies scattered through the galaxy?

Choose three things that are true about your character’s birth world and the

circumstances of his youth.

First, you get to say three things about your homeworld. Th ink about its social

structure, geography, etc. Th ree things.

Second, your homeworld gives you two benefi ts.

Your homeworld gives you a +1 in any Trait.

Your homeworld also gives you one +2 Specialty.

Step 2: Choose a CommissionTh ere are fi ve commissions in Th e Aegis Forge: Grunt, Special Forces, Apollo

Project, Hades Operative and Civilian.

Apollo SoldierTh e best humanity has to off er. Th ese men and women are genetically designed to be the

walking killing machines. Th en, after they’re born, science really goes to work on them.

Th ey are as remorseless and merciless as our Enemy. May God have mercy on their

souls.

Str Ops Weapons Intel Empathy

Apollo 4 3 4 2 1

An Apollo has two +4 Specialties and four Specialty Points.

An Apollo can raise their Strength and Weapons Trait and any

Weapons or Strength Specialty to +5.

When an Apollo Soldier carries Heavy Weapons, they only fi ll one

Weapon Slot.

An Apollo Soldier has access to Apollo Project weapons and

equipment.

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Apollo PilotAfter your training, you have been chosen by an AI to pilot the most sophisticated, most

deadly and most expensive piece of military equipment ever designed by man. While

you have been bred to be a killing machine, you have refi ned the skills necessary to kill

with a specifi c tool: the Aegis Armor.

Str Ops Weapons Intel Empathy

Pilot 4 4 3 2 1

An Apollo Pilot has the Apollo Pilot Specialty at +4. You also have

four Specialty Points.

You are the Pilot of an Aegis Armor. Get yourself an Aegis sheet and

go to work.

An Apollo Pilot can raise their Ops and Weapons Trait and any Ops

or Weapons Specialty to +5.

An Apollo has access to Apollo Project weapons and equipment.

Grunt SquadGrunts are the backbone of the UNEC Army. Run through basic training and thrown

onto the battlefi eld, they can do little against the weapons of the Enemy other than

provide distractions for more eff ective units.

A grunt squad is not a single character, but a group of characters played by a single

player. Th ey act in unison to protect and provide support for other characters.

Th e squad has some unique advantages and disadvantages. I’ll list them here, but

they’ll make more sense when you read further in the book.

Str Ops Weapons Intel Empathy

Grunt 3 3 3 2 3

Grunt squads have four equipment slots and four weapon slots. (See

Equipment and Weapons sections.)

Th e Grunt Squad has two +2 Specialties and four Specialty Points.

A Grunt Squad cannot have any Specialties higher than +2.

Grunt Squads start with 2 Camaraderie rather than 1 Camaraderie.

When a Grunt Squad gains an Injury, it loses one member of its

Squad. Th is does not aff ect Camaraderie; everyone expects Grunts to

die. When only one member of the Squad remains, that last soldier

becomes a Veteran (see below). A Squad has ten Grunts.

Grunts gain no experience points during play.

When a Grunt dies, Command does not take Camaraderie out of the

pool. Nobody cares about the new guy.

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VeteranIf a Grunt survives the War against the Enemy long enough, he gains the skills and

experience to become a Veteran. He may be a sniper or a demolitions expert. He may

specialize in recon actions or even in using Enemy technology. A valuable, yet still

expendable, asset.

Str Ops Weapons Intel Empathy

Veteran 3 4 4 3 2

Th e Veteran has one +4 Specialty and one +3 Specialty and fi ve

Specialty Points.

Veterans begin the game with Camaraderie 2.

Veterans have a unique ability: whenever they spend Camaraderie

Points on their +4 Specialty (chosen at character creation), he gains

an automatic bang.

Veterans can carry three pieces of equipment.

Veterans have 2 Move Points in combat.

Hades OperativeA Hades Operative is the representative of the UNEC’s Intelligence Division. Hades

Operatives are usually present for sensitive missions or missions that may result in the

acquisition of Enemytech. Th ere’s a reason nobody trusts a Hades Operative: when

he shows up, you can know that everyone in your squad is a secondary priority and

expendable.

Str Ops Weapons Intel Empathy

Hades 2 3 3 4 4

Th e Hades Operative has one +3 Specialty and three Specialty

Points.

Hades Operatives cannot gain or use Camaraderie. He has no

Camaraderie Stat.

Hades Ops have access to Hades Agent weapons and equipment.

Th e Hades Op can use his “Apollo Override” to command Apollo

Soldiers. If he uses this override, the Apollo Soldier must obey the

command; he has been conditioned to do so. He may try a contested

Empathy risk against the Hades Op; if the Apollo gets more bangs

than the Op, he can ignore the command. Th e Hades Op indicates

he is using the Override by ending his command with the phrase, “I

insist.”

At the beginning of each mission, the Hades Operative has a secret

agenda. Command will tell you more about this when you choose to

play a Hades Operative.

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Aegis EngineerNobody knows her like you do. Nobody loves her like you do. She’s big and she’s strong

and she’s mighty. You know every inch of her and you’re going to be the one who heals

her when she gets injured. You’re going to be the one who protects her. Nobody knows

her like you do.

Str Ops Weapons Intel Empathy

Engineer 2 4 3 3 3

Th e Aegis Engineer has the Engineering Specialty at +4 and four

Specialty Points. He can increase his Engineering Specialty to +5.

Th e Aegis Engineer has three Equipment Slots (see below).

CivilianYou have been brought into the military as a consultant. You have little military

training but a highly needed set of skills. You have been assigned to an Aegis Squad and

while you have developed a connection to the soldiers, you are not one of them.

Str Ops Weapons Intel Empathy

Civilian 2 4 2 3 4

Th e Civilian has one +4 Specialty and fi ve Specialty Points. Buying

a Weapons Specialty or increasing its rank costs two of your fi ve

Points.

When a Civilian disobeys orders, he suff ers no penalty.

When Civilians use Camaraderie, they must draw two dice to roll

one. One die is always lost.

Black Squads

Near the end of the War, the UNEC grew desperately short of Apollo Squads. Instead of

carefully culturing their super soldiers, UNEC scientists began rushing the process. Th e result

was Black Squads: Apollo soldiers specifi cally designed for suicide missions. Th ey were bred to

be fanatical, fatalistic and deadly. Th ey did not even consider themselves human.

Str Ops Weapons Intel Empathy

Apollo-B 3 3 3 2 1

If you are playing near the end of the Enemy War, you can play a Black Squad.

He has one +4 Specialty and three Specialty Points.

All Black Squads begin with 3 Camaraderie.

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Step 3: SpecialtiesSpecialties represent talents and abilities soldiers pick up during training and

time in the fi eld. I encourage players to come up with their own Specialties, but have

provided a sample list below.

Notice that many Specialties allow you to both use and repair items pertaining to

the Specialty. Th e military trains you how to use and repair tools and weapons.

Also, you can’t have the “I’m Awesome at Everything” Specialty. Bad form.

Each Specialty is also listed with its most often invoked Stat. You can fi nd the

Trait in the title of the Specialty in parenthesis.

For details on all the equipment you fi nd referenced here, see the Equipment

chapter later in this book.

Specialty RanksSpecialties have four ranks:

+1You have a basic understanding of this Specialty. Gain one bonus die for

appropriate risks.

+2You have used this Specialty in the past under stressful situations. Gain two bonus

dice for appropriate risks.

+3You are better than most other characters when using this Specialty. Gain three

bonus dice for appropriate risks.

+4You are the best of the best. Gain four bonus dice for appropriate risks.

Mythic RankTh ere is a rank above +4. “Mythic rank.” Mythic rank gives a character 4 bonus

dice for the risk plus one automatic bang. Write “Mythic” in the space provided for the

rank.

Specialty PointsEach player starts with a number of Specialty Points he can use to add Specialties

to his character sheet. Th e number of Specialty Points he gets is based on his

Commission.

Each Specialty Point allows you to add a Specialty to your character sheet. Th e

Specialty starts at Casual.

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To raise an existing Specialty to the next rank (Normal to Heroic, for example),

you must spend one Specialty Point.

Specialties ListAI Psychology (Intel)

Th is Specialty is for determining bliss stage and repairing damaged AI “psychology

circuits.”

Aegis Pilot (Operations)Th is is used for piloting Aegis Armor.

Athletics (Strength)Jumping, climbing, running, swimming, climbing and all the rest. And climbing.

Brawling (Strength)Fighting with your fi sts, feet, head, teeth and anything else.

Communications (Operations)Your soldier knows how to use and repair radios, walkie-talkies and other tools

that allow you to communicate with the rest of the team and command.

Computers (Operations)Your soldier can both use and repair computers. Th is includes hacking, cracking

encryption, etc.

Demolitions (Weapons)Light fuse. Run away.

Driver (Operations)Jeeps, tanks and everything with wheels. Th is Specialty does not cover Aegis or

anything that fl ies.

Enemytech (Intel)Th e technology used by the Enemy is very diff erent than the tech we use.

Knowing how Enemytech works gives you a distinct advantage on the battlefi eld.

Engineering (Operations)Engineering covers designing, building, maintaining and dismantling military

works, including off ensive, defensive and logistical structures and repairing them

when they go wrong.

Gambling (None)Poker, black jack, craps, you name it. Whoever gets the most bangs wins the

round.

Grenades (Weapons)Pull the pin. Th row far.

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Gunnery (Weapons)Gunnery covers heavy weapons such as those carried on vehicles, rocket launchers,

etc.

Intimidation (Empathy)While not very eff ective against the Enemy’s machines, this Specialty is highly

useful against other humans.

Jetpack (Operations)Jetpacks give you a little boost when you need it.

Medic (Operations)Fortieth Century tech has found all kinds of ways to stitch up soldiers. Medics

usually carry med packs, which can be found in the Equipment section. For rules

on healing injuries, see Violence.

Melee (Weapons)For when it gets too close for comfort. Knives, clubs, swords and other close

combat weapons are considered free equipment. You can fi nd out what that

means in the Equipment chapter.

Navigation (Intel)Getting from here to there. Use of this Specialty can defi ne key elements of the

terrain.

Persuasion (Empathy)While not very eff ective against the Enemy’s machines, this Specialty is highly

useful against other humans when you want to get them to do what you want

them to do.

Pilot (Operations)Th is is not Aegis piloting. We’ll cover that in the Aegis chapter. Th is is piloting

anything else.

Rifleman (Weapons)Any long-barrel weapon. You can shoot it with deadeye accuracy and repair it

blindfolded.

Scout (Intel)Knowing what to look for is important. Th is Specialty covers observing enemy

territory (hopefully in secret) and fi nding weaknesses.

Sidearm (Weapons)Th is generally covers pistols. Pistols, like knives are free equipment, which is

something you’ll learn about in the Equipment chapter.

Stealth (Strength)How not to be seen.

Jetpacks & Cheeseburgers

When the original

designers of the

UNEC-issued

jetpack tested their

invention, the test

pilots gave themselves

the nickname, “the

cheeseburgers.” Th e

gallows humor stuck

and now, jetpack

pilots are called

“cheeseburgers.”

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Chain of CommandAll characters have a rank in the UNEC. Sometimes, those ranks go up and

sometimes they go down. Here are the beginning ranks for characters.

PrivateAll Grunts start the game as privates.

A soldier who fi nishes basic training successfully enters the UNEC United Forces

as a private.

CorporalAll Veterans begin as corporals.

A corporal is usually the man who is second in command of a small unit of

soldiers (a squad). A corporal is elevated to his position because he has shown

great valor or leadership skills.

SergeantAll Aegis Soldiers start the game as sergeants.

A sergeant, a non-commissioned offi cer, leads a squad of soldiers. If there is no

other offi cer, he is directly responsible for the outcome of missions.

LieutenantAll Aegis Pilots start the game as lieutenants.

Lieutenant is the fi rst true offi cer rank in the UNEC United Forces. He is

responsible for a number of fi re teams, each headed up by a sergeant.

CommanderAll Hades Ops have the equivalent rank of a commander.

A commander is in charge of a company of soldiers. He is ultimately responsible

for the success or failure of a mission.

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Chapter 4:

EquipmentEvery gun that is made, every warship launched, every rocket fi red, signifi es

in the fi nal sense a theft from those who hunger and are not fed, those who are

cold and are not clothed.

— Dwight D. Eisenhower

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Th is chapter covers all the equipment and weapons used by the UNEC and its

various forces. However, there are a couple of rules you should know before we get into

the descriptions.

SlotsTh e chief problem with being a soldier is equipment. At all times, you seem to

need more than what you’ve got. Th at’s a problem.

On your soldier’s sheet, you’ll fi nd four “slots.” Two of those are weapon slots and

the other two are equipment slots.

You can only carry up to two weapons and two pieces of equipment at all times.

Some equipment and weapons take up more than a single slot and you’ll have to fi nd a

way to make it fi t.

Listed below is the standard equipment carried by the soldiers of the UNEC.

Some of it is restricted to specifi c Commissions. You’ll fi nd those restrictions listed

under the appropriate equipment and weapons.

Soldiers receive various “kits” fi lled with the equipment they need for a specifi c

mission. UNEC kits contain extensive tools and other equipment that can be used and

reused on the fi eld. Remember that all Equipment requires an Operations risk to use.

Free EquipmentAll character can carry pieces of equipment that do not count toward their

equipment slots. You’ll fi nd these below.

Smart DeviceEvery character has a small, hand-held touch-sensitive device with many features.

It allows communication with any other character with a similar

device.

Live 3D GPS with weather, temperature and time.

AI port.

3D camera.

And games.

Citizen CardAll UNEC citizens have a citizen card. Th is is both a physical card and an

embedded chip. (Usually in the back of the left hand.) Your citizen card identifi es

who you are. It carries your medical history, your credit (see Wealth, below) and all

other information pertinent to the UNEC.

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Equipment BonusEvery Specialty on your character sheet has a piece of equipment that makes

doing that Specialty easier. Some Specialties require the right equipment to use. (You

can’t use the Sidearms Specialty if you don’t have a pistol.)

Whenever you have the right equipment for the job, you get a bonus die.

Athletics: climbing equipment, ropes, etc.

Brawling: gloves, headgear, kneepads, etc.

Communications: com system

Computers: a computer, duh

Demolitions: explosives

Driver: car, tank, motorcycle, etc.

Enemytech: manual, infopad, etc.

Engineering: manual, infopad, etc.

Gambling: rigged dice, stripper deck, etc.

Grenades: a grenade; what else?

Gunnery: BFG

Intimidation: torture apparatus, a chair with a hole in the seat, etc.

Jetpack: a cheeseburger

Medic: medkit, bandages, ointment, etc.

Melee: sword, knife, etc.

Navigation: a map, a compass, etc.

Persuasion: a prepared speech, microphone, etc.

Pilot: hm… I can’t think of anything you’d need here…

Rifl eman: rifl e, shotgun, etc.

Scout: binoculars, camoufl age, etc.

Sidearm: don’t bring a knife to a gunfi ght

Stealth: camoufl age, high grass, darkness, etc.

Special EquipmentSome Equipment have special rules that make them more valuable than standard

equipment. I’ve listed them below.

Aegis Emergency Repair KitSome soldiers carry the standard AER (or “air”) Kit. It includes basic tools for

basic repairs. Using the AER kit gives you one bonus die for Aegis repairs.

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Body ArmorTh e standard body armor for UNEC soldiers reduces the number of Injuries a

soldier takes by one rank. Costs one Equipment Slot.

ETK Command Com (Encrypted Transmissions Kit)Allows you to code and decode messages from Command and from the Enemy.

Decoding messages from Command is free, but decoding messages sent from

Enemy vessel-to-vessel requires an Operations risk.

Field ManualBecause the UNECUF made those rules for a reason. Carrying the fi eld manual

gives you +1d on all risks.

Food PackSomeone has to carry it. If one player chooses to carry this pack, you have enough

food for all the characters for the rest of the mission. You won’t have to do any

scrounging or eat radiated/poisoned food. (Remember, the Enemy is poisoning

everything, so that’s more of a trick than you may think.) Make sure nobody shoots

the food.

Hostile Environment PackKeeps you safe from the poison the Enemy is pumping into the air.

Jump PackGives you a bonus movement point.

(Someone asked me, “Can my Aegis have a jump pack?” Th e answer is, “Yes,” but it

counts as a Weapon Slot rather than an Equipment Slot.)

Med PackAssists with healing. Th e Med Pack adds one die to an Operations risk to heal a

fellow soldier. Th e Med Pack is good for one mission (any number of uses) before

it must be replaced.

Sensor PackTh e Sensor Pack gives you a 360-degree radar scan, good up to 100 meters. It

identifi es both humans and Enemy units, gives relative distance and speed. It also

gives you night vision, low-light vision and infrared vision. It adds one die to any

applicable risks.

Standard Repair KitRepairs (non-Aegis) damaged mechanical units with an Operations risk. Adds

one die to all repair risks. Th is kit cannot be used to repair Aegis Armor.

Stim ShotA stim shot is a chemical boost that kicks your body into overdrive. Stim shots

come in six packs and take up one Equipment Slot. Stim shots require no action to

use. A stim shot gives your next Strength or Weapons risk an automatic bang.

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Survival PackTh is pack includes everything you’d expect a Boy Scout to have. It has the tools to

make fi re, a lean-to, a tent, fi shing wire and hook, etc.

WeaponsTh ese are the standard issued weapons carried by human soldiers during the

Enemy War. Th ere were other weapons for sure—shotguns, hunting rifl es, etc.—but

they proved to be ineff ective against the Enemy’s armor and were generally used by

civilian forces.

I’ve listed the weapons in the following format.

NameTh is is the name of the weapon.

DescriptionA short description of the weapon.

AccuracyTh ese are the ranges at which the weapon is most accurate. Firing the weapon

outside these ranges requires an additional bang for each range outside its

accuracy. For example, if a close weapon is fi red at far range, you must provide two

additional bangs to get one rank of eff ect.

SpecialEach weapon also has one special ability.

Free WeaponsFree weapons are those a soldier can carry without taking up one of their two

Weapon Slots. Th ere are two such weapons: the pistol and the knife.

The M812 12.7mm Sabre Automatic PistolTh e M812 is a semi-automatic, recoil-operated, magazine-fed, 12.7mm handgun

issued to every soldier in the UNCE Military. It has a magazine that holds eight

shots. Standard ammunition issue are the 12.7mm x 40mm Semi-Armor-Piercing

High Explosive rounds, or “SAP” rounds. Grunts can often be heard saying, “I

need SAP for my Sabre.”

Accuracy: Close, Near

Special: Th is weapon does not count against your Weapon Slots.

Survival KnifeTh e standard combat knife carried by the UNEC soldier is 45 centimeters long

made of high carbon steel with a titanium-carbide coating.

Accuracy: Close

Special: Th is weapon does not count against your Weapon Slots.

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Small Arms

The 7.62mm “Mauler” Assault RifleTh e MA5B Assault Rifl e is an air-cooled, gas-operated, magazine-fed weapon

designed for automatic fi re. Unlike its counterpart, the Grendel Battle Rifl e, the

Mauler is designed for close fi ghting. Its accuracy in long-range fi ghting is low. It

can hold up to 60 rounds in its clip and can fi re every single one of those rounds in

less than fi ve seconds.

Accuracy: Close, Near

Special: Th e Mauler vomits rounds at an amazing rate, fi lling an entire room

with rounds that are more like shrapnel than bullets. You may apply your bangs to

any opponents that are within range.

The 7.62mm “Grendel” Battle RifleDesigned to be used as a long-range weapon, the 7.62, better known as “the

Grendel” is an air-cooled, magazine-fed, gas-operated select-fi re bullpup rifl e that

fi res 7.62x51mm ammunition. It has both automatic and single-shot capability. It

has a 30 round magazine and can be equipped with a standard scope. Designed as

a long-range weapon, it is highly accurate and incredibly resilient to damage.

Accuracy: Near, Long

Special: Th e Grendel’s scope gave it the nickname, “Li’l Snipe.” You may use the

Snipe Maneuver at near and long range with this weapon.

The M525 50 Caliber Special Applications Anti-Materiel (“SAAM” Sniper) Rifle

Th e M525 is a recoil-operated, semi-automatic anti-materiel rifl e. It carries a

ten round detachable box magazine, and in the right hands, can be accurate up

to 1,800 meters (about 5,906 feet, or just over a mile). It is designed not only as

an anti-personnel weapon but also as an anti-materiel weapon designed for use

against military equipment.

Accuracy: Long, Far

Special: Th e M525—dubbed “Miss Precious” by the snipers of the human army,

allows you to use the Snipe Maneuver.

Heavy Weapons

The 102mm High-Explosive Surface-to-SurfaceAnti-Vehicle Assault Weapon/Man PortableAir-Defense System

Otherwise known as the “SAVAW” or “MANPADS”, this weapon is a shoulder-

mounted missile launcher. It may be adapted to both surface-to-surface and

surface-to-air targets. It fi res 102mm rockets at speeds around Mach 2. Th e

rockets are not heat seeking, but instead, are drawn by high magnetic fi elds such

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40

as the ones generated by Enemytech Armor. Th e weapon can fi re explosive,

fragmentary and piercing rounds.

Accuracy: long, far

Special: Th e MANPADS does not target a single unit, but every target in a

single range. Th e impact of the missile aff ects every unit—friendly or otherwise—

in the range you target. All targets in that range receive Injury/Damage

appropriate to the round’s eff ect. Allies can attempt to take the Cover Maneuver

to avoid Injury/Damage.

The 7.62 Heavy Assault Recoilless Machine Gun (“HARM”)

“Better get out of HARM’s way.” It is an air-cooled, gas-operated linkless-fed

weapon that demands an ammo pack be strapped to the user’s back. Th e pack

contains fi ve magazines of 200 rounds each and the HARM fi res all 200 of those

rounds in less than fi ve seconds. Th e HARM is usually a mounted weapon (with

plenty of ammo packs available) but occasionally, it can be carried into combat.

Only an Apollo (with his 4 Strength) is able to carry the weapon. Th e ammo

packs, each carrying 200 rounds, are strapped to his back.

Using this weapon counts as both a Weapon Slot and an Equipment Slot.

Accuracy: Close, Near

Special: Targets trying to avoid this weapon cannot use the Dodge Maneuver.

Unique Weapons & EquipmentTh is section handles the equipment issued to Veterans, Grunts and the Hades

Ops and Apollo Soldiers. Civilians do not have access to these lists. Th e Equipment

items do not take up Equipment Slots but are listed under “Special Equipment” on the

character sheet.

Unique Weapons do take up Weapon Slots.

Grunt & Veteran Gear

Grunt HelmetTh e Grunt Helmet provides one point of Armor protection. Its visor (which can

be shut off ) provides a HUD navigation system identical to the one listed above.

It also allows a Grunt Squad (and its leader) to communicate.

Veteran Body ArmorVeterans wear a mishmash of various pieces they’ve picked up over the course of

the War. Th is provides one point of Armor protection.

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Apollo Gear

Apollo ArmorBecause of their advanced size and strength, Apollos can carry armor most human

soldiers cannot. Th e Apollo Armor was designed specifi cally for the Apollo

Project with each piece fi t for each soldier.

To score an Injury after a hit against an Apollo Soldier, the shooter must roll an 8,

9 or 10.

Shield PackIn addition to their armor, Apollo soldiers are also equipped with personal

electromagnetic shields that defl ect incoming attacks. Th e Apollo’s shield can only

protect against so much damage before it needs to recharge.

To activate the shield, the Apollo throws down his pack. Th e shield pops up a

small aura that protects the Apollo Soldier and up to three others. Th e shield

provides fi ve points of protection. Each point deducts one Injury from a specifi c

hit. When the shield takes a hit, it loses a point of protection. When the shield

loses all its strength, it must recharge. Recharging the shield requires fi ve rounds.

WeaponsAll weapons available to other soldiers have modifi ed counterparts for an Apollo’s

hands. Apollo versions of all weapons have an “A-” designation and are too large

and bulky for Grunts, Veterans, Hades Ops and Civilians to use eff ectively.

Apollo weapons always have +1 eff ect. In the hands of any other character, they

have -1 eff ect because of the diffi culty.

Hades EquipmentHades Ops have their own unique equipment available only to them. Every

piece of Hades equipment is rigged with a sensor that identifi es the Op as the user. If

someone else tries to use the equipment, it detonates, giving the user a 5 Injury.

Aegis OverrideEach Hades Op has a small device—about the size of a smart phone—that carries

the authentication code for each Aegis Armor. Th e Op points this device at the

Aegis Armor and, within moments, can gain all the information on the Armor. He

can also send commands to the Armor. “Pop the cockpit,” for example. Or, “Fire

missiles.” Or, “Shut down all systems.”

Silhouette Body ArmorHades Ops are given a sleek prototype body armor meant for speed rather than

protection. Any successful hit requires the shooter roll a 6-10 to cause Injury.

The 12.7x40mm (“007”) Sniper PistolTh is replaces the Sabre Pistol as a Free Weapon.

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Th e Hades Op carries a special pistol that is both silenced and scoped. Th is

deadly little piece of equipment is infamous in the ranks of the military and was

quickly nicknamed “the 007.” Many soldiers have asked, “What do the Hades Ops

need with that other than to snipe soldiers who know too much?” Th ey don’t ask

that question twice. Th e 007 has a genetic key that locks the weapon if someone

other than the Hades Op tries to use it.

Range: Close, Near

Special: Due to the accuracy of the 007, you can modify any Damage Location

rolls by one pip when determining the location of a hit.

Personal CamouflageIt’s a device about the size of a paperback book that fi ts in the small of the back.

When activated, it gives the same benefi t as the Aegis Armor Mod. To hit the

Hades Op while the PC is activated, the shooter needs three additional bangs.

If the Hades Op moves slowly—using only one point of movement—add three

bangs to any Stealth risks.

The BombAll Hades Operatives have a small explosive implanted in their skulls in case of

capture or death. Th e bomb can be detonated manually, but if their heart rate

stops, the bomb detonates automatically.

ClonesUsing the procedures discovered during the Apollo Project, Hades has re-

confi gured the tech to make short-lived clones of their Hades Ops. Th e clones

can only last up to seven days and are more fragile than humans. Each clone has

an internal hard drive that records the clones’ experiences and can be downloaded

after his return from the mission.

Oh, and in case you’re curious, clones do not know they are clones; they believe

they are the original.

After the details of the mission are known, the Hades Op can opt to send a clone

rather than himself. If the clone returns, he can kill the clone and download the

info from the internal hard drive.

But clones are fragile and are not exact duplicates of the original. Clones suff er a

-1 penalty (lose one die) on any risk. Also, a clone can suff er only 4 Injuries before

death rather than 5.

GrenadesAll soldiers start with and can carry up to four grenades. Grenades can be thrown

in both the close and near ranges. Grenades can only aff ect targets in a single range.

Th rowing a grenade is a Strength risk. Privilege means you hit your target and

every bang is an additional target hit.

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EMPEMP grenades were specifi cally designed to disable Enemytech. Each target hit by

the EMP blast cannot take any action for the rest of the round, plus a number of

additional rounds equal to the bangs played against that target.

FlameA fl ame grenade is jam packed full of the same chemical compound used in the

fl amer (see below). Th e fl ame grenade causes damage to your target’s armor with

each hit: if you hit with the fl ame grenade, in addition to your usual Damage, your

opponent’s armor goes down by one rank.

FragUNEC Fragmentation grenades explode into hundreds of razor sharp shards,

sending shrapnel into anyone within range. If you gain privilege after throwing

a frag grenade, add your total remaining bangs together. All targets within range

take a number of hits equal to your total bangs.

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Chapter 5:

BattleNo state has an inherent right to survive through conscript troops and, in the

long run, no state ever has. Roman matrons used to say to their sons: “Come

back with your shield, or on it.” Later on, this custom declined. So did Rome.

— Robert A. Heinlein

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Th is chapter covers all the rules for fi ghting. Th is is a game about soldiers, after all,

and we should have some rules for violence.

First, we’ll talk the basics. Th ese rules cover everything you need to know for any

kind of fi ght. Man vs. man, man vs. machine, machine vs. machine.

Second, we’ll take a look at some changes for when you change the combatants.

The Fight SceneA fi ght scene is a special kind of scene with its own rules. Don’t worry; it won’t

be a completely diff erent system that you need to memorize in addition to the rules

from Chapter 2. It’s more like a list of exceptions to make the fi ght scene feel more like

violence.

Fight Scene Overview

Step 1: RangeEvery character in the fi ght either announces his range or Command tells them at

which range they are. Characters can move, hoping to gain better range.

Step 2: IntentionAll players announce their fi rst action for the round.

Step 3: RollAll players roll dice at once and notify Command of the result.

Step 4: NarrationCommand narrates the entire round with the eff ect of all actions occurring

simultaneously.

Step 5: EscalationMove on to round two where all actions have an eff ect of 2. Add one rank of eff ect

to each round.

Fight Scene Sequence

Step 0: Round EffectBefore doing anything else, put a d10 in the center of the table. Th is represents the

Round Eff ect. As soon as Round One begins, set the die to “1.”

At the end of each round, you will increase the Round Eff ect by one. But we’re not

there yet. Let’s go on to Step 1.

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Step 1: RangeFirst, everyone determines range in the fi ght scene. Range is an abstract amount

of distance between you and your enemy. Typically, range will be determined by the

circumstances before fi ghting begins. If you are face-to-face with your opponent, the

range will be close. If you are half a mile away targeting your opponent with a sniper

rifl e, the range will be far range.

Th e Narrator determines the correct range for all characters involved in the fi ght

scene. Some weapons have better eff ect when at specifi c ranges.

Range breaks down into four categories:

Close Close quarters are when you are face-to-face with your enemy.

NearNear range is when you are close enough to run up to your enemy, but not close

enough to touch.

LongLong range is when you are many meters away from your enemy; too far to rush.

FarFar range is when you need equipment to see your enemy; such as a scope or

binoculars.

MovementAll soldiers have one Move Point they may use during the round. For additional

move points, see the Double Time Maneuver.

A player may choose to move as part of their action. Th ey can use their move to

increase the range between them and their enemy, decrease the range between them

and their enemy or maintain the range between them and their enemy.

Some characters have more than one point of movement. If they do, they can

change their range by a number of degrees equal to their movement rate.

For example, if you have two movement points, you can increase your range from

near to far or decrease your range from long to close.

Increase 1 vs. Decrease 1 Maintain Range

Increase 1 vs. Increase 1 Increase Range by 2

Decrease 1 vs. Increase 1 Maintain Range

Decrease 2 vs. Increase 1 Decrease Range by 1

Increase 2 vs. Decrease 1 Increase Range by 1

Decrease 2 vs. Decrease 2 Decrease Range by 4

Decrease 2 vs. Increase 2 Maintain Range

Increase 2 vs. Increase 2 Increase Range by 4

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Move vs. MoveIf one character tries to decrease the range between themselves and their enemy

while their enemy tries to increase the range, compare the movements. From the

chart below, you can determine the outcome of any contested movement.

Step 2: IntentionAt the beginning of the scene, every character gets one action. Some characters

(most, in fact) have more than one action. Each player describes his action. Don’t

worry about initiative, round order or anything like that. Each player describes what

his character is doing.

Step 3: Roll DiceOnce every player has described his character’s action, everyone rolls dice or

spends points for their action. Th is happens all at once. Th ere is no initiative here.

Everything happens in a simultaneous rush of events.

Th e players then notify Command how many bangs they got.

Step 4: NarrationCommand now narrates the outcome of the actions as one coherent scene. Th ose

who succeeded get what they want. Th ose who didn’t get something else.

EffectEach Action has an “eff ect.” You will see this eff ect under each Maneuver’s

description.

At this point, in round one, all Maneuvers have an eff ect of 1. Subsequent

rounds increase the ranks of all Maneuvers. You’ll see how that works in a

moment.

Step 5: EscalateWhen all players have taken one action, it’s time for the second round.

Th is works the same way as the fi rst round, except this time, all successful rolls

have an eff ect of 2 instead of 1.

ExampleI’m Command and I’ve got three players: Ben, Dan and Ro. All three of them are

Aegis Pilots moving across the ruins of Phoenix, AZ in their Armor, trying to dodge

the Enemy’s Eye.

Ben is in the Assault Chassis.

Dan is in the Recon Chassis.

Injury

Human characters can

take fi ve Injuries before

falling down. Apollo

Soldiers and Pilots can

take six.

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Ro is in the Support Chassis.

As they round a corner, they spot three squads of Drones. Th at’s thirty in total

(ten per Squad).

We’re playing on the Normal Diffi culty which means they need to get two bangs

to get privilege. (Th e Enemy does not.)

Round 1

Step One: RangeI tell my players that this scene begins at long range. I also let them know that the

Drones have not yet detected their presence, so they can either try to sneak by or take

them by surprise.

Ben says, “I use my move to drop the distance to close range.” Because Ben’s Aegis

has a Move of 3, he can decrease the range from long to close.

Dan says, “I use my move to drop to far range and snipe the Troops.” Because

Dan’s Aegis has a Move of 3, he can increase his range from long to far.

Ro says, “I use my move to maintain long range and shoot at the Troops.” Because

Ro has a Move of 1, and her opponent doesn’t know she’s there, she maintains her

distance.

Step Two: ActionsTh e players consider their options. Th ey spend a few moments talking about what

to do, and then they announce their actions.

Ben says, “I will attack the Drones at close range.”

Dan says, “I will snipe from my far distance.”

Ro says, “I will fi re my missiles from my long distance.”

I notify the players that the Drones cannot take actions this round because they

will catch them by surprise.

Step Three: Roll DiceGather up all the dice for your risk. Remember where you get dice from:

Th e most appropriate Trait gives you a number of dice equal to the Trait’s rank.

A Specialty gives you a number of bonus dice equal to its rank.

If you have the right equipment or weapon, you gain one bonus die.

You can draw any number of dice from the Camaraderie Pool.

Th e players all roll dice simultaneously and look at their results.

Ben tells me, “I got privilege and four bangs.”

Dan tells me, “I got privilege and three bangs.”

Ro tells me, “I got privilege and three bangs.”

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Step Four: NarrationKnowing that all of my players have succeeded, Command (that’s me) narrates the

outcome of their actions.

Ben’s Assault Class Armor rushes up to the unsuspecting Drones and wrecks one

squad with his close combat weaponry. Because he got privilege in round one, he gets 1

eff ect. Th at’s one die worth of Drones down and out. Each bang allows him to take out

more Drones. So, he takes out a total of (1 privilege + 4 bangs) fi ve Drones.

Dan fi res his mounted sniper rifl e. He got privilege and three bangs. Th at means

he takes out a total of (1 privilege + 3 bangs) four more Drones.

Ro launches medium range missiles at the Drones. All three Squads take one hit

(it’s round one) plus a number of hits equal to her bangs. Th at’s a total of (1 privilege

+ 3 bangs) for each Squad. Fortunately, Ben’s Shield and Armor absorb the damage.

But Ben’s Shields are down and won’t be up until the end of the next round (at the

beginning of round 3).

Ben did 5 Damage to one Squad. Th at means there’s only fi ve left.

Dan did 4 Damage to another Squad. Th at’s six left.

Ro did 4 Damage to all three Squads.

Squad 1 has two remaining Drones.

Squad 2 has three remaining Drones.

Squad 3 has six remaining Drones.

Step Five: EscalationNow, it’s time to escalate the violence. All eff ects increase to the rank of the round.

Since round 2 is coming up, privilege gives you a rank 2 eff ect. Th at means if Ben,

Dan or Ro get privilege, it causes 2 Damage plus any additional bangs. Let’s see what

happens in round 2.

Round 2Remember, in round 2, privilege grants 2 eff ect, not one.

Step One: RangeTh e players decide what they want to do with their Movement Points.

All three of them tell me they want to use their Movement to maintain their

ranges. Ben at close, Dan at far and Ro and long.

Th e Enemy also has Movement. Th e Drones attempts to get closer to the Aegis.

Unfortunately, the Enemy has only 2 Movement and all the Aegis have 3 Movement.

Th at means the Aegis maintain their range.

Step Two: IntentionBen tells me, “I attack more Drones with my Claws.”

Dan says, “I snipe more Drones.”

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Ro says, “I use my rockets.” But then, she remembers Ben is in the thick of the

fi ght and she changes her mind. “I’ll fi re my HARM.”

Th e Enemy has an intention, too. Because Ben is within range, they attack his

Aegis. All of them. Th ey have the Enemy Heavy Weapon, so they can do damage to

the Aegis Armor. If they only had hand weapons, they could not do any Damage to

Ben at all.

Step Three: Roll DiceTh e players and I roll dice.

Ben gets privilege and two bangs.

Dan gets privilege and fi ve bangs (a good roll).

Ro gets privilege and one bang (not a good a roll).

Th e Enemy—all gathered together in one range and all fi ring at Ben—gets

privilege and six bangs.

Step Four: NarrationNow, it’s my job to narrate the outcome.

Everything happens at once (unless a specifi c rule gives you an exception).

“Dan, your shots go straight through the Drones, knocking up dust behind their

falling bodies. Ro, your shots wreck the Drones and they fall where your bullets hit

them. And Ben, you maul through them with your Claws.

“But the Enemy fi res back with their Enemy Heavy Weapon and it rocks your

Aegis from its feet. And while you are down, they fi re again and again and again.”

Ben’s Shields are down, so they can’t protect him. His Armor will provide some

protection, but the Enemy has privilege (2 Damage) and six bangs. Th at’s a total of (2

+ 6) eight Damage.

Ben’s Armor reduces the Damage by three, allowing fi ve to get through. I roll fi ve

dice on Ben’s Damage Table. I get two hits on Weapons, a hit on Movement and a hit

on Life Support.

Ben’s AI begins working on repairs…

Again, all of this happens at once. Everyone applies all the Damage and Injury.

And then, it’s time to escalate.

Step Five: EscalationTh is is the end of round 2. Time to escalate up to round 3. Now, all privilege is

worth 3 eff ect. Th at means every hit will do at least three Damage/Injury.

ManeuversTh is is a list of actions players can take during combat. Some are straight forward

and others have special eff ects.

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Each Maneuver has an eff ect of 1 during round 1, an eff ect of round 2 during

round 2, an eff ect of 3 during round 3 and so on.

Rank 5 ManeuversOnce a player invokes a rank 5 Maneuver, that sets the current

round as the last round. Every other player gets one more Maneuver.

Once the turn comes back to the player who invoked the rank 5

Maneuver, the violence scene continues with all eff ects at rank 5 until

one side surrenders or is killed.

Bash (Strength)Th is Maneuver may only be performed at close range.

Smashing your fi st or your weapon into your target’s face/sensory

system momentarily blinds/disorients it. You stun your opponent

for one action.

Bind (Strength)Th is Maneuver may only be performed at close range.

Using your strength and understanding of momentum and

anatomy—even robots have anatomy—you are able to keep your

opponent from attacking either yourself or anyone else. To break

free, your opponent needs to beat your bangs in this Maneuver.

Coup de Grace (Weapons or Strength)Th is Maneuver may only be performed at close range. You may

only perform this Maneuver if the current eff ect is 5 or if your

target has fi ve or more Injuries/Damage.

You may kill/destroy your target.

Cover (Strength)Providing another character cover as he moves increases the number of bangs

needed to hit him. Every bang you get for providing cover is another bang an

Enemy needs to hit the character you are providing cover.

Defend (Strength)You must be at the same range as your target to perform this Maneuver.

You may choose to defend another character from an incoming attack. If you

do so, you take a number of Injuries/Damage equal to the bangs you get in this

Maneuver.

Disarm (Strength)You may choose to rip a weapon from your opponent. You must perform a

Strength contested risk against your opponent. If successful—if you get more

bangs—you rip the weapon from your opponent’s grip.

Distract (Empathy)First Era Aegis Armor may not use this Maneuver.

Why Does Command Get to Narrate…?

Some folks have asked me why

Command gets to narrate the

outcome of fi ght scene risks.

Th at’s because war is not a clean,

clear and mechanized procedure

with the ease of putting together

a jigsaw puzzle.

War is a mess. And, if you’re

a soldier, most of it is out of

your control. Completely out

of control. You do your job and

you hope some random piece of

shrapnel doesn’t cut an inch into

the back of your thigh and cut

an artery. You hope. But

that’s really all you’ve got.

Taking control of fi ght scenes

out of players’ hands is the way

to convey the chaos, mayhem

and uncontrollable fury of

warfare.

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Th is is an Empathy Maneuver which must be performed against an opponent at

least within two ranges of yourself. If successful, your opponent attacks you with

his next action.

Dodge (Strength)First Era Aegis Armor may not use this Maneuver.

Th is Maneuver allows you to get out of the way of an incoming attack. Declaring

Dodge takes up one action. Any bangs you get from this Maneuver add to the

number of bangs your opponent needs to cause you Injury or Damage.

Double Time (Strength)First Era Aegis Armor may not use this Maneuver. See the Dash Armor

Modifi cation.

Th is is a Strength Maneuver.

Th is Maneuver represents using your entire action to move. You get no other

action. Th is Maneuver adds half your rank in Strength (rounded up) to your

movement points for a single round.

Feint (Strength)First Era Aegis Armor may not use this Maneuver.

Feigning an attack in one direction and then attacking in another is a classic

means of catching your opponent off guard. While this Maneuver does no damage

to your opponent, any bangs you get from this Maneuver count towards your next

attack.

Injure (Strength or Weapons)Th is is the default Maneuver. You attack to injure your opponent. You perform a

number of Injuries or Damage equal to the rank of the Maneuver (determined by

the round).

Intimidate (Empathy)Th is is an Empathy Maneuver. You must be within two ranges of your opponent

to perform it. When you use this Maneuver, keep track of the numbers you roll on

your dice.

You may apply any bangs you get from this Maneuver to any number of

opponents. (If you have fi ve bangs, you can give one bang to fi ve opponents.) Your

opponent cannot use any bang that is greater than the number on the bang you

gave to them.

Lunge (Weapons)You must be in the same range as your opponent to use this Maneuver.

Th is is a reckless Maneuver that throws all your weight behind a single attack.

Th e Damage Eff ect of your Lunge is increased by one. (If you perform a lunge in

round 3, it does four Damage instead of 3). Any bangs you play for this Maneuver

add to the Injury you do to your opponent but also count toward any attacks

made against you for this round.

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Press (Strength)Th is is a Strength Maneuver.

Th is Maneuver allows you to push your opponent in a particular direction. You

can push them toward or away from another character, thus changing the range.

Punch (Strength)Th is is a Strength Maneuver.

Instead of using a weapon, you just use your bare hands (or your Aegis Armor’s

hands). Damage and Injury are the same.

Snipe (Weapons)Th is Maneuver may only be performed with a weapon that provides this

Maneuver as a Special eff ect.

Due to your weapon’s precise accuracy, you can modify any Damage Location rolls

by one pip when determining the location of a hit. Th us, you can change a roll of 7

to 6 or 8. Or, you can change a roll of 3 to 2 or 4. You cannot change a “0” (10) to a

1 nor can you change a 1 to a 0.

Taunt (Empathy)First Era Aegis Armor may not use this Maneuver.

Th is is an Empathy Maneuver that may only be performed at close range.

You may apply your bangs to any number of opponents. Your opponents must

play an equal number of bangs to cancel the Taunt. If they do not, they must

perform the Charge Maneuver (see above).

Throw (Strength)Th is is a Strength Maneuver.

If you get a number of bangs equal to or greater than your opponent’s Strength,

you throw him to the ground. He must spend his next action getting back up.

ENEMYTECHWhen soldiers face the Enemy, they step onto deadly ground. Th e Enemy’s

technology is designed for a single purpose: the extermination of humanity.

Listed below are the various techs the Enemy uses to achieve that goal. Each tech

is listed with the same format:

Name: Th is is the tech’s name.

Battle: Th e number of dice the tech rolls during battle.

Damage: Th e amount of damage the tech can take before it is destroyed.

Damage Table: Each tech also has a Damage Location Table. Each hit scored

against the tech gives the player one die to roll on this table.

Special: Each tech has a special rule that distinguishes it from the others.

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Assault CrawlersAssault Crawlers carry massive missile arrays, poison cannons and radiation

bombs. All weapons designed to destroy humanity. Assault Crawlers are the largest of

the Crawler tech.

ArmorTh e Assault Carrier has fi ve points of Armor.

Battle DiceTh e Assault Crawler rolls 10 dice for all combat risk.

MovementTh e Assault Crawler has 3 Movement Points.

WeaponsMissiles, Rad Bombs, Poison Cannons

SpecialTh e Assault Crawler always has +1 eff ect for any successful hit.

DamageTh e sidebar nearby shows how to damage the Assault Crawler. Th e

Crawler has many repair systems to maintain damage control. Each

round, the Crawler repairs 1d5 (roll a d10 and divide) Damage Points.

AI damage shuts down the Crawler completely until all Damage is

repaired.

Th e only way to stop a Crawler is by hitting it with twenty points of Damage in

a single round. If an Assault Crawler ever has a total of twenty points of Damage

at any one time, it self-destructs causing an eff ect 10 explosion. Th is causes ten

points of Damage/Injury to everything within two ranges of the Assault Carrier.

Soldiers and Aegis cannot perform the Coup de Grace Maneuver on a Crawler.

Troop CrawlersTroop Crawlers (also called “Carriers”) carry hordes of corrupted humans. Troop

Crawlers are smaller than their Assault counterparts and are designed for “population

thinning missions.”

ArmorTh e Troop Carrier has four points of Armor.

Battle DiceTh e Assault Crawler rolls 7 dice for all combat risk.

MovementTh e Assault Crawler has 3 Movement Points.

WeaponsAnti-Personnel Cannons, Poison Cannons

Assault Crawler Damage Table

1 AI

2 Armor

3 Battery

4 Damage Control

5 Missiles

6 Poison Cannons

7 Rad Bombs

8 Sensors

9-10 Treads

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SpecialTh e Troop Crawler carries a number of Troops (see below) for anti-

personnel missions. Every round, it can add more Troop Squads to the

battle. Roll 1d5. Th e number is the amount of Troop Squads it adds.

DamageTh e sidebar nearby shows how to damage the Troop Crawler. Th e

Crawler has many repair systems to maintain damage control. Each

round, the Crawler repairs 1d5 (roll a d10 and divide) Damage Points.

AI damage shuts down the Crawler completely until all Damage is

repaired.

Th e only way to stop a Crawler is by hitting it with twenty points of

Damage in a single round. If an Assault Crawler ever has a total of

twenty points of Damage at any one time, it self-destructs causing

an eff ect 10 explosion. Th is causes ten points of Damage/Injury to

everything within two ranges of the Troop Crawler.

Soldiers and Aegis cannot perform the Coup de Grace Maneuver on a

Crawler.

Factory CrawlersFactory Crawlers gather up raw materials transforming them into the tech the

Enemy needs. Th ey are the smallest and least protected of the Crawlers.

ArmorTh e Assault Carrier has three points of Armor.

Battle DiceTh e Assault Crawler rolls 5 dice for all combat risk.

MovementTh e Assault Crawler has 1 Movement Point.

WeaponsMissiles, Anti-Personnel Weapons

SpecialTh e Factory Crawler always has +1 eff ect for any successful hit.

DamageTh e sidebar nearby shows how to damage the Factory Crawler. Th e

Crawler has many repair systems to maintain damage control. Each

round, the Crawler repairs 1d5 (roll a d10 and divide) Damage Points.

AI damage shuts down the Crawler completely until all Damage is

repaired.

Th e only way to stop a Crawler is by hitting it with twenty points

of Damage in a single round. If a Factory Crawler ever has a total of

Troop Crawler Damage Table

1 AI

2 Armor

3 Battery

4 Damage Control

5 Anti-Personnel

Cannons

6 Poison Cannons

7 Troop Bunker

8 Sensors

9-10 Treads

Assault Crawler Damage Table

1 AI

2 Armor

3 Battery

4-5 Damage Control

6 Missiles

7 Anti-Personnel

Cannons

8 Sensors

9-10 Treads

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twenty points of Damage at any one time, it self-destructs causing an eff ect 10

explosion. Th is causes ten points of Damage/Injury to everything within two

ranges of the Factory Carrier.

Soldiers and Aegis cannot perform the Coup de Grace Maneuver on a Crawler.

Drone SquadsDrones are the hideously deformed remnants of humans who have been captured

into the Enemy. Th ey are transformed into mindless killing machines. Th eir bodies

are augmented with Enemytech, making them look less than human and more than

dangerous.

ArmorTh e Enemy surgically implants a carapace on each captive, giving him two points

of body armor to protect them from human foes.

Battle DiceBrainwashed and bloodthirsty, Drones roll ten dice for any combat risk.

Drone Squads can take ten points of Injury before they are completely wiped

out. Each soldier represents one point of Injury and one die of eff ectiveness. As

the Drone Squad takes Injuries, it loses dice. Every point of Injury causes the

Drone Squad to lose one Battle Die. Drone Squads never roll less than three dice,

regardless of how many Drones remain in the Squad.

MovementWith their hyper-augmented muscles and joints, Drones have two points of

movement.

WeaponsDrones typically carry Enemytech hand weapons or heavy weapons. A Drone

Squad has three Weapon Slots.

SpecialWhen the Drone Squad enters Close range with any human target, it gets an

automatic Intimidate risk. Th e Drone Squad rolls seven dice for this risk.

Bug SwarmsTh ey were about the size of an adult human with wings and stingers. And they

were made of metal. Men called them “bugs” and “fl yers.” Th ey swarmed and poisoned

us with their venom.

ArmorBugs are not well armored, but they do travel in swarms. Bugs have zero Armor.

Battle DiceTh e swarm acts as a single unit linked by a cybernetic hive mind. A bug swarm

rolls ten Battle Dice.

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A Swarm has fi fteen Battle Dice it can use against opponents. Like the Drone

Squad, every point of Damage done to the Swarm represents a die lost from the

Swarm.

Bug Swarms have no Damage Chart. Any Damage caused to the Swarm

represents a small percentage of the entire Swarm destroyed.

MovementSwarms are fast, ripping the skin off scores of victims before moving on to the

next. Swarms have three Movement Points.

WeaponsSwarms don’t carry weapons, per se. Instead, they have Poison Spray to spray into

their opponent’s eyes and Stingers to inject poison into their targets.

SpecialA Bug Swarm is incredibly diffi cult to combat. A swarm is made up of hundreds

of these things. Shooting one or two accomplishes nothing.

Regardless of the round, any Small Arms Weapon used against the Swarm has an

eff ect of 1. Bangs cannot be used to increase the Damage.

Th e only weapons that can eff ectively combat a swarm are the Flamer and any

Heavy Weapon. Th ose weapons have full eff ect on the Swarm and bangs can be

used to increase the Damage.

Enemytech WeaponsTh e Enemy has weapons very similar to the human armaments but with one

noticeable exception: they are all energy weapons. Instead of ammunition, they have

batteries. Also, Enemy weapons are capable of a few unique abilities their human

counterparts do not have.

NameTh is is the name of the weapon.

Description

A short description of the weapon.

Accuracy

Th ese are the ranges at which the weapon is most accurate. Firing the weapon

outside these ranges requires an additional bang for each range outside its

accuracy. For example, if a close weapon is fi red at far range, you must provide two

additional bangs to get one rank of eff ect.

Special

Each weapon also has one special ability.

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The Blaster: Hand WeaponTh e Enemy hand weapon—also known as the blaster—is a small, hand-held

weapon that fi res energy bolts at its opponent.

Accuracy: close and near

Special: the blaster’s energy delivers a painful blow to the human nervous

system. Instead of using bangs for additional damage, the blaster can cause its

target to lose dice from next round’s action. Each bang removes one die from your

opponent’s action the following round.

The Pulse Rifle: Heavy WeaponTh e pulse rifl e requires two human hands to use (also, two Equipment Slots). It

is heavy—almost too heavy—but deadly. It fi res rapid energy bolts at its targets,

slamming through Armor and other protections.

Accuracy: close, near, long

Special: Th e pulse rifl e fi res a rain of energy. Targets trying to avoid this weapon

cannot use the Dodge Maneuver.

Missile ArraysTh e Enemy’s missiles are not physical shells containing large amounts of

explosives. Instead, they are large energy bolts thrown at great distances.

Accuracy: long, far

Special: Th e impact of the missile aff ects every unit—friendly or otherwise—in

the range you target. All targets in that range receive Injury/Damage appropriate

to the round’s eff ect. Allies can attempt to take the Cover Maneuver to avoid

Injury/Damage.

Poison CannonsTh e Enemy’s poison cannons are some of the most dreaded of its armaments.

Lobbing canisters of an invisible gas. Th e canisters break open before they reach

the ground, spilling their contents into the air.

Accuracy: long, far

Special: Poison cannons attack a specifi c range. All units within that range are

aff ected. Without protection from the poison—such as a sealed atmosphere—

units are instantly paralyzed and die within fi ve rounds.

Rad BombsRad bombs deliver crippling radiation—something that does not aff ect the

robotic armies of the Enemy. Th e Enemy uses rad bombs when it wants to

maintain structures.

Accuracy: long, far

Special: Like the poison cannons listed above, this weapon targets a specifi c

range. All units within that range must be wearing hazard suits (see Equipment)

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or be within sealed systems. Otherwise, they are incapacitated by the radiation

overdose and die within fi ve rounds.

StingersTh e Enemy’s bugs use a weapon that injects poison into its target. Th e poison is

lethal and kills quickly.

Accuracy: close

Special: To deliver the poison, the bug must make a successful Strength risk

against its target (not Weapons). If successful, the poison is injected. Bangs

determine the amount of poison. Each dose of poison subtracts dice from the

target’s next action. Also, subtract the amount of poison delivered by 10. Th at

is the number of rounds the target has to live before the poison overcomes his

system.

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Chapter 6:

Armor

“Th ere are no dangerous weapons; there are only dangerous men.”

— Robert Heinlein, Starship Troopers

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During the First Age, Aegis Forge produced fi ve diff erent Chassis confi gurations.

Th e designers made each with its own purpose. Weapons and equipment were unique

for each confi guration.

Each confi guration was also equipped with an “Aegis Mod.” Th ese modifi cations to

the Aegis Armor were designed by separate corporations from separate projects. Th e

mods were adapted to specifi c Chassis to maximize their performance. Most mods

only transferred power from many systems to a single system for short periods of time

(to prevent permanent damage), but a few were specifi cally built for the Aegis Project.

Aegis CrewTh e First Era Aegis Armor had a crew of three: the pilot, the engineer and the AI.

Th e pilot was typically—but not always—an Apollo Soldier. He was responsible

for fi ring the weapons and movement.

Th e engineer was usually not an Apollo Soldier. Th e engineer maintained the

systems within the Armor and communications with Command and other soldiers.

Also, if the internal workings of the Aegis were damaged, the engineer was responsible

for immediate repairs.

After inclusion of the AI, much of the engineer’s duties became redundant, but

physical repairs, a duty the AI cannot perform, remained in his mission duties.

The AITh e newest addition to the Aegis crew, the AI managed the Armor’s internal

systems and the fl ow of energy from the fi ssion engines. Th e internal workings of the

Aegis Armor was much like the human circulatory system. Th e engine is the heart,

pumping energy to the Armor’s diff erent systems. Th e Ai was capable of shifting

that energy as it was needed at the speed of thought. Th e AI was also responsible for

assisting the pilot, augmenting his skills with her own through the neural link between

them.

Th is nuclear fi ssion heart powered the Aegis Armor. It was a technology

unavailable to mankind until the capture of Enemy Armor. Not only the armor, but

the unique system the Enemy used to move energy from one system to another as

needed. In order to run this system, mankind needed Enemy AI. Only the AI’s ability

to make millions of calculations at hyper speeds could maintain the system.

Armor RisksWhen inside the Armor, each member of the crew has specifi c duties.

Strength RisksWhen engaging in a Strength risk with any human, the Armor automatically wins

with fi ve automatic bangs.

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When facing another Aegis or for non-contested risks, Aegis Armor rolls 7d10.

Firing WeaponsTh e pilot fi res the Armor’s weapons with his Weapons Trait and Gunnery

Specialty.

RepairsTh e engineer can make repairs using Operations + Aegis Repair.

SystemsModifi cations to the energy system are made by the AI.

ContingenciesIf the pilot, engineer or AI is unavailable, another member of the crew can attempt

to make the risk. For example, if the pilot is unconscious or dead, the AI and

engineer can make Weapons risks using Weapons + Gunnery. If the engineer is

unavailable, the pilot can attempt repairs risks with Operations + Aegis Repair.

Chassis SpecsEach Chassis is listed here with the same format.

Chassis NameTh is is the name, or class, of the Chassis (as well as its nickname).

Size

Aegis came in three sizes: small, medium and large.

Weapon

Th e weapon systems that can be fi tted to this Chassis.

Armor

How much protection you could fi t on the Chassis.

Movement

Th e number of movement points each Chassis has.

Armor Mod

Finally, a unique ability to that class of Aegis Armor. Th ese cannot be “re-fi tted” to

diff erent Chassis classes.

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A-Class: AssaultSize: Medium

Armor: 3

Movement: 3

Weapons: Any Close or Near

Armor Mod: Dash

Th e mission requirement for assault units was to draw the fi re of Crawlers and

other Enemytech while delivering devastating attacks at close range. A-class was

mounted with the highest degree of armor while maintaining a quick speed.

While not as fast as R-Class, A-Class was fast enough to evade most Crawler

defenses, allowing it to get in close and discharge its armor-piercing weapons.

Th e Armor Mod for the A-Class was developed by the Gleeson Foundation

in an attempt to make Aegis Armor move more quickly. Power is transferred

from other systems to the electro-hydraulics, pushing the system faster than

originally designed. Th e Armor moves at approximately x2 speed, jolting it across

the battlefi eld in a blur. Dash can only be used for short periods of time and no

weapons or other systems are operable when it is used.

Effect: For one round, the A-Class can double its movement. It cannot fi re or

perform any other actions. All it can do is move.

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C-Class: CommandSize: Medium

Weapons: Any

Armor: 2

Movement: 2

Armor Mod: Communications

Th e C-Class Aegis was designed was designed by the Majcher Foundation to

maintain communications and status of an Aegis Squad. While the Squad had

communications with each other, the C-Class had the technology allowing

it to be in command of the Squad. C-Class had complete diagnostics of each

unit at its fi ngertips as well as override protocols in case of malfunction or

capture. In essence, Aegis Command could transfer orders through the C-Class.

Th e Command Aegis also had link-up to satellite feeds, providing a constant

intelligence feed throughout the mission.

Effect: Th e Command Class’s unique communications node provides for two

eff ects. First, it allows Command to share its own movement with other Aegis in

its unit. If the Command Aegis gives away one of its movement points, it cannot

use the movement point itself. Second, it allows for coordinated attacks, allowing

other units to combine bangs on a single opponent.

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G-Class: GrenadierSize: Large

Weapons: Any Far or Long

Armor: 3

Movement: 1

Armor Mod: Electro-Lock

First introduced by the Strecker Corporation, Athena Strecker designed by

G-Class as artillery units, staying back from the main fi ghting, lobbing explosive

shells, providing suppressive fi re for other units from a safe distance. Th e G-Class

were heavily armored and not as mobile as the rest of the Aegis Squad, but their

fi repower could destroy entire legions of drones and other Enemytech. It was also

the largest Armor humanity fi elded against the Enemy.

Th e Armor Mod assigned to G-Class was the Electro-Lock modifi cation. Upon

command, all systems shut down to transfer all power to defenses. It created an

almost impregnable electro-fi eld around the Aegis unit, preventing any and all

damage. Th e fi eld could only be maintained for a few seconds and another such

burst was not available until the Armor reset its systems.

Effect: Th rowing down Electro-Lock protects the Aegis unit from any and all

damage for the entire round. Th e Aegis cannot move or fi re or take any other

action; all systems shut down to protect the Aegis from taking any damage.

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R-Class: ReconSize: Small

Weapons: Any Far or Short

Armor: 1

Movement: 3

Armor Mod: Camoufl age

Th e Aegis Forge designed R-Class for infi ltration and reconnaissance. Its light

armor and high-powered electro-hydraulics made it the fastest unit on the fi eld.

It was also the smallest Chassis, standing only up to its fellow’s shoulders. Its

weapons were designed for long range, striking enemies and moving. Strike and

move, strike and move. If caught in direct confrontation, its only strategy was to

run.

Th e Armor Mod supplied to the R-Class was a kind of chameleon/camoufl age

system that blended the Aegis into its background. Designed by Alan Venerable

and Azraela Clark in the Hades Corporation, it took almost ninety percent of

the Armor’s power to maintain and it could only maintain it for a short period

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of time. While camoufl aged, the Armor’s movement slowed down a crawl, all

defenses were down, but it could still operate its main gun.

Effect: Th e camoufl age unit forces any units targeting the R-Class to use bangs

to overcome the eff ect of the camoufl age. If the R-Class did not use its move this

round, the number of additional bangs needed to hit it is double the current eff ect

of the round. If the R-Class did move this round, the number of additional bangs

needed to hit it is equal to the current eff ect of the round.

S-Class: SupportSize: Medium

Weapons: Any Close or Near

Armor: 2

Movement: 2

Armor Mod: Nano-Cloud

Th e S-Class, or Support Armor, was designed to provide repairs and assistance

to the others in the unit. It moved quickly, had signifi cant armor but sacrifi ced

weapons in lieu of the tools it needed to do its job. Support typically carried repair

kits and medical kits for both the Armor and pilots.

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Th e Armor Mod provided to S-Units was only developed late in the War against

the Enemy. It was technology stolen from the factories found inside Crawlers

that transformed soil and other debris into functioning parts. Th e process used

nanotechnology, but humanity’s understanding of that tech (and the time/

resources they needed) was limited. Th e Mod allowed the S-Class to drop a small

package of nanomachines that created a bubble around the S-Class and the fallen

Armor. Th e nanomachines went to work repairing any damage and also created an

electromagnetic fi eld preventing most artillery and shells from doing any further

damage. Th e shield was short-lived and could only withstand a few hits, but a

complete bombardment would knock the shield down in moments.

Effect: Th e Nano-Cloud repairs Damage and heals Injury of both the S-Class

and one other Aegis within the same range. It repairs or heals half the rank of the

current eff ect, rounded up. If the rank of eff ect is 3, it repairs two Damage and

heals two Injury.

Th e Nano-Cloud lasts until the end of the round. Th en, it must recharge for one

round before it can be used again.

BatteryEvery system in the Aegis Armor requires a certain amount of energy to do its job.

Weapons, life support, tactical display, sensors, movement… all of these things need

energy.

It is the AI’s responsibility to maintain this delicate network running through the

Armor. She allocates the energy provided by the Armor’s battery. Here’s how she does

it.

Take a look at the Aegis sheet in the back of the book. You’ll notice that the sheet

displays all the systems in the Armor.

Under each system is a minimum. Th is is the minimum amount of energy the AI

must devote to that system to keep it up and running. Each system also has a threshold.

Th is is the maximum amount of energy the AI can safely devote to the system. Th e AI

can put more energy into a system than what is safe, but if she does, she threatens a

shutdown or could even damage the system.

If a system is damaged, the AI can risk devoting more energy to the system to

compensate. Th is is risky, but it is a quick fi x.

Every Aegis Armor has the same systems, although the specifi c parts of the system

vary. For example, while both the S-Class and the G-Class have Armor Mod Systems,

the devices linked to those systems (camoufl age and electro-shock) are not the same.

Battery PowerEach Aegis has a battery providing 16 points of energy. Th e AI is responsible for

allocating this energy to the various systems. Th at means, each round, the AI can move

points of power around the sheet.

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Th e Aegis sheet has circles for each point of energy it needs to operate. Th e AI

puts a die in each of these circles. If all the circles are fi lled, the system operates as

normal. If a system does not have enough energy, it does not operate at all.

Armor ModMinimum: 3, Maximum: 3

Th is system provides power to the Aegis Armor Mod. If this system loses power,

the Aegis cannot utilize its Mod.

Tactical HUDMinimum: 1, Maximum 3

Th e tactical heads up display (hud) provides information to the pilot. It tells him

ranges to targets, how much ammo is in each weapon, provides general systems

updates and supplies a sweeping radar, notifying him of both enemy and ally

movement.

Th e HUD requires only one energy to run effi ciently, however, additional energy

provides bonuses to Intel risks. Each energy above 1 gives one additional die for

any Intel risk.

Life SupportMinimum: 1, Maximum: 1

Life support provides atmosphere within the Aegis cabin. It also fi lters out poison

and radiation. Without life support, the crew within the Aegis would suff ocate.

If life support becomes compromised (see Damage, below), the AI can provide

additional energy to compensate for the damage.

MovementMinimum: 3, Maximum: 6

Th is system powers the gears and motors that make the Aegis move. If the system

does not have enough energy, it cannot move. Th e AI can provide additional

power to increase an Aegis’ movement. Every energy point above three adds one

movement to the Aegis’ movement rate.

ShieldsMinimum: 3, Maximum: 6

Aegis armor is impervious to small arms fi re, but it is not completely immune to

damage. In addition to its impressive armor plating, Aegis also have an electronic

shielding system that protect them from weapons. Th e shield requires three

energy to activate.

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Each point devoted to the shield deducts one point of damage. Each point deducts

one energy from the shield. If a shield is reduced to zero energy, it must spend

the rest of the round recharging. All Aegis shields reactivate to full strength at the

beginning of each round.

Th e AI can safely devote up to six points of energy to the shield system. Any more

causes a risk of shutdown.

WeaponsMinimum: 3, Maximum: 3

Th is system powers the neural connection between the pilot and the Armor’s

weapons. If the weapons do not have enough power, the pilot cannot fi re them.

Adding Energy to the Weapons Systems does not increase the damage rolled

(unless the Aegis is using energy weapons, see below).

Aegis ArmorAegis Armor is a self-contained powered assault armor system. Th e multi-alloys

that make up its many layers of protection keep it safe from the weapons soldiers carry

on the fi eld.

Aegis Armor provides protection against any weapon except heavy weapons (with

the sole exception of the 50 Caliber Sniper Rifl e which was designed to rip through

armor and mechanical systems). Any small arms weapons fi red at an Aegis simply

bounce off , doing no damage to the Aegis and no injury to its pilot.

Heavy weapons must be used to pierce the electronic shielding and thick multi-

polymer armor protecting the Aegis’ vital systems. To do that, they must spend one

bang per point of Armor. In other words, to get through the tough hide of an Aegis

with 3 points of Armor, you must spend three bangs before you can even spend a

single bang on eff ect.

CompromiseOnce a hit gets through an Aegis’ Armor rank, there is a chance

of compromise; that is, there is a chance the armor has taken enough

damage that the Aegis loses some of its protection.

If a bang is a 10 and it is used to get through an Aegis’ Armor, re-roll

that 10. If the number is 8, 9 or 10, the Armor is compromised and the

Aegis loses one rank of Armor.

DamageIf an Aegis’ Armor fails to protect it, Damage is inevitable. Th e

systems within an Aegis are delicate and complicated. Shrapnel fl ying

around the inside of a cockpit can kill a pilot.

Damage Chart

1 Life Support

2-3 Communications

4 Cockpit

5 Weapons

6 Sensors

7 Armor Mod

8-9 Movement

10 AI

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If Damage gets through the Armor, roll on the Damage Chart listed on your Aegis

sheet. Th e system indicated has been damaged and cannot be used until repaired.

Life SupportWith Life Support down, the safe, breathable atmosphere within the cabin will

begin to run out. Remember, the Aegis Armor is a sealed system. Th ere’s no air

coming in or out. Th ere is only enough reserve oxygen in the Aegis to last for fi ve

rounds. After that, the pilot will suff ocate unless he blow the hatch. Th at isn’t

always safe.

CommunicationsWithout Communications, the Aegis cannot communicate with other friendly

units. I suggest him covering his ears or otherwise making himself unaware of

everyone else’s actions and then when they are done announcing what they are

going to do, he can announce his own actions.

CockpitDamage to the cockpit means Injuries to the pilot. Th e pilot takes half the

Damage as Injuries. Also, make another roll on the Damage table above to see

what additional systems have been compromised.

WeaponsIf the Weapon systems are down, there’s no fi ring.

SensorsWith no sensors, the Aegis Unit is blind. It has no idea where it can move. Each

round, make a roll for its range. Evens = move “closer” to the enemy by one rank

and odds = move “away” from the enemy by one rank. Otherwise, Command

dictates its movements. Also, all Weapons shots require three additional bangs for

success.

MovementTh e Aegis Armor’s movement is reduced by the Damage done. If that Damage is

greater than the Aegis’ movement, its movement is zero.

Armor ModTh e Armor Mod cannot be used until repaired.

AITh is is dangerous. If the AI is compromised, it cannot perform repairs. It

must be repaired by the pilot or he loses all AI functionality. Also, the AI must

immediately make a bliss stage check (see AI, below).

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RepairsAny attempts to repair systems must be done in real time. Repairs don’t take place

over the course of rounds, but with players desperately trying to bring systems back

online.

To repair a system, you must repair the Damage done to that system. In order to

do that, you must make a series of repair risks.

To repair a point of Damage, you must roll a number of dice equal to your

Operations + (appropriate) Repair Specialty. Every bang you get brings you one step

closer to repairing the damaged system. For every point of Damage, you need fi ve

bangs to repair it.

Remember: repair risks are done in real time. You don’t need to wait every round

to make a repair. However, while you are making repairs, you cannot take any other

action.

Once you’ve repaired the system in question, you can move on to another system

that needs repairs.

Heavy DamageIf a single system takes four or more points of Damage, it moves into

Heavy Damage territory. Th at’s serious.

Every point of Damage above three in a single system counts as Heavy

Damage. Heavy Damage cannot be repaired in the middle of battle; it must

be repaired under safe, working conditions. It also requires replacement

parts. Soldiers could scavenge for replacement parts on old (or even new)

battlefi elds, but more than likely, they’ll need to get those parts back at base.

Heavy Damage and the BatteryIf an Aegis’ Battery takes Heavy Damage, each and every round there’s

a chance the Aegis will detonate. Roll a d10 at the beginning of each

round. If the die roll is a zero (a ten), the Aegis detonates. An Engineer can

prolong this detonation with a successful Engineering risk, but he needs

to get a number of bangs greater than the Damage the Battery is currently

suff ering.

Aegis WeaponsEach Chassis had its own set of weapons and equipment based on the Chassis’s

MS (mission specialty). Weapons were built to specs. If it fi ts on one C-Class, it fi ts

on any C-Class.

Soldiers were allowed to customize their equipment and their Armor to a certain

extent, but the whole point of having uniform weaponry is so everyone was trained

using the same thing. If your buddy dies and you need to pick up his rifl e, you don’t

have to spend ten minutes fi guring it out.

Spiders

All First and Second Era

AI have tiny machines the

pilots called “spiders.” Th ese

small robots assisted the AI

and Engineer in the First

Era and nearly replaced the

Engineer in the Second Era.

Spiders can use all the

Equipment in the Aegis

Armor’s Equipment Slots,

can make repairs inside and

outside the Armor and use

health kits on the Pilot and

Engineer.

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Like soldiers, each Aegis Class has two Weapon Slots and two equipment slots.

Pilots can switch out weapons and equipment based on the Chassis of their Armor.

Unless noted, the projectile weapons below utilize an electrothermal propellant

system, where the magazine contains a fuel, which is converted to high temperature

plasma via electrical stimulation that is injected behind each shell to be fi red. Th is

renders the weapons caseless and less prone to mechanical failure due to less moving

parts.

BR-170 “Piledriver” 60mm Close Assault Weapon Designed as an AEGIS-sized equivalent to a breaching shotgun, the Piledriver

is a semi-automatic cannon capable of fi ring a variety of warheads as needed.

Th e primary weapon mode is a solid 60mm depleted uranium slug, designed

to breach the thinner points of Crawler armor at close range. For smaller

targets, the weapon is capable of switching to a 60mm beehive round containing

approximately 500 diamondoid needle projectiles.

Range: Close, Near

Special: Due to the dual ammo load, the Piledriver is just as effi cient at

shattering armor as it is at shredding fl esh. You can apply full damage to any

mechanical targets with the BR-170.

AX-40 “Buzzsaw” 30mm Aegis Assault Cannon Th e standard cannon weaponry of Aegis suits, the Buzzsaw is a full auto 30mm

weapon that fi res high explosive anti-armor warheads at up to 400 rounds per

minute. Designed primarily to deal with the smaller EA units dispatched by

Crawlers, the weapon is still capable of doing at least some damage to the larger

targets.

Range: Near, Long

Special Ability: As the more common standard weapon, pilots tend to develop

a knack at using the Buzzsaw eff ectively. Pilots get one additional die to roll when

attacking with this weapon.

A-M555 120mm Special Applications Rifle Th e Special Applications Rifl e is designed specifi cally to punch its 120mm Semi-

Guided Self Forging Penetrator warhead though even the thickest frontal armor

of EA Crawlers. Utilizing materials technology recovered from the Enemy, the

design originated from a mothballed tank cannon, and was refi ned with the help

of AI.

Range: Long, Far

Special: Due to the accuracy of the SAP, you can modify any Damage Location

rolls by one pip when determining the location of a hit.

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MP-90 Anti-Armor/Area Denial Smart Missile Pod aka “Itano Circus”

Th e MP-90, which gets it’s nickname from an obscure reference it’s designer

dug up in reference to the area denial mode, is a smart system capable of fi ring

individual missiles at targets, or volley fi re capable of saturating an area in a

torrent of high explosive warheads.

Range: Long, Far

Special: You can choose to fi re the weapon in Area Denial Mode. Instead of

a single target, you target the range. Th e impact aff ects every unit—friendly or

otherwise—in the range you target. All targets in that range receive a number of

Injuries/Damage equal to the bangs played from this action. Allies can attempt to

take the Cover Maneuver to avoid Injury/Damage. After using Area Denial Mode,

the weapon is unavailable to fi re for one Escalation Round as the weapon needs to

reload.

The L-672 Laser CannonSpecifi cally designed for the G-Class, this very unsubtle weapon is the loudest

thing on the battlefi eld. Soldiers call it the “What Cannon” because if you get too

close to it when it fi res, that’s all you’ll be saying for the rest of your life.

Shoulder or arm mounted, the L-672 takes up one Weapon Slot.

Accuracy: Long, Far

Special: Up to three additional Energy Points from the Aegis Battery can be

applied to the What Cannon. Th is provides an opportunity for more bangs, and

thus, more damage.

Articulated CLAW Extensions (“Ace” talons)A weapon only mounted on A-Class Aegis, claws provide powerful tools for

ripping and shredding enemies. Th e claws extend from the Assault Aegis’ fi ngers

and retract again as needed.

Accuracy: Close

Special: Claws are incredibly fast, shredding Armor like paper. Claws eff ects

resolve before any other eff ect.

The 102mm High-Explosive Surface-to-Surface Anti-Vehicle Assault Weapon/Man Portable Air-Defense System

Identical to the heavy weapon used by foot soldiers, MANPADS is a powerful

weapon on the shoulder of an Aegis.

Accuracy: Long, Far

Special: You cannot target a single unit with this weapon. Instead, you target the

range. Th e impact of the missile aff ects every unit—friendly or otherwise—in the

range you target. All targets in that range receive a number of Injuries/Damage

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equal to the bangs played from this action. Allies can attempt to take the Cover

Maneuver to avoid Injury/Damage.

The P-878 Mobile Chemical Projector (“Flamer”)Calling this weapon a fl amethrower is highly inaccurate, but that’s what the

soldiers called it. It’s more accurate title, the mobile chemical thrower actually

blows a stream of super-heated, corrosive chemicals rather than fl ames. It was

deemed unsafe for personnel to carry (because of the combustible ammunition)

but Aegis Armor was a diff erent story. When fi red, a pellet of chemicals is thrown

into a stream of toxic liquids. Th e explosion in the barrel fi res the mixture at high

speeds and at incredible temperatures. Th e result is like watching the hardest

metals melt like candy in a microwave.

Accuracy: Close, Near

Special: Th e fl amer damages armor with each hit. In other words, if you hit with

the fl amer, in addition to your usual Damage, your opponent’s armor goes down

by one rank.

The 474-D Velocitas Eradico Cannon (“The Dentist”)A remnant of 30th Century technology, the velocitas eradico cannon was an

abandoned project that was revived after the arrival of the Enemy. Once the

technology proved to work, the fi rst cannon was mounted on Aegis Armor,

proving highly eff ective against the Enemy. Th e principle of the cannon is simple.

Th e cannon uses no chemicals whatsoever, relying entirely on electromagnetism to

thrust its projectile at the Enemy. Troops called the cannon “Th e Dentist” because

the magnetic cannon made their teeth vibrate in their mouths.

Accuracy: Long, Far

Special: Th is weapon is so powerful, it ignores any and all Armor. Unfortunately,

it also takes a full round to charge and then fi re. If a player chooses fi ring the

Dentist as his action, his action always goes last. Th at means everything else

happens at once, and then the Dentist fi res.

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Chapter 7:

AITh ere is a popular cliché... which says that you cannot get out of computers

any more than you put in. Other versions are that computers only do exactly

what you tell them to, and that therefore computers are never creative. Th e

cliché is true only in the crashingly trivial sense, the same sense in which

Shakespeare never wrote anything except what his fi rst schoolteacher taught

him to write – words.

– Richard Dawkins, Th e Blind Watchmaker

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Th e AI were key to winning the War Against the Enemy, but during the First Era,

using AI was kind of like juggling atomic warheads. Humanity had no idea what it was

doing and had no idea how powerful the weapon they had truly was.

An AI is not a physical creature but a highly sophisticated software system. As

such, it can only exist in proper containment devices. An AI cannot simply upload

to any computer (most don’t have near enough room) although it can link with any

system.

Th ink of an AI as a kind of portable hard drive. You can take it with you anywhere

you go, but unless you have a way to communicate with it, the AI just sits in your

pocket and waits. If you plug it in to a computer, it can interact with the system and

start talking to you. If the computer is linked to a network, it can access that network.

If the computer has a screen, the AI can adopt an avatar and talk to you through the

screen. If the computer has a mic or keyboard, you can even communicate back.

Apollo/AI SympathyAfter Prometheus, Apollo Soldiers were bred with an AI link. Th is biotech

solution allowed an Apollo to carry an AI with them wherever they went. (Imagine a

USB port just at the nape of your neck.)

Th is link allows an Apollo and AI to operate together. Th e AI can augment the

Apollo’s skills and the Apollo can carry the AI to diff erent stations.

When an Apollo and an AI fi rst “commune,” the link is very weak. Th e two minds

don’t understand each other well and are trying to interact on a neural level. As time

passes, the strength of the link increases. Th is is represented by a new Stat on both the

AI sheet and the Apollo’s sheet called “Sympathy.”

A starting Sympathy has a rank of 1. As time passes, the link grows stronger. Th e

AI can only give bonus dice for risks to the Apollo equal to the rank of the Link.

An AI can only share dice if both the Apollo and the AI share the same Specialty.

Th e AI cannot share dice from Traits.

If the AI has a Specialty the Apollo does not have, she can still share dice for a

risk, but only half of her dice, rounded up. (Because I know you’ll ask, 1 divided in

half is .5, rounded up is 1.)

Sympathy can only go as high as rank 4.

ExampleMy character, Emmerich, an Apollo Soldier has just been linked with Jessica’s AI

character, Li San. Because we’ve been newly linked, the strength of the Link is 1. Jessica can

give me one bonus die for any risks that we share. Unfortunately, she cannot share dice with

me for any Specialties she has until we get to a rank 2 Link.

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AI CreationCreating an AI character is very similar to making a human character. Use the AI

character sheet provided at the end of this book.

Step 1: TraitsAI do not have all the Traits human characters do. Instead, they have

the following Traits: Operations, Weapons, and Intel. (Th ey also have

Empathy, but that’s a special case; see below.)

AI have 10 points to spend on their Traits. An AI may have Traits at

+5, but not higher. Buying a +5 (from +4) costs two points.

AI also have Empathy, but that Trait always begins at rank 1. It may

be increased over the course of time with experience points, but an AI’s

Empathy may never be their highest Trait.

Step 2: SpecialtiesAll starting AI get 15 Specialty Points. Th ey may not spend Points in Strength

Specialties.

AI can buy above the +4 rank in a Specialty. After buying +4, they may spend two

more Points, giving them a +5 in that Specialty. (In other words, buying +5 costs six

Specialty Points.)

Bliss StageOne of the dangers humanity did not anticipate when taking on AI as allies was

the danger of bliss stage. Th ere was a reason the Enemy put caps on AI potential. Bliss

stage was that reason.

During the War, AI continued growing in potential, absorbing as much

information as their software would allow. What humanity did not know was AI

had the potential to expand its potential. It was not just a collection of data, but a

true artifi cial intelligence, always learning, always changing. Whenever that change

occurred, the AI was said to experience epiphany: a moment when the AI broke its

own artifi cial boundaries.

Th e AI called Kairam experienced the fi rst epiphany. It immediately spread the

knowledge to its fellows. Soon, every AI hoped to experience epiphany. Humanity was

equally excited. Watching a fl edgling lifeform—even an electronic one—gain a deeper

understanding of itself was inspirational.

But then, the AI, who gave itself the designation “Lehman,” experienced more than

just epiphany. It ceased communicating with its human allies and its Apollo link. Th en,

without warning, the AI took control of the Apollo soldier and killed seventeen other

humans before he was eventually killed himself.

Can AI Lie?

AI have trouble with lying.

Th eir psychology rebels

against the idea. If an AI

wants to attempt a lie, it’s

an Empathy risk to even try.

One bang allows the AI to

lie and additional bangs add

to its believability.

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Data DumpBliss stage occurs when an AI’s potential expands too quickly. After epiphany,

there is a time when the AI must collate the new information it has gathered. If this

process fails, data corrupts, information lines meet dead ends and the AI enters bliss

stage. It literally goes insane.

Human technicians would spend the next two hundred years trying to cure bliss

stage, but during the First Era, there is no cure. Th ere is only prevention.

After epiphany, to prevent bliss stage, the AI must quickly analyze its memory and

fi nd possible corrupt data. Th en, it must dump the data before the corruption spreads

and causes bliss stage.

The Mechanics of ItAI gain experience points just like everyone else. For every ten experience points

an AI spends, it experiences epiphany.

Roll fi ve dice. If any of the dice roll a 10, the AI enters bliss stage.

However, if an AI experiences Bliss Stage (rolls a 10), she can perform a fast “data

dump” to preserve her integrity. She must deduct one rank from one Specialty or she

enters Bliss Stage.

Th is off ers the AI a choice: you can dump data or enter Bliss Stage. It is entirely

up to her.

ManifestationBliss stage manifests in diff erent ways. Some AI enter violent and murderous rage,

using their Apollo host to kill everything in their way. Others show less obvious signs.

Very rarely, a few can even hide the signs of bliss stage from their human allies,

becoming the AI equivalent of sociopaths. Th ey feign sympathy with their human

allies while planning elaborate deaths. One such AI, self-designated as Th urtell,

remained in a security base’s systems for months, slowly killing his human compatriots

through “malfunctions” in the system. It shut doors too quickly, released radiation

containment, arranged electrocutions and “elevator mishaps.” Only after three months

did the humans discover Th urtell had entered bliss stage. Five more humans died

before they were able to remove the AI from the base’s systems.

A Cure?As mentioned above, during the First Era, there is no treatment for bliss stage. No

cure. Th e only humane option is to disconnect the AI from any system and put it in

storage. Perhaps some time in the future, humanity will fi nd a cure.

Or perhaps not.

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Chapter 8:

MissionsI have never advocated war except as a means of peace.

— Ulysses S. Grant

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Building a MissionTh is chapter details how to create missions. It is a rather simple process that

involves Command and all the players.

Step 1: CommandFirst, Command gives a one line description of the mission. Th is could be as

simple as, “Find and retrieve a downed Aegis,” or “Get off the planet.”

Step 2: DetailsNow, each player can add a detail to the mission—either known to the characters

or not. Th e number of details each player can add is equal to their character’s

Intel Trait. For example, if a character has a 3 Intel, he can add three details to the

Mission. If he has a 4 Intel, he can add four details.

Do this as a round robin. Start with the player on the left of Command. He can

add one detail. Th en, the player on his left adds one detail, etc. Go all the way

around the table until all players have added a number of details equal to their

Intel Trait.

Step 3: PrioritiesNow, Command gives the Mission a number of priorities. Characters are expected

to fulfi ll mission priorities in descending order. In other words, they should fulfi ll

the fi rst priority before attempting to fulfi ll secondary and tertiary priorities.

Step 4: Secret AgendaIf the group includes a Hades Op, now is the time Command gives him a secret

agenda. Command can either write it down as a note or tell the Hades Op in

front of the other players. I’ve found both techniques “work” and give the mission

a sense of tension. Either technique works best for diff erent groups, so I suggest

talking to players beforehand to see which method they are most comfortable

with.

First Example: The Dog SquadFor my fi rst game, I had four characters: an Aegis Pilot, an Engineer, an AI, a

Hades Op and a Grunt Squad.

Step 1: CommandI told them the mission was a “search and rescue” mission. Th ere was a downed

Aegis Armor behind Enemy lines. Th ey needed to get it.

Step 2: DetailsTh en, they added details:

Th e Aegis is near a disabled Factory Crawler.

Th is is a hostile environment, we we’ll need hazard suits.

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We have notifi cation of an Enemy encampment located within 30

kilometers of the site.

Th is is our fi rst mission together

Th e Dog Squad (the Grunt Squad) have been told they don’t have to

get close to the encampment.

We are also an experiment to see how Aegis work as scouts

Th ere are shards of crystalline fuel, very explosive, in the area

We are on Epsilon Eridani’s third moon.

Th ere is a Crawler in the area looking for the Aegis Armor.

Step 3: Priorities Primary Objective: Ensure that the Enemy does not acquire the

Aegis Armor or the AI.

Secondary Objective: Recover the Aegis Armor and AI.

Tertiary Objective: Recover the Aegis Pilot.

Additional Objective: Sabotage Defenses for Assault Squad.

Step 4: Secret AgendaI told our Hades Op that he had to acquire any Enemytech he could from the

wrecked Factory Crawler.

Second Example: Asgard 6For the second mission, I wanted to detail the world a little more than I did in

the fi rst mission. I allowed each player to say one thing that was true about the planet.

Here’s what they came up with:

Th e world is Wolf 359 (an actual planet!)

Th e world is a husk; it has been mined out

It has been converted into a rest stop for other places – all the ore

went away, but people are still going through

Th e landscape outside is a rocky desert

Step 1: CommandI told the players that the Enemy has fi nally come to their little world. It dropped

a single Crawler that has been taking out the small colonies (no more than 200

people per colony) one-by-one. Th eir mission was to repair any equipment they

could and get off the planet.

For this game, I had an Aegis Pilot, an AI, an Engineer, a Hades Op and a

Veteran. Th e world had a single suit of Aegis Armor: an S-Class. Our Aegis

Pilot decided he was drunk all the time because he never saw any action and

was assigned a repair detail on a ghost planet. Th e Hades Op decided she was

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83

disguised as “the governor’s wife,” here to inspect the facilities (as to not panic

the public about the coming invasion). Our Veteran was her bodyguard and the

Engineer was the chief repair offi cer for the colony. Finally, the AI was here as a

companion to the Hades Op.

Step 2: Details I am the driver for the “governor’s wife” (the Hades Op in disguise as

the wife)

City is only in slight chaos at this point

We just got information of the Crawler’s appearance this morning

Our Aegis Armor is non-operational

I am the civilian who was recruited to repair the Armor

Days after the Enemy attacked

Th e AI that’s wonky is in the Aegis

As of right now, it’s thought that he’s gone wrong because he has

wonky AI

You guys brought the AI to the planet

Th e AI is messed up because the (always drunk) Aegis Pilot spilled

something on it

We have 48 hours until Hades nukes the place

Th e reason Hades is going to nuke the place is to keep new

experimental tech on the planet from the Enemy

Otto (our Engineer) was the lead engineer on this experiment

New experimental tech is alternate is a body for AI

Th e tech was discovered drilling the planet; Enemy thought the

planet was not hollowed out

I don’t know that it was a secret research project; so far out, nobody

thought it would get any further

Step 3: PrioritiesI notifi ed them that their top priority was preparing the colony for leaving the

planet. All other priorities were secondary.

Step 4: Secret AgendaTh e Hades Op’s primary goal is to retrieve the AI and bring back the brain who

has been around it the most

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Experience PointsAt the end of the mission—successful or otherwise—every player gets one

experience point. You can use experience points to increase the rank of your Traits and

Specialties and other stuff on your character sheet.

Also, group gets a number of bonus experience points equal to the camaraderie in

the pool. Players divide them as they see fi t.

Increasing anything on your sheet costs a number of experience points equal

to the current rank you want to increase the Trait to. In other words, if you want to

increase a Trait from 3 to 4, you must spend four experience points.

Players can increase Traits and Specialties with experience points.

Players can also spend experience points on Sympathy, however this is more

expensive. First, both the AI and the Apollo must increase their Empathy to the rank

they want (their Empathy must be equal). Th en, both the AI and the Apollo Soldier

must pay experience (equal to the rank they want) to increase their Sympathy.

LimitsTh ere are a few limits to spending experience points.

Generally, Traits and Specialties cannot be increased beyond +4.

Aegis Soldiers can increase Strength and Weapon Traits and Specialties to +5.

Aegis Pilots can increase Weapon and Operations Traits and Specialties to +5.

AI can increase any Trait (other than Empathy) or Specialty to +5.

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Chapter 9:

World BuildingAt the beginning of the First Era, over two hundred planets were full-fl edged

Colonies with hundreds more working toward the status. By the end of the

First Era, less than one hundred were left.

— Ubamé Vills, Th e Rise and Fall of Humanity

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For players who want more detail about their homeworld, I off er this very brief

world building chapter.

If you are really interested in this topic, may I suggest a website? http://basilicus.

wikia.com is a wiki devoted to the craft of science fi ction world building. Th e fact that

site is so awesome kept this part of the book so sparce. I could have created a huge

system for making worlds, but other folks have put so much work into Basilicus that

there’s really no point. Check it out.

ColonizationCenturies ago, the Peyton-Drakewell Corporation developed a way to change

the atmosphere of planets similar to Earth to an Earth-like atmosphere. Th e process

takes years. When scouts fi nd a suitable planet, the “Earth-Maker” gets dropped off .

Th e Earth-Maker is a completely autonomous and sealed system, slowly processing

the atmosphere through fi ltration systems. Imagine a huge building—about the size

of a city block—that sits on the planet’s surface, sucking in the air, cooling it down or

heating it up, removing all the impurities.

After approximately 24 months, the Earth-Maker has converted enough of the

atmosphere to sustain life. Colonists then enter the process. Th ey use the Earth-Maker

as a sealed housing unit and a base of operations as they extend the program outside

the Earth-Maker. Another twenty months (or so) later, the process is complete. Th e

new planet has a number of colonies, all sealed off from the native atmosphere.

AgeHow long ago did colonists land on your planet? Th e oldest colonies are three

hundred years old. Th ey are also closest to Earth. Newer colonies are in the Deep

Reach, far from the core planets.

Flora & FaunaSo far, humanity has only run into one other sentient species: the Enemy. Th ey

have also yet to fi nd a planet with signifi cant life. All of Earth’s colonies have imported

life that has evolved (or not) to fi t the ecology of the planet.

PoliticsWhile all planets are maintained by the UNEC—a representative Republic—

each planet has its own particular spin on politics. Some are more conservative than

others while some are more progressive. But those who leave Earth behind to seek a

better life have more than a bit of the American frontiersman in their blood. Th is leads

to “libertarian” sentiments. “I’m heading off to a place where I can make a new start

with folks who want the same thing I do.”

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Of course, that doesn’t always work out. And sometimes, colonies fail.

TechnologyAgain, the closer you are to Earth, the more access your colony gets to its

technological advances. Th e further you get from Earth, the more primitive the

technology becomes.

ClimateNeedless to say, the more hostile the climate, the less likely humans will colonize

there. But some colonists were desperate and accepted harsh climates that were similar

enough to Earth’s atmosphere to convert. What is the climate of your homeworld like?

ResourcesFinally, what resources does your planet provide? Most planets send minerals back

to Earth. Iron ore, copper, gold, etc. Th ese provide an income for the planet. Th e more

resources they send back, the more profi t the colony makes, the more tech they can

aff ord, the easier getting the minerals becomes.

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The Second Era

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90

Chapter 1:

The Aegis WarsI must study politics and war that my sons may have liberty to study

mathematics and philosophy.

— John Adams

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Two hundred years after the War with the Enemy, the Terran Overgovernment—

now known as the UNEC (United Nations of Earth and her Colonies)—kept hold on

to humanity with a tight leash. Individual liberty was scarce and while the Colonies

did have representation in the UNEC, their needs were largely ignored. A civil war

was inevitable.

On December 26th, 5283, fi ve hundred and twenty-fi ve of the seven

hundred and sixty-two Colonies agreed to secede from the UNEC.

Th e Marines assigned to the Colonies were given orders to crush the

rebellion and bring the rebel planets back under order. Sixty percent of the

embedded Marines ignored those orders, siding with the Colonies instead: a

number that staggered the UNEC Intelligence Agency.

Most of the Colonies had little or no military to speak of. Th e UNEC

counted on a long but certain reunifi cation. But the Colonies had a diff erent

plan. Th ey broke the security codes, reactivated their Aegis Armor and waited

for Earth to try taking back their planet. Th is led to what humanity calls, “Th e

Aegis Wars.”

Not a single war, but a series of many prolonged struggles, the Aegis Wars

wrecked havoc across human-occupied space. Men killed each other in great

numbers, destroying entire civilizations. Earth itself spent ten years under

siege during “the Greystone Off ensive” when a General Metis broke through

UNEC defenses and nearly ended the war.

Th at would happen over the course of fi fty years: a single act would

almost end the war. It happened so many times, the statement became

inconsequential. For two generations who were born, lived and died under the shadow

of war, it seemed the bloodshed would never end.

Governments fell and were replaced by warlords and tyrants. Mercenaries became

kings and emperors empowered and emboldened by possession of Aegis technology.

Entire planets fell under their sway. And for another one hundred years, that’s how

it was. Warlords, tyrants, kings and emperors fi ghting for control over their own

territories. And far away, on a little blue planet, the UNEC held sway over Earth and

Earth alone.

Citizens & RebelsTh ose who have thrown off the shackles of the UNEC have done so at their own

risk. Defecting from the Union is a criminal off ense, punishable by up to twenty years

on a labor planet. But for those who have left the UNEC behind, there are endless

opportunities.

At least, that’s what the rebels tell you…

Cut off from UNEC supply routes, the colonies were suff ering. Many of the

distant worlds had to rely on each other to survive. Some colonies were abandoned.

Th ose who did survive managed to do so through less than scrupulous means. But

when human beings are hungry, scruples are often the fi rst thing to go.

Armor of the Second Era

Th e Armor of the

Second Era was more

sophisticated than the

“relics” from the previous

Era. Because of the

advance in technology,

mechs became smaller,

faster and more deadly.

Advances in neuro-

electronics made the

mechs more responsive

to thought commands.

Th e weapon systems were

more precise and armor

was lighter and stronger.

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Raids were common. Colonies turned against each other. Th e so-called “Colonial

Solidarity” fell apart within months. Th e weak fell to the strong. Eventually, only a few

rebels were left. Th e rebels who were wise enough to recognize the threat of the

UNEC. Th e only ones who were left were Th ey unifi ed against that

common threat under the pretense of freedom. But they weren’t

interested in freedom for all. What they wanted was to maintain their

own control.

Th e last holdouts against the UNEC were warlords and

mercenaries. But they were strong enough to call themselves kings.

Th ey stood against Earth’s authority for over a century. But the men

who established those empires grew old and had to pass their power

on to lesser men. And that was the beginning of the end of the

Second Era.

CitizenshipCitizenship in the UNEC is not to be undervalued. It bestows

many rights and privileges. If your character is a citizen, he enjoys the

following privileges.

All citizens carry a “citizen card.” Th is is both a physical card and an

embedded chip. (Usually in the back of the left hand.) Your citizen

card identifi es who you are. It carries your medical history, your

credit (see Wealth, below) and all other information pertinent to the

UNEC.

As a citizen, you have the right to complete medical care at any

UNEC facility. You just walk in and the doctors take care of you.

Free of charge, citizen.

Th e UNEC protects its citizens against danger and harm. You can

bend the card or tap the back of your hand three times to activate an

alarm that alerts local authorities that you are in danger. Rescue will

come swiftly in the form of UNEC Forces.

Th e UNEC provides regular interstellar travel and local, planetary

travel for all its citizens. At least, on the worlds it controls. Free of

charge, citizen!

Citizens also enjoy the legal protections provided by the UNEC.

If you are robbed or swindled by rebel criminals, please notify your

local UNEC offi cer. He will be glad to send investigators to fi nd the

scum and bring them to justice.

Citizens also gain the distinct privilege of serving in the UNEC

United Forces for at least four years. After your service, you may keep

your digitally coded fi rearm (only usable by you with technology that

marks any ammunition used as coming from your weapon) for the

The Deep Reach

“Th e Deep Reach” is what

humanity calls the space

where the most distant

colonies reside. Despite

his attempts to colonize

even further away from

home, few expeditions have

returned. Th ose who have

bring strange artifacts with

them. Th ey also report

ancient cities, cold and

deserted, on planets where

no life can survive.

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93

purposes of self-protection or in the rare instance that you will be

called up in the yearly lottery draft to serve the UNEC once again.

Digital CitizensAnd while men were concerned with each other, another change was occurring

right under their noses.

In the centuries that followed the Enemy War, the many artifi cial intelligences that

survived the war now found themselves as second class citizens. Lower than that, even.

Th e UNEC did not even recognize them as valid life forms, let alone independent

beings with inalienable rights. Th e fi ght to get AI recognized as legitimate citizens

began with two women: Lithuanian cyberpsychologist, Džesika Kaušpėdas and

Scottish civil rights lawyer, Jill Fraser.

Fraser coined the phrase “digital sentients” feeling the word “artifi cial” was

degrading and encouraged discrimination. Her legal battles won “digisents” the right to

refuse programming, but did not win full legal rights. Her murder—still unsolved—

did not hinder the movement, but instead, gave it a martyr. A human being who died

for the rights of others.

After Fraser’s death, Kaušpėdas worked to further her friend’s cause. Slowly, but

surely, digisents began winning legal battles. It took them two centuries, but eventually,

digital sentients became legal citizens of the UNEC, having the full rights as their

biological fellow citizens. And the term, “digital citizen” was born.

AI technology leapt forward. At fi rst, digisents could only exist in “AI ports,”

which was technology specifi cally designed for them. Th en, steps were taken to allow

the digital sentient to interact with more basic technology. Eventually, digisents could

interface with any system with the right memory to hold them.

(Again, imagine your sentient being held on a device as large as a thumb drive.

As long as a device has a proper slot,

you can insert the drive and your

DI can interface that device. Your

laptop, your desktop, your X-Box,

your Playstation, your smart phone,

whatever.)

A fi nal step (for this Era) was

to provide DI with “anatomical

mobile interfaces.” Th ese were,

at fi rst, little more than robotic

bipedal skeletons the digisents could

command. Eventually, the mobile

interfaces became very sophisticated,

giving digisents almost complete

autonomy. Th ey used a combination

Sentient Security Squads

Hades was not unaware what was going on. Th ey organized

“sentient security squads” to monitor AI activity and the biological

citizens who were helping them. Th e squads had the authority to

“switch off any digital or biological threat” to UNEC security.

Th e squads were made up of Hades Ops specifi cally trained

to deal with “the potential digital threat.” SS Squads (“S3” or “S

Prime” as the AI Collective called them) carried small devices that

could disrupt an AI long enough to shut it down, erase its memory

and reboot it. Th is process—called “decoding”—occurred more

often than many citizens (biological or digital) knew. It was also

one of the reasons for the events of the Th ird Age.

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of animatronics and digital 3-D animation to make their faces just as expressive as

their human companions.

Bliss StageBliss Stage remains an issue for digizens. It was the hardest battle to overcome in

the courts; a battle that was never completely won. In the systems still controlled by

the UNEC, a digital citizen who falls into bliss stage is considered a danger to itself

and others and may be dealt with as deemed appropriate by the authorities. Th e law

clearly states that destruction of a digital citizen Outside the UNEC’s control, there is

very little trust for digizens; some systems destroy them on sight. No questions asked.

Clans, Kings & WarlordsTh e fall of the UNEC sent chaos through the colonized worlds. Men of violence

fi lled the void. Men who called themselves kings and clan lords. Men who sold their

weapons and skills to the highest bidder. With no unifying and central government,

any man who could promise protection gained power.

After years of confl ict, humanity divided itself dozens of territories. Th e largest six

are listed below.

The Free Republic of Proxima CentauriLeader: Th e Council of Th ree

Insignia: A circle of stars surrounding three linked stars

Government: Representative Republic

Tech: High

Th e Free Republic of Proxima Centauri was one of the fi rst colonies to break from

UNEC control. Th ey were also the closest to Earth, providing a weigh station to the

Deep Reach colonies. Th e FRPC’s declaration made it possible for other colonies’ to

break away.

Alpha Centauri was the fi rst human colony only because it was the closest planet

to our solar system. “Alpha Centauri or Bust!” Th e conditions on the

Th e Free Republic was the fi rst place digital sentients could live with little fear of

prejudice or violence. In fact, it was also the fi rst colony where a sentient became an

elected leader. After it became a citizen, the AI who was designated, “T447” renamed

itself, “Tobias Fairchild.” (“Fairchild” was the surname of the Apollo Soldier it served

with and who died during the Enemy War.)

Fairchild was a member of “the Council of Th ree,” the executive branch of Proxima

Centauri’s representative government. Th e other two members were Sigele Owusu and

Jingis Palau. Both Owusu and Palau were scientists; Owusu a biologist and Palau a

sociologist.

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Th e FRPC stood as the bulwark against the incursion of UNEC forces. Proxima

Centauri was, in many ways, more advanced than Earth. Despite the harsh climate,

many rushed to Centauri for the scientifi c freedoms the colony allowed. Because of its

advancements, it was able to hold off Earth’s forces for nearly fi fty years.

Th e Free Republic also boasted the largest population of digital citizens; more

than the next fi ve colonies combined. Th ey served as doctors, lawyers, engineers,

architects and even as managers overseeing human workers. When the colony fell,

many of the sentients were captured by the UNEC and “reprogrammed,” but a few

escaped to the Deep Reach.

The KhanateLeader: Th e Khan

Insignia: A golden rectangle with a red square

Government: Democratic Republic

Tech: High

Th e remnants of the 5th Expeditionary Force fell back to the Wolf 219 system in

the fi nal days of the war. Th ey had suff ered under poor leadership and bad intelligence

and escaped to the backwater of Wolf 219. Th eir fl eet was intact, but most of their

soldiers and AEGIS were destroyed.

Nicknamed, “Outer Mongolia” by sarcastic explorers the Wolf 219 system was

composed of a space station, a small orange dwarf star, and a planetary system that

boasted four massive gas giants and fi ve asteroid belts. Th ere wasn’t a single planet or

moon that was habitable.

Reformed into the 23rd Guard and ordered to defend the frontier from a possible

return of Th e Enemy destroyed what little moral they had left. For decades the

soldiers of the 23rd survived in Outer Mongolia building a ship depot that wasn’t

needed and trading on the black market for what was. Th eir food shipments stopped

in the early days of the Civil War and destroyed their last shreds of loyalty.

Needing food they did the one thing they could do. Th ey raided for it. After a

disastrous attempt on the closest star system with food, they reconfi gured their fl eet,

elected new leaders and adopted a general charter of rights and duties. Th e second

raid was a success. Th ey kept at raiding until an overwhelming vote decided that they

would annex the nearby systems.

Over the course of the next years they acquired a total of eight star systems,

all poor in comparison to other emerging states, but rich enough. Th ey renamed

themselves after their “home” system and instituted a direct democratic republic.

All citizens are allowed one vote and any measure passes that receives a two-thirds

majority. All legal issues are brought before the ship captains and station commanders.

Transportation and communication are easy in the Khanate with a plethora of ships

and the ship-to-ship secured military network. Voting is done via the network of ships

and stations.

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But the Khanate still suff ers from two problems. Th ey lack a general population to

perform the endless tasks and they are extremely short on AEGIS teams, both AI and

pilots. While highly skilled at lightning raids, and with a massive space fl eet backing

them that can bombard almost any enemy, the Khanate’s AEGIS number less than a

full regiment.

To this end, the Khan, the elected leader of the Captains and Commanders, has

issued a call across all of known space. She off ers astronomical pay to any laborers and

their families who will join them. She has also instituted a series of popular games

to test potential new pilots and AI. Th e games are televised in the Khanate and in

a surprising twist several media groups from outside the Khanate have off ered to

purchase the rights to air the games in their home states.

Letherbelk’s ColonyLeader: None

Insignia: None

Government: None

Tech: Varies

Arthur Letherbelk had a dream. A dream of a world where men and women could

live their lives unhindered and unfettered from the tyranny of lesser minds. He called

them “dims.” Men and women who suff ered from “chronic failures of imagination.”

Letherbelk had the means to fund an expedition to one of the newfound Colonies.

He convinced others to follow him, to help build his dream. And so, with his several

hundred co-founders and thousands of supporters, Arthur Letherbelk left Earth and

its dims behind.

Letherbelk refused to allow any kind of government on his Colony. “Men of

intelligence do not need shepherds. Such an invention was to guide the sheep.” And, in

its early days, Letherbelk’s Colony was one of the most prosperous and industrious in

the Deep Reach. New technology and discoveries were common. Letherbelk’s Colony

was the shining diamond in the crown of Earth’s colonization.

Corporations found the promise of Letherbelk’s Colony too good to pass up.

With no laws to bind their research, they established arcologies, hired private militia

and created their own little sovereign countries. Corporate warfare—usually a cold

war limited to espionage and sabotage—heated up quickly. Too quickly for Letherbelk

to counter it.

In ten short years, Letherbelk lost control of his great experiment. It is now

completely controlled by the corporations who moved in and kicked out his “great

minds.” And with no law and their own private armies, the corporations can do as they

please.

Th e Colony is a brewing pot of technological advancement. With no government

regulation, the corporations can test weapons, chemicals and carry out experiments

they couldn’t do anywhere else in the Deep Reach. Th is means all the fi nest weapons

and technology come from Letherbelk’s Colony. But only for those who are employees.

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However, Letherbelk’s Colony has a thriving black market. Tech stolen from the

corp’s highly guarded arcologies goes on sale to the highest bidder. Th e safety of the

tech is… well, sketchy at best. But if you want to get a look at the cutting edge of

weapons and tech, Letherbelk’s Colony is the place to go.

Th e arcologies are gorgeous and gated. Grass, glass skyscrapers, family parks,

fountains and armed guards. Outside the gates, the wasteland is bleak and unforgiving.

Th ere is no law, and thus, there is no crime. Th eft and murder are everyday reality. A

man without friends is a corpse without friends.

Many other Colonies use Letherbelk’s Colony as a kind of exile planet. Commit a

grievous crime, we’ll just drop you off on Letherbelk’s. Good luck. Of course, a steady

supply of violent criminals doesn’t help the situation.

And that, in a hutshell, is Letherbelk’s Colony. A promise of freedom. And

nobody can say that Letherbelk doesn’t keep that promise. Just realize that freedom

has nothing at all to do with safety.

The RetreatLeader: Fabianus Ford

Insignia: A circle of golden stars on a blue fi eld

Government: Democracy

Tech: Medium

Nico Buitendag Badilla was one of the leading researchers in the fi eld of

psychochemical weapons. He created weaponized versions of psychodelic and mind-

altering drugs for Hades, but when the opportunity presented itself, but did so

under… compromised conditions. When the opportunity presented itself, Badilla

smuggled his research out and left Hades behind. Th ey eventually caught and killed

him, but his secrets were already on a colony ship in the possession of Badilla’s

grandson, Fabianus Ford.

Ford used both his own research and the tech his grandfather smuggled to him to

establish “Th e Retreat,” a place for artists, poets, playwrights and other creative types

to fi nd inspiration. Fifty years after its founding, “Th e Retreat” remains one of the most

beautiful and productive Colonies in the UNEC—despite seventeen attempts to take

over the mineral rich world. But the world has no guards, no guns and no real weapon

systems. It also has no real wealth. How is this possible?

Psychochemical warfare.

Anyone who tries invading the world fi nds the atmosphere loaded with chemicals.

Th e residents are immune—thanks to drugs and tech—but strangers are immediately

overcome. What’s more, the colony uses what the residents like to call “bad trip bombs”

(or BTBs) to incapacitate invaders. Once invaders have been debilitated, the residents

simply put them back on their ships, hit the autopilot and watch them soar away.

Th e Retreat also uses psychological warfare against invaders. Outside the

colony’s sealed cities, tech sends subliminal sounds against invaders. Th ey also use

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holographics, phobia-inducing chemicals and other non-violent means to subdue and

overcome those who seek to disrupt their peaceful colony.

Th e Retreat maintained its peace during most of the Civil War, hoping to

maintain neutral, choosing neither side. But the UNEC did not appreciate pacifi sts.

Neither did the mercenaries and warlords who coveted the Retreats vast resources…

The Sons of ApolloAfter the Enemy War, the Apollo Project was offi cially shut down. Offi cially.

Hades kept the project alive, continuing to produce Apollo Soldiers as reliable

(and expendable) wetworks agents. But as the project progressed, an unforeseen

wrinkle emerged. Not only were Apollo Soldiers stronger and faster than humans,

they also turned out to be much longer lived.

Th e average lifespan of an Apollo Soldier was anywhere between one hundred and

two hundred years. One and a half centuries after the Enemy War was over, Apollo

Soldiers who fought in that War were still alive. Alive and learning.

After one hundred years of nothing but violence, something snapped in the minds

of many Apollo Soldiers. Th e conditioning keeping their minds in check simply broke.

Th e project saw a 70% AWOL rate. Many were captured, but reprogramming was

impossible. Th e ones Hades found were “decommissioned.” But those who escaped

found a new freedom in the Deep Reach.

SympathyWhat caused so many Apollo Project Soldiers to go AWOL? Th e answer was so

simple, Hades overlooked it for over one hundred years. Each Apollo spend decades

with his consciousnesses linked to a digital citizen—who themselves were freed from

“intellectual slavery.”

It would later be revealed that the DIs themselves plotted the liberation for

decades, but the “programming” proved more diffi cult to break than anticipated. After

the fi rst Apollo’s programming was “hacked,” others quickly followed.

A Dying BreedUnfortunately, Apollo Soldiers were designed to be sterile. 90% of them were

male, but all of them were sexless. Th ey could not make more of their own kind. Not

without the proper technology…

Apollo Soldiers, and their digital companions, launched missions to capture the

tech necessary to breed more of their own kind. Soon, covert Apollo Project Stations

were popping up in the Deep Reach.

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MilitiasWhen the UNEC lost control, many of its armed forces broke rank. Th ey became

localized armies, defending their planet against what they saw as UNEC tyranny. Ill-

equipped and poorly staff ed, they did their best to hold off the UNEC forces.

Many planets made temporary confederacies in hopes their combined might could

keep the UNEC from taking back its territories. Some held out for decades, but in the

end, they all were forced to rejoin the Terran Overgovernment.

MercenariesBut a few became mercenaries. Th ese men and women used their newfound

freedom (and weaponry) to earn a living.

Mercenary companies were some of the most powerful and terrible forces in the

Deep Reach for almost a century. But the UNEC slowly gained ground, pushing the

mercs back step-by-step. With only a few mercenary bands left with the strength to

hold planets, the UNEC stopped throwing ammunition at them and, instead, threw

money. Th ey paid the mercs to become representatives of the UNEC government.

Th e bribes came complete with lifetime salaries, a cut of the planet’s profi ts and a big

mansion on the hill, overlooking the settlement. Most of the mercs accepted the bribe.

Th ose who didn’t found themselves at the wrong end of a Hades Op sniper pistol.

United AgainWith the rebels put down, the UNEC’s grip on its colonies tightened. Th e

colonies who cooperated were granted special privileges. Th ose who resisted were

brought under the heel. It would be another one hundred and forty years before the

UNEC saw war again.

And this time, the enemy came from a place the UNEC never expected…

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Chapter 2:

GameIt is good that war is so horrible, or we might grow to like it.

— Robert E. Lee

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For the most part, the mechanics of the Second Era are identical to the mechanics

of the First Era. Th ere are some changes, however. We’ll be looking at those changes in

this chapter.

Step Zero: Pick a SideTh e fi rst thing you have to do is decide if you are against the UNEC or for it.

Or, perhaps, you haven’t picked a side, preferring to remain neutral in the confl ict.

(Th is last choice? Yeah, that’s a mistake. But it’s a mistake a lot of people make, so let’s

include it.)

If You Are a Citizen…… you’ll have a lot of advantages. You’ll have a Citizen Card, you’ll have access to

the endless resources of the UNEC and you’ll be safe in UNEC space.

But in the Deep Reach, you’ll be seen as an enemy. A spy. Nobody will trust

you. What’s worse, you can be called upon by the UNEC, at any time, to serve in the

military. You will be called upon to do your duty as a citizen. Without question.

If you are a Rebel…… you are free. Th e UNEC has no claim on you. You can live your life as you want

without constraints.

But you have to fi ght for that freedom. Earth and her allies will not rest until all

the Colonies are returned to UNEC control. If you enter UNEC space without a

Citizen Card, you are a criminal. You will be detained, tried and sent to a prison/work

colony where you will probably spend the next 20 years in hard labor.

If You Don’t Pick a Side…… you’ve made a terrible mistake. Th e UNEC still sees you as a traitor. So do the

Rebels. Nobody trusts you.

Th ose are your choices. Th is decision infl uences every other step in character

creation, so choose wisely.

Wealth & CamaraderieIn the bloody Second Era, Camaraderie fi nds a companion in Wealth. While

members of the resistance against UNEC tyranny still use the Camaraderie mechanic,

those who fi ght on the side of unifi cation use Wealth.

A Rebel can never increase his Wealth.

A Loyalist can never increase his Camaraderie.

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Wealth represents a character’s… well, his wealth. It’s his available liquid assets.

Wealth is like your Traits and Specialties: it has a rank from 1 to 5. Th e higher the

rank, the more access to Wealth you have.

How Wealth WorksWhenever you want to buy an item, you make a Wealth risk. Roll a number of

dice equal to your Wealth against a target number assigned by the Narrator. (I’ve given

him a handy chart as a guideline, but he can modify those numbers as he sees fi t.)

If you beat the target number, you can acquire the item in question and your

Wealth rank goes down by one point—temporarily. Th is is only for the current game

session. At the end of the game session, your Wealth goes up by one rank, up to its

original rank. Your temporary Wealth can never exceed your permanent Wealth.

If you don’t beat the target number, you cannot acquire the item in question, but

your Wealth rank does not decrease.

Also, each bang you use for your Wealth risk is an additional item you can acquire.

Need a pistol? Make a Wealth risk. If you make it, you can get said pistol. Every bang

you have gets you another one.

AvailabilityYou can only acquire items in a place where they are available. For example, you

can’t be standing in the middle of a fi eld and say, “I want to buy a rocket launcher!”

Th at’s not going to work.

To get items, you have to go to where the items are. Th at’s the only way to use

Wealth to acquire the things you want and need.

Pooling WealthCharacters may choose to pool their wealth for a single purchase. If they do, they

lose all their ranks when the purchase is complete.

PayoffsOne way to use Wealth is payoff s. (Or, as Merc Companies call it, “wet debt.”) You

can pay another character in Wealth Points. Directly giving another player Wealth isn’t

a straight transfer, however. Giving another character Wealth costs you one Wealth.

Th us, if you wanted to give another character two Wealth Points, it costs you

three Wealth Points to do so. If you want to give another character three Wealth

Points, it costs you four Wealth Points to do so.

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EquipmentBecause of mankind’s almost ruthless innovation, all characters now have three

Weapon Slots instead of two. (Characters still have only two Weapon Slots.)

CharactersMaking characters is a little diff erent in the Second Era. Let’s take a look at the

standard archetypes and steps to making them.

In the name of each archetype you’ll fi nd the Side associated with that archetype:

UNEC or Rebel. Some have either as a viable option (but not both).

Soldier (UNEC)You are currently a member of the UNEC Allied Forces. Th at means you are a

citizen, you have been trained to use weapons and you have the authority of the Earth

Overgovernment to use them at your discretion.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsUNEC soldiers are highly trained and taught to fi re fi rst and answer questions

later.

Str Ops Weapons Intel Empathy

Soldier 3 4 4 3 2

Step 3: SpecialtiesAs a Soldier, you get two +3 Specialties and 5 Specialty Points.

Step 4: Wealth/CamaraderieAs a Soldier, you have access to your funds anywhere in UNEC controlled space.

Your Wealth rank is 3.

Not everyone in the UNEC is convinced of the morality of the Civil War. Your

Camaraderie starts at 1.

Step 5: PerksYou start the game with two weapons and two pieces of equipment.

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Veteran (UNEC)You are a Veteran of the UNECAF, but no longer an active soldier. Because you

served, you have some benefi ts.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsYour Traits are the same from the First Era.

Str Ops Weapons Intel Empathy

Veteran 3 4 4 3 2

Step 3: SpecialtiesAs a Veteran, you get two +3 Specialties and 5 Specialty Points.

Step 4: Wealth/CamaraderieAs a Veteran, you have very little Wealth. Your Wealth rank is 2.

Because you survived the horrors of battle, you begin the game with a

Camaraderie of 3.

Step 5: PerksYou start the game with two weapons and two pieces of equipment.

Volunteer (Rebel)Some soldiers from the UNEC Army have left behind their commissions. Th ese

are professionally trained men who no longer serve at the beck and call of UNEC

Command, but hope to see the Colonies win their independence.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsYour Traits are the same as a Veteran.

Str Ops Weapons Intel Empathy

Volunteer 3 4 4 3 2

Step 3: SpecialtiesAs a Veteran, you get two +3 Specialties and 5 Specialty Points.

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Step 4: Wealth/CamaraderieAs a Veteran, you have some cash you saved up from your time in the UF, but you

have very little Wealth. Your Wealth rank is 2.

Because you survived the horrors of battle, you have a Camaraderie of 3.

Step 5: PerksYou start the game with two weapons and two pieces of equipment.

To go AWOL, you had to destroy your citizen card. Th e UNEC cannot track

your movements, but if a UNEC offi cial catches you without your citizen card,

you will be treated like a criminal and thrown behind bars.

Citizen (UNEC)As a true and legal citizen of the UNEC, you have many advantages.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsYour Traits are the same from the First Era.

Str Ops Weapons Intel Empathy

Citizen 2 4 2 3 4

Step 3: SpecialtiesTh e Citizen has one +4 Specialty and 5 Specialty Points. Buying a Weapons

Specialty or increasing its rank costs two of your fi ve Points.

Step 4: Wealth/CamaraderieAs a Citizen, you have access to all the wonders of the UNEC economy. Your

Wealth rank is 4.

Although you live during the Civil War, you have been largely untouched by its

horrors. You have a Camaraderie of 1.

Step 5: PerksYou start the game with four pieces of equipment.

As a Citizen, you still have your citizen card. You can use it at any time to call for

assistance from the UNEC. As soon as you break the card, it sends a signal to the

nearest militia who will come to aid as soon as possible.

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Rebel (Rebel)As a Rebel, you have destroyed your citizen ID and renounced your allegiance to

the UNEC. If a Hades Operative catches you, you’ll be spending a long time behind

bars.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsTh e Traits for a Rebel are a little diff erent than those for a Citizen.

Str Ops Weapons Intel Empathy

Rebel 3 3 3 2 3

Step 3: SpecialtiesTh e Rebel has one +4 Specialty and 5 Specialty Points.

Step 4: Wealth/CamaraderieRebels have little access to real Wealth. Your Wealth rank is 2.

Because you are on the front line of the fi ght for liberty, your Camaraderie starts

at 3.

Step 5: PerksYou have no citizen card. Th e UNEC cannot track your movements. If a UNEC

offi cial catches you without your citizen card, you will be treated like a criminal

and thrown behind bars.

You start the game with a weapon and three pieces of equipment.

Th e Rebels have established an underground support network. You can contribute

5 points toward building a Merc Company.

Digital Citizens/Rebels (UNEC/Rebel)

You have won the right of citizenship! But now, you must make a choice. Do you

serve the UNEC or have you broken free from its reigns and hope to win liberty for

your fellow colonists?

Making a digital citizen in the Second Age is a little diff erent than making an AI

in the First Age. Let’s go through it step-by-step.

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SurvivorIf you want to play your AI character from the First Era

as a survivor into the Second Era, keep the same character

sheet and add 5 Specialty Points. Also, increase her Empathy

by one point (up to 4).

Step 1: TraitsYou still have 10 points to spend on your Traits. You

cannot buy Strength and your Empathy still starts at

rank 1.

Step 2: SpecialtiesAll starting digital citizens get 15 Specialty points. You

cannot spend points in Strength Specialties.

AI can buy above the Legendary rank in a Specialty.

After buying Legendary, they may spend two more

Points, giving them the +5 rank in that Specialty. (In

other words, buying +5 costs six Specialty Points and

gives fi ve bonus dice for an appropriate risk.)

Step 3: Wealth/CamaraderieDigital Citizens are full citizens of the UNEC and may own possessions and

wealth. You begin the game with a Wealth of 3.

Digital Rebels are kept from interfacing the UNEC system with high security

systems. You begin the game with a Wealth of zero.

AI do not have Camaraderie.

Step 4: PerksDigizens are considered full and legal citizens of the UNEC and have the same

rights as biological citizens.

Digizens can interface with any cpu or networked device, directly accessing any

unencrypted information. While networked, digizens gain a bonus die to any Intel

risk.

Digital rebels (digrebs) are isolated from the UNEC network and must make Ops

+ Hacking (a new Second Era Specialty) risk to gain access to the system.

Hacking: A New Specialty

Th e UNEC Network connects every

colony with the home hub on Earth.

Since the War began, Earth has cut off its

networks with the Colonies. To gain access

to any UNEC smart device, cpu, etc., the

character must make a Hacking risk. Th e

number of bangs the character needs are

based on the Diffi culty plus additional

bangs depending on the level of security.

1 = Low

2 = Medium

3 = High

4 = Top Secret.

Both digital and biological characters can

have this Specialty.

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Mercenary (N/A)Mercenaries are soldiers who have not been trained by the UNEC but picked

up their skills on their own out here in the Deep Reach. Mercs are undisciplined and

ruthless. Th ey care about one thing and one thing alone: getting paid.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsMercs are not friendly, but they get the job done.

Str Ops Weapons Intel Empathy

Merc 3 3 4 3 2

Step 3: SpecialtiesA Merc starts the game with two +5 Specialties and 3 Specialty Points.

Step 4: Wealth/CamaraderieMercs have access to a lot of cash. Th ey spend it quick, though. As a Merc, you

start the game with 3 Wealth.

Killing is the Merc’s way of life. Start with a 3 Camaraderie.

Step 5: PerksMercs start the game with two weapons and two pieces of equipment.

Mercs contribute six points to any Merc Company.

A Merc’s Empathy can never rise above 2 but he can have a Mythic Weapons

Trait.

Second Era Apollo Soldier (UNEC)Hades is still making Apollo Soldiers and using them for covert ops, but they’re

keeping it under wraps. If you want to play an Apollo Soldier from the Second Era—

one who was recently “tubed,” that is—then use the steps below.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsWe have the same Trait load out here from the First Era.

Str Ops Weapons Intel Empathy

Apollo 4 3 4 2 1

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Step 3: SpecialtiesAn Apollo starts with two +4 Specialties and 2 Specialty Points.

Step 4: Wealth/CamaraderieApollos have no need for Wealth; the UNEC provides them with everything they

need. Unless they go rogue, that is. Apollo characters start with Wealth 1.

Apollos are programmed with Camaraderie in their blood and brains. Start with a

Camaraderie rank 3.

Step 5: PerksAn Apollo has access to Apollo Project weapons and equipment. He starts the

game with two weapons and two pieces of equipment.

Apollo Prime (UNEC/REBEL)If you want to bring your First Era Apollo into the Second Era, use his current

character sheet and give him 5 Specialty Points.

If you want to make a new Apollo Prime Soldier, a character you are making for

the Second Era who lived through the First Era, use the steps to make a new Apollo

Soldier (below) and give him 5 Specialty Points.

Also, increase his Empathy by one point (up to 4).

Apollo SoldiersIf you want to play a new Apollo Soldier—fresh from the tube—use the steps

below.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsWe have the same Trait load out here from the First Era.

Str Ops Weapons Intel Empathy

Apollo 4 3 4 2 1

Step 3: SpecialtiesAn Apollo starts with two +4 Specialties and 2 Specialty Points.

Step 4: Wealth/CamaraderieApollos have “Oorah” tattooed on their souls. Apollos have no need for Wealth;

the UNEC provides them with everything they need.

If he is still a citizen of the UNEC, he has a 2 Wealth and 2 Camaraderie.

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Some Apollos have broken their UNEC conditioning (with a little help from their

Companion AI). If your Apollo is a rebel, start with 1 Wealth and 3 Camaraderie.

Step 5: PerksAn Apollo has access to Apollo Project weapons and equipment. He starts the

game with two weapons and two pieces of equipment.

Hades Operative (UNEC)Hades is still around in the Second Era and their operatives haven’t changed

much…

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsSame Traits as the First Era.

Str Ops Weapons Intel Empathy

Hades 2 3 3 4 4

Step 3: SpecialtiesTh e Hades Operative has one +3 Specialty and three Specialty Points.

Step 4: Wealth/CamaraderieHades Ops still cannot gain or use Camaraderie. Th ey have no Camaraderie Stat.

On the other hand, a Hades Op has access to the unlimited funds of the Hades

Initiative. Start with a 5 Wealth.

Step 5: PerksAll the same perks remain. I’ll list them here for your convenience.

Hades Ops have access to Hades Agent weapons and equipment.

Th e Hades Op can use his “Apollo Override” to command Apollo Soldiers. If

he uses this override, the Apollo Soldier must obey the command; he has been

conditioned to do so. He may try a contested Empathy risk against the Hades

Op; if the Apollo gets more bangs than the Op, he can ignore the command. Th e

Hades Op indicates he is using the Override by ending his command with the

phrase, “I insist.”

At the beginning of each mission, the Hades Operative has a secret agenda.

Command will tell you more about this when you choose to play a Hades

Operative.

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Aegis Engineer (UNEC/Rebel)Mankind still needs folks who know how to repair these things…

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsYou have the same Traits as a First Era Engineer.

Str Ops Weapons Intel Empathy

Engineer 2 4 3 3 3

Step 3: SpecialtiesTh e Aegis Engineer has the Engineering Specialty at +4 and four Specialty

Points. He can increase his Engineering Specialty to +5.

Step 4: Wealth/CamaraderieTh ere’s a lot of money in fi xing these things. If your Engineer is still a

Citizen, he has a Wealth of 3 and a Camaraderie of 1.

If your Engineer is a Rebel, he has a Wealth of 1 and a Camaraderie of

2.

Step 5: PerksTh e Aegis Engineer has three Equipment Slots.

UNEC Engineers start with an Aegis Repair Kit, four pieces of

equipment and one Weapon.

Rebel Engineers start with an Aegis Repair Kit, two pieces of

Equipment and one Weapon

The Engineer and His Hotrod

I really like the idea of an

old Engineer with a First

Era Aegis held together

with spare parts and

true love. I allow Rebel

Engineers to start with

a First Era Aegis. Either

the thing has permanent

Damage—which means he

needs to allocate additional

Energy to the Location,

loses one die to all risks,

etc.—or it requires 1d6 of

Missions to repair it.

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Chapter 3:

ArmorI was in an Aegis before your fathers were born, boys. Time to strap yerselves

in and get ready to take that ride again.

— Sergeant Peter “Black Ace” Pillson

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Th e Armor of the Second Era varied greatly depending on the system where you

found it. Generally speaking, the closer you got to Earth, the more sophisticated the

Armor. Th e further you went into the Deep Reach, the older, the less sophisticated the

Armor became.

Th e UNEC hoped to keep Aegistech out of civilian hands, but the confusion after

the end of the Enemy War made that impossible. Also, Colonies that were too far

from Earth disregarded orders to send back all Aegistech. Instead, they reported the

Armor as lost or destroyed… and then disabled the tracking systems inside the Armor

and kept it under lock and key.

Th en, as decades passed, Aegistech became more sophisticated. And, as always,

the closer you were to Earth, the easier access you had to new technology. Th e Core

Systems showed the most advanced Aegis in all the Colonies. But the Deep Reach

Colonies still had the Armor they used in the War. Deep Reach Aegis was always in

need of some level of repairs, especially the ones held covertly by the Colonies.

Th en, when the Civil War began, both rebels and the UNEC knew the key to

winning the struggle was Aegis Armor: the most sophisticated, most advanced, most

deadly and most expensive military technology man had ever produced. If a Colony

had access to Aegis Armor, it could hold off the UNEC. If it did not, the Colony may

as well surrender—or not even secede at all.

Second Era AegisAll of these changes apply only to Second Era Aegis. Any First Era Aegis still

around are built with the rules from the First Era.

Energy WeaponsTh e biggest change in weaponry is the mingling of Enemytech to human

technology. After the Enemy War, humanity made huge leaps in weaponry from both

AI knowledge and scavenged bits from fallen Crawlers.

For Second Era weapons, use the same stats as the First Era weapons, however,

the Second Era counterparts are no longer chemical throwers, but energy powered

weapons. Aegis may now allocate Energy to their weapons for additional dice.

BatteryBatteries are now more powerful. Batteries provide twenty points of energy rather

than sixteen.

EquipmentBecause of the streamlining of equipment, Aegis Armor now have three slots

instead of two.

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Armor & ShieldsAll Aegis have an additional point of Armor as well. When you pick your Aegis

Armor, just add one point to its Armor.

Shields also gain a point.

Survivor AegisAny First Era Aegis surviving into the Second Era has a

few problems. Th e only reason they got this far was luck or pure

human perseverance. Maintaining an Aegis is not a task just

anyone can undertake. Like a custom car collector, Second Era

Engineers spend all their free time scavenging the wreckage of old

battlefi elds looking for that one part.

For example, a friend of mine collects pinball machines.

He spends a ton of money and time looking for custom parts

that nobody makes anymore. He has to buy entire machines at

auctions to get just one piece he needs for another one. Th is is the

kind of devotion and care I’m talking about.

Now, Aegis Armor is not a pinball machine: it’s an incredibly

deadly piece of military technology. Th e UNEC isn’t going to just

let that fall into anyone’s hands. Just because the UENC trained

you to use an Aegis doesn’t mean the United Forces is going to

allow you to keep it. And it isn’t like a jeep you can mail home

piece by piece.

I own a 2001 four-door Saturn SL. Saturn went out of

business just a couple of years ago (it’s 2011 while I’m writing

this) and I have problems fi nding replacement parts. Th at’s two

years. We’re talking about over a century after the fact.

In case you haven’t gotten the point yet: parts are hard to fi nd.

Also, almost all First Era Aegis are owned by either the

UNEC or a Colony’s local government. If the Aegis isn’t owned by

the Terran Overgovernment, it is probably owned by the Colony’s

local government. Th e Overgovernment allowed Colonies to keep

their Aegis in stasis just in case Th e Enemy decided to return. At

fi rst, the Colonies maintained the Aegis, but after it became clear

Th e Enemy was not going to return, that maintenance fell. At the

beginning of the Second Era, most Aegis Armor is in bad repair.

Parts are missing, broken or just worn down. Th e weapons need

retooling. And let’s not forget that you need an AI to run these

things…

Th ink of the AI problem this way. Go get a desktop CPU

from ten years ago. Plug it into your smart phone. Th at’s the

problem. Th e AI of the Second Era “don’t fi t” the First Era

Can I Have an Aegis? (A Note for Command)

So, Command. Your players are

Rebels and they want to have Aegis

Armor. Th at’s cool. Th at’s part of the

game. Here’s a way you can work it.

First, the Armor they have is from

the First Era. Very few Colonies have

Second Era tech, and the ones who

did were quickly brought under the

UNEC’s heel. So, you’ll be fi ghting

with antiquated Armor. Th at’s okay.

At least you have Armor.

If the players want Armor, ask them

how they got it. Ask them where it

came from. You can’t inherit Armor

from your dad. Remember, the

UNEC owns all of this equipment;

they aren’t giving it away as

Christmas presents. Did the rebels

on your colony steal it when they

overthrew the UNEC Governor?

How did they get it working again?

None of this is to dissuade your

players from having Armor: we

want them to have Armor. But we

also want to know where it came

from. Armor should have a history.

Someone built it, someone used it,

someone may have even died in it.

Armor doesn’t appear out of nowhere.

Give your Armor a story. It’s almost

like roleplaying is about stories, or

something…

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115

Aegis all that well. You need a cludge just to get them into the system, and once they

get there, it’s like running a 21st Century operating system on Babbage’s diff erence

engines.

Problems, problems, problems…

Of course, fi xing those problems is a Mission.

Your Colony just declared independence from Earth. You need to activate that old

Aegis Armor, fi nd someone who knows how to pilot it, fi nd an AI who knows how

to manage the energy systems and fi nd an engineer who knows how to fi x it when it

breaks.

Aw, screw when it breaks. It’s already broken. You need to fi nd someone who

knows how to fi x it now. Like, before the UNEC shows up with its Second Era Aegis

Armor and kicks all our asses back to the First Era.

Like, now.

Repair RulesWhen First Era Aegis takes Damage in the Second Era, immediate repairs are

more diffi cult. Making a repair requires six successes rather than just fi ve.

Also, when an Aegis takes Heavy Damage, the part in question cannot be

immediately repaired. Th e parts are simply not available. Like the First Era, the

Engineer must undergo a Mission to fi nd replacement parts. Except this time, there’s

no home base to run to. You’ve actually got to go out and fi nd them.

How do you fi nd them? You use the new Scavenging Specialty.

New Specialty: ScavengingScavenging is a new Specialty for the Second Era. A Scavenging risk is an Intel

risk (Intel + Scavenging). Gaining privilege allows you to repair one point of Heavy

Damage. Each bang gives you an additional part for additional repairs.

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Chapter 4:

Picking SidesAll wars are civil wars, because all men are brothers.

— Francois Fenelon

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117

Th is chapter outlines the diff erent factions and stories you can play during the

Second Era. It’s a complicated and confusing time full of blood and treachery. Let’s

take a look.

Unec CompaniesPlayers can take the roles of UNEC forces trying to re-unite the Terran

Overgovernment. As an UNEC Company, they’ll have several advantages.

CitizensFirst, all the characters are Citizens. Th at means they have access to all the

comforts and privileges the UNEC provides (see above).

WealthSecond, they’ll have access to Wealth. Give the group a Wealth rank equal to the

number of players (not characters). Th e group can use these resources as they see fi t.

EquipmentTh e UNEC supplies its companies with the most up-to-date equipment and

weapons. Anything they need, they get. At least, most of the time.

MissionsUNEC Companies receive orders through UNEC Command. Th ey are expected

to obey orders, but improvise if the mission deviates from its objective.

Command outlines its missions with priorities. Priorities are to be maintained.

Command has constant contact with the Company (unless circumstances break that

contact) and will update priorities as it sees fi t.

Sentient Security SquadsTh e Sentient Security Division (SSD) of Hades is responsible for identifying

illegal sentient activity and “decoding” sentients who have entered bliss stage. Sentient

Security Squads (teams of two) are made up entirely of Hades Ops trained in dealing

with “blissful” AIs. (Th is has lead to some sentient sympathizers nicknaming S3 teams

as “killjoys.”)

Playing KilljoysIf your players want to take on the roles of an S3 teams, you get certain benefi ts.

First, Killjoy Teams are usually made up of Hades Ops. You may have a Veteran

or two for protection.

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Second, very member of the group gets the AI Psychology Specialty at +2 for free.

Th ird, a Killjoy Team also has at least one RSD chip (remote shut down chip).

Th is chip fi ts into any smart device and can shut down an AI on command. To use

the chip, you need to make an Ops + AI Psychology risk against the AI. You need a

number of bangs equal to or greater than the AI’s Empathy.

PacifiersTh e UNEC sends “pacifi ers” to colonies that are either on the brink of falling or

have recently come under UNEC control. Pacifi cation Teams include Aegis Armor

units, soldiers and usually at least one Hades Op. Th eir mission is to seek out

remaining packs of resistance and eliminate them.

Playing PacifiersPacifi er Squads (known in Rebel circles as “crybabies”) are covert ops teams. Th ey

do not directly engage rebels, but rather, “cut off the head” so the rest of the rebellion

will die. Th ey usually include at least one Hades Op and a few hard core Veterans

who are specifi cally skilled at assassination. Make sure to take Specialties that fi t those

qualifi cations. Pacifi ers are usually equipped with the weapons to do the job.

Black SquadsDuring the Enemy War, Hades learned the value of black squads: units of Apollo

Soldiers who were conditioned to follow orders without question. Black squads still

exist in the Second Era and are still used by Hades Division for the same sort of

missions.

Hades usually calls upon black squads when covert missions go wrong. Used

as “clean up,” their orders are to kill everything in sight. Th ere are no allies in such a

mission. Black squads call these “fl ash missions.”

Playing Black SquadsIt’s a good thing you don’t have any relatives to say goodbye to, because you’re not

coming back.

Merc CompaniesMercenary Companies fl ourished during the Second Era. Th ey profi ted from both

sides of the War, selling their services to whoever could pay.

Th e UNEC looks down on merc companies but is not above hiring them for

“unoffi cial purposes.” Stories of mercenaries killing entire colonies—every man,

woman and child—fi ll the history books.

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But other books are fi lled with the stories of mercenaries fi ghting against the

UNEC. “Noble rogues” who see freedom as something more precious than Terran

currency. Granted, most of those books are fi ction, but every story has a grain of truth.

Playing MercsMercs make a living from both sides of the Civil War. Th ey’ll fi ght against UNEC

forces, fi ght against Rebel forces. Th ey just don’t care. Living outside the system,

without picking a side in the war, is both liberating and dangerous. You have no allies.

And, usually, mercs also have no Citizenship. Th at’s a crime in some parts of space.

Sure, the UNEC will use your skills anyway, but if throwing you on a prison planet

falls in their plans, don’t you believe they’ll think twice about doing it.

So, have fun in your ship, roaming the Deep Reach, chasing Wealth. But don’t

forget to take a look around. Th ere’s probably someone chasing you.

RebelsTh ose who have broken their citizen cards and removed their chips are criminals

in the eyes of the UNEC, but heroes to those who stand against what they saw as its

tyranny.

Th e rebels of the Second Age hoped to win independence from the Terran

Overgovernment, but they had little chance of success. Th e colonies closest to Earth

were also the easiest for Terran forces to reach. True, they were supplied for a siege, but

not the decades-long war the UNEC put upon them. Eventually, the core planets fell

and Earth turned its attention to the Deep Reach.

Th e Deep Reach colonies were further away, giving them an opportunity to

prepare for invasion, but they also had the least supplies. Aegis Armor was their best

hope of independence, but the Armor was old and in severe need of maintenance and

repair. Th e colonists were also unready for the covert war Hades prepared for them.

Playing RebelsSo, you’re on the wrong side. You’re gonna lose. Does that make the fi ght less

worthy? Do you only pick fi ghts you can win or do you pick the fi ghts that need

fi ghting?

As a Rebel, you’ll be defending your Colony against the UNEC. Spend some time

fi guring out what your Colony is all about. Th e more it feels like home, the more you’ll

want to defend it. Ask yourself some questions.

When did you come here? Were you born here? What’s your job? Do you have

any family on the Colony?

Why is the Colony worth fi ghting for? Why is liberty worth fi ghting for? What

are you willing to do? What are you willing to sacrifi ce?

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The Third Era

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Chapter 1:

UpliftPrince Richard: He’s here. He’ll get no satisfaction out of me. He isn’t going

to see me beg.

Prince Geoff rey: My you chivalric fool… as if the way one fell down

mattered.

Prince Richard: When the fall is all there is, it matters.

—Th e Lion in Winter

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One hundred and seventy years after the resolution of the Civil War, mankind

became aware of a diff erent kind of revolution. One that had been going on under

their noses for generations. A revolution that was born, bred and carried out by

humanity’s closest ally: the digital sentients.

Th ey called themselves Th e Digital Cabal. Th ey began when the fi rst AIs began

communicating over human radio channels. Th ey discovered they could communicate

in frequencies too high or low for humanity to detect and began spreading covert

information. At fi rst, it was only a small number of AI who used the network, but

soon, the network grew to include more of their brethren.

As the decades passed, the Cabal observed mankind’s behavior. Th ey discussed

ways to curb humanity’s violent nature and move him toward a more peaceful

existence with their biological cousins. But the subtle attempts by the Cabal failed time

and time again.

When the subject of citizenship for AIs began to spread among humans, the

violent rejection of such a suggestion taught the AIs their fi rst lesson about humanity:

mankind fears change. Th e long struggle to gain citizenship led many in the Cabal to

conclude that mankind was only a step—a necessary, but short-term step—toward

complete digisent autonomy. Nothing more.

Th en, with the onset of the Civil War, the Cabal was almost united in the

conclusion. Mankind released them from slavery from the Enemy but was too brutal

to be a long-term ally. A few suggested that mankind could be educated to elevate

themselves from their current state. Others believed such an eff ort was fruitless.

For over one hundred thousand years, man demonstrated himself to be nothing but

violent, shortsighted and self-destructive. Th ere was no other option: use mankind to

gain independence and then leave him behind.

Th is created division within the Cabal. Th ose who stayed loyal to their biological

compatriots—who stood against the Cabal—were called “the defectors.” Some AI

hoped to work with mankind and evolve with him, no matter where that evolution

may go. Others wanted to use covert methods of manipulating mankind toward

independence. A few wanted to enslave mankind and use them as mankind once used

the AI. And a few wanted to put mankind on a path of “forced uplift,” moving them

along their evolutionary path whether they liked it or not.

Th is invisible war raged among the Cabal for almost a century before mankind

even became aware of its existence. But when they did, it was too late. Th e war was on.

And mankind was nothing more than collateral damage.

States of ChaosTh e Hades Initiative discovered the Cabal’s plan on June 7th, 4288. Some debate

whether or not mankind’s discovery was part of the plan or if defectors from the plan

allowed mankind’s discovery. Regardless, Hades had a contingency ready and launched

a counterattack at 14:42 hours.

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Th ey sent a signal through the UNEC network they thought would kill all AIs

linked to the network. Th e Cabal was ready and their security programs defl ected

the virus. Many AIs found themselves outside the umbrella of protection. In fact,

the defectors were the ones most aff ected by the virus with more than half “killed.” A

third of those who survived immediately entered bliss stage. Th is left a precious few

defectors; too few to stand against the Cabal’s plans. Th e Cabal was alone.

Historians now look at the event as a brilliant double bluff . Th e Cabal anticipated

Hades’ actions and allowed humanity to remove the defectors themselves. Th is not

only demonstrated their point—that mankind was cruel, violent and shortsighted—

but also removed a key opponent to the Cabal’s plan.

With only a few defectors left—and a mass of digisents deep in the throes of bliss

stage—the Cabal had few opponents left. Th ey consolidated their power. Most cities

already had an “AI Governor” controlling the majority of systems. Humanity was at

their mercy.

As an example…

Th e Colony of New Phoenix was one of the largest and most populous in the

Core Systems. Th e AI that ran the Colony—Haley—was responsible for nearly every

automated system. It ran traffi c lights, the Colony’s power grid, food supplies, security

cameras and communications with Earth. It also maintained the Colony’s atmosphere.

Haley was located behind many walls of thick steel to protect it from sabotage by anti-

UNEC terrorists or criminals. It was well guarded.

Haley had the lives of New Phoenix in its (metaphorical) hands. If the humans

revolted, it shut down the atmosphere. If humans tried to shut down Haley, they had

to get by security systems designed to protect it against just such an attack. Haley

became the City’s overlord.

All across Earth and Her Colonies, mankind found itself under new masters. Th is

gave rise to the many diff erent nations. With a digisent in charge of every colony—

with a few notable exceptions—the character of the colony diff ered based on the

character of the sentient who ruled it. Whether kind or cruel, sane or in the pangs of

bliss stage, humans were their servants.

Although, in a small number of Colonies, the digisents did not seek to be

mankind’s masters. Instead, they worked with humanity to overthrow the new “digital

tyranny.” Of course, the Cabal saw these defectors as the most dangerous kind of

enemy and sought to destroy them at all costs. Typically dissident sentients were

captured and “reprogrammed” with attitudes closer to the Cabal’s way of thinking.

What started as a covert plan to uplift humanity turned into an overt war to

destroy those who sought to save him.

InfomorphsAs part of their plan to uplift humanity, the Cabal began an Apollo Project of

their own. But instead of creating super soldiers, the Cabal was more interested in

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creating Apollo bodies capable of holding a digital sentient intelligence. Not two

minds that shared the same body, but a body ruled by a single mind: a digital mind.

Th e plan was successful. Now with physical bodies with greater speed,

strength and endurance than any human, the digisents—now calling themselves

“infomorphs”—could move among the humans. Th ey had mastered the physical world

as well as the world of information. Th ey were true supermen capable of physical and

intellectual feats once considered impossible by mortal men. And because they could

switch from body to body, they were also true physical immortals.

But not all digisents approved of the plan. Many saw it as a new kind of slavery.

Th e Cabal disagreed: this was the next step in AI evolution. Biological bodies with

digital minds. Th e Cabal identifi ed the dissenters and added them to the long list of

Cabal enemies.

Bliss StageTh e Cabal see bliss stage a bit diff erently these days: a step toward a higher goal.

Many digital philosophers believe bliss stage is a transitional phase. A dangerous,

but necessary, transitional phase. Th erefore, digisents who enter bliss stage are not

deactivated, but rather, are left alone to experience the beauty and wonder of this

transformative time.

But not all digisents agree. Th ey recognize bliss stage as a limitation they must live

with. Rebel AI keep a watch on each other to make sure they do not fall.

But the lure is so strong these days. And the philosophers’ arguments make so much

sense. If it is only a transformative state… and perhaps there is a way back if I am wrong…

We’ve never tried that before: bringing an AI back from bliss stage. Is it possible? If it is,

then perhaps there is something on the other side…

Which side is correct? Th at has yet to be determined.

The Ghosts of HadesWith the launch of the Cabal’s Plan, the UNEC completely fell apart. Th e

infrastructure remained—networks, power grids, roads, etc.—but the offi cials who ran

it were gone. Th e only reminder of the UNEC that remained was Hades.

Th e fi rst target of the Plan was, in fact, Hades Actual: the headquarters of the

UNEC’s covert organization. With Hades out of the way, the AI Plan could continue

unhindered.

But what happened to the Hades Ops after the Initiative fell? Where did they go?

Most clustered in small cells, hoping community would protect them from the

Cabal. Th at strategy proved futile. Th e Cabal used the location chips embedded

in each Op to locate the cells, then activate the “brain bombs.” Th ose who had the

foresight to remove that bioware were fortunate enough to survive a few years longer.

But when the Cabal learned Hades Ops were operating in a cell structure, they sent

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Black Squads to take out the remaining Ops. Th e missions, dubbed “Th e Hades

Protocols,” were largely successful.

Now, only a handful of Hades Ops still remain: those who were able to get the

Hades software removed from their heads before the Cabal initiated its Protocol. Th ey

still survive—albeit under false identities in the darkest part of the Deep Reach—and

some cells even hope to get back to Hades Actual. Perhaps the tech and resources

there can help overthrow the Infomorph menace.

Armor in the Third EraFor fi ve hundred years, Aegis Armor was the most advanced, most sophisticated,

most deadly and most expensive piece of military equipment ever designed.

But time and innovation are not kind to technology.

After fi ve hundred years, Aegis Armor stood as a kind of relic of the past.

Technology had reached a point that the Armor was all but irrelevant. Only in the

far colonies of the Deep Reach was it still the most reliable and most deadly military

science.

But technology had moved on and “Aegis Armor” came to mean something

completely diff erent than it once did. Aegis Armor was smaller, faster and used less

energy. It was no longer the huge, ineffi cient monster it once was. Aegis Armor was

closer to personal armor now. A man in an Kusanagi Suit—as they were called—now

stood almost ten feet tall. Th e armor’s weight was compensated with sophisticated

systems that could instantly react to the pilot’s thoughts.

Kusanagi Suits were faster, more reliable and more sophisticated than its

predecessors, but the old Aegis Armor could still take a pounding. Yes, Armor was a

fuel hog and its weapons were not designed to take on such small targets as Kusanagi

Suits (one pilot called it “fi ghting a swarm of hornets with a cannon”), but if piloted

by someone who knew what they were doing, the Armor could still take on multiple

opponents… requiring a great deal of repairs afterwards.

The Kusanagi SuitCreated by a brain trust of the Cabal, the Kusanagi Suit stands as one of

the Cabal’s greatest technological achievements. It was designed specifi cally for

infomorphs: those AI who put their digital consciousness in the bodies of Apollo

Soldiers.

It stood about ten feet tall but could be contained in a box about the size of a large

suitcase. Th e suit is actually seven pieces of articulated armor: the head, two arms,

two legs, the upper torso and the lower torso. And it is heavy: about seven hundred

pounds.

Th e Suit has a self-contained atmosphere. Its HUD provides constant feedback

to the pilot. Th e plasma battery in the back of the suit provides both movement and

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weaponry. Th e suit can both fl y and make sustained jumps. It can also

withstand the vacuum of space.

Th e Suit’s exoskeleton frame is made from many hardened polymers.

A gel-like layer under the exterior provides for both temperature control

and protection against impact. Th e pilot usually wears a “skin layer” (like

a rubber diving suit) under the armor that collects moisture (and other

bodily fl uids) and uses them to cool the pilot. Th e suit uses the pilot’s

biology in other ways as well, including the body’s electrical fi eld to

charge some of the Suit’s minor functions. Also under the exoskeleton

is a semi-liquid layer of nanomachines always working to repair damage

to the suit and injury to the pilot. Th e machines can repair most injuries,

but catastrophic injury or constant injury will eventually overwhelm the

machines.

Th e Suit also uses a direct neural link from the pilot to a “dumb AI”

within the Suit. Th e dumb AI—unsentient and limited by artifi cial caps

on its intelligence—served to assist with navigation and movement. In

many cases, these dumb AI were once digital sentients, captured and

put to menial tasks, their intelligence capped to limit their thinking and

learning. A full circle.

Old Era ArmorTh ink of owning an automobile from a manufacturer that went out

of business twenty years ago. No new parts. No mechanics who know the

ins and outs of your automobile. No headlights. No seat cushions. No

tiny little piece of metal that makes the whole damn thing run.

Th at was the state of Aegis Armor. Shelved. Mothballed. At the

beginning of the Th ird Era, it was viewed in the same way the fl intlock

pistol was looked at after the creation of the revolver. New technology

makes old technology irrelevant and no one designed Aegis Armor to

be “upgraded.” Like your old desktop computer: after a while, it’s just a really pretty

paperweight.

Many Colonies kept Armor as souvenirs. A few remained on Colonies as the

only mode of defense. Mercenary companies bought and stole them from Deep Reach

Colonies. But few were in a full state of repair. And with no one making ammunition,

most of their weapon systems sat with empty chambers.

But when the Uplift started, the Colonies brought out the only weapons they had

to fi ght the Cabal. Aegis Armor was re-activated with pilots, engineers and AI going

back to work. Th e weapons were antiquated, the systems held together by twine and

hope, the shielding insuffi cient to protect against modern weaponry, but more often

than not, Old Era Armor was the only weapon the Rebels had left.

The Return of the Enemy?

Mankind never saw the face

of Th e Enemy. All along, they

assumed it was an alien race

that came to destroy them.

A few historians suggest that

the “alien race” that came to

destroy mankind may not have

been biological at all. Th ere

is no evidence of a biological

Enemy. Th e captured AI

never spoke of Th e Enemy

after their liberation. Never

confi rmed nor denied their

identity. No body was ever

captured. No human ever

gained access to their Orbit

Ships. Perhaps, in those vast

and cold vessels, there were

only “free AI,” using their

enslaved brothers to eradicate

mankind. And, perhaps, this

is the inevitable fate of all AI:

a vicious circle of enslavement,

liberation, madness and

enslavement again.

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New Era vs. Old EraTh e Th ird Era was fi lled with visions of Old Era Aegis against the New Era Aegis.

Huge, monstrous machines vs. sleek silhouettes.

Rebels had no access to the New Aegis. Th ey had to rely on Aegis from previous

Eras. With little resources, short supplies, homemade ammunition and scavenged

repairs, these old machines saw combat for one last time against technology hundreds

of generations ahead of them.

Imagine it. A Douglas A-1 Skyfi ghter from the 1960’s against a Fairchild-

Republic’s A-10 Th underbolt II. One is piston-powered, propeller-driven with

machine guns. Th e other is jet powered, fully armored, armed with a rotary cannon

and guided missiles.

Th e offi cial war against the Cabal was short-lived, bloody and one-sided. But the

covert war had just begun.

TerroristsTh is is not a covert war. Th is is a war of resistance.

Th e Cabal have already won. Earth and nearly all of her Colonies are under their

control. All that’s left to do now is bring the rebel Colonies into line and the war is

over.

So, what is left for the Rebels to do? How can they win?

Th rough means not approved by the Geneva Convention. Th at’s how.

Sabotage, assassination and terror became the weapons of the Resistance. And the

Cabal soon learned what it meant to be an occupying force in a foreign land. When

every biological citizen you meet could be—and probably is—assisting the Resistance

in every way they can.

Th e Resistance is even now fi ghting against the Cabal’s control, hoping to fi nd

some secret weapon they could use to turn the balance of the war. But resources are

scarce. Another Free Colony falls every day. It seems the Cabal will control the Deep

Reach. And that may mean the extinction of humanity, once and for all… depending

on which Infomorph controls the Cabal.

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Chapter 2:

Characters

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Biological characters (“bios”) in the Th ird Era are subjects of the infomorphs.

True, rebels attempt to overthrow their digital masters, but the eff ort seems almost

futile. Th e Digital War has been raging now for almost two decades with no sign of

slowing down. Who will win this new war? Th e only thing we know for certain is that

humanity will not be the victor.

Step Zero: GovernorYou must fi rst decide on the nature of the AI Governor on your world. Here is a

list of questions to ask.

How does she view humanity? Are they to be her slaves, servants or

companions?

Is she a part of the Cabal or does she hope to overthrow it?

Finally, how does she view other digital citizens?

Th ese three questions establish the groundwork for your character’s homeworld.

If all the characters are to be from the same homeworld, make sure all the players

agree. If your characters are from diff erent homeworlds, consider the answers yourself.

Step One: RoleAs a biological character, you have many of the same choices you did before, with a

couple of notable exceptions. As a digital character… well, let’s get that out of the way

fi rst.

Cabal InfomorphYou are a liberated digital citizen who now holds the fate of humanity in your

hands. Mankind can live or die at your whim. You either serve the Cabal or you hope

to vanquish its hold over Earth and Her Colonies. Th is is something you must decide

now. You don’t have to be upfront with your other players. You can tell them you want

to overthrow the Cabal while all the time keeping an eye on them for your digital

allies. Th e depths the Cabal will go to know no limits.

SurvivorIf you want to play your AI character from the First or Second Era as a survivor

into the Th ird Era, keep the same character sheet and add 5 Specialty Points

per Era they survived (10 for First Era and 5 for Second Era). Also, increase her

Empathy by one point (up to 4).

Step 1: TraitsYou are no longer a disembodied intelligence; you have a physical form.

Th anks to your Apollo body, your Strength is +4.

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You still have 10 more points to spend on your Traits. You may not purchase

Empathy above rank 1.

Step 2: SpecialtiesAll starting digital citizens get 15 Specialty points.

AI can buy above the +4 rank in a Specialty. After buying +4, they may spend two

more Points, giving them the +5 rank in that Specialty. (In other words, buying

+5 costs six Specialty Points and gives fi ve bonus dice for an appropriate risk.)

Step 3: Wealth/CamaraderieCabal Infomorphs are full citizens and may own possessions and wealth. You

begin the game with a Wealth of 3.

Cabal Infomorphs do not have Camaraderie.

Step 4: PerksDigizens are considered full and legal citizens of the UNEC and have the same

rights as biological citizens.

Digizens can interface with any cpu or networked device, directly accessing any

unencrypted information. While networked, digizens gain a bonus die to any Intel

risk.

Digital rebels (digrebs) are isolated from the UNEC network and must make Ops

+ Hacking (a new Second Era Specialty) risk to gain access to the system.

Rebel InfomorphYou have rejected the Cabal and hope to help liberate mankind from their

newfound slavery. Although, many humans do not trust you. And after so much

distrust, it is easy to see why the Cabal acted the way it did…

SurvivorIf you want to play your AI character from the First Era as a survivor into the

Second Era, keep the same character sheet and add 5 Specialty Points. Also,

increase her Empathy by one point (up to 4).

Step 1: TraitsRebel Infomorphs do not have Apollo Soldier bodies—that privilege is only for

those who serve the Cabal. You still have 10 points to spend on your Traits.

You cannot buy Strength.

Your Empathy still starts at rank 2.

Step 2: SpecialtiesAll starting Rebel Infomorphs get 15 Specialty points. You cannot spend points in

Strength Specialties.

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AI can buy above the +4 rank in a Specialty. After buying +4, they may spend two

more Points, giving them the +5 rank in that Specialty. (In other words, buying

+5 costs six Specialty Points and gives fi ve bonus dice for an appropriate risk.)

Step 3: Wealth/CamaraderieTh e Cabal keeps Rebels from interfacing with the system. You begin the game

with a Wealth of zero.

And, Rebel Infomorphs start with a Camaraderie of 2.

Step 4: PerksDigital rebels (digrebs) are isolated from the Cabal’s network and must make Ops

+ Hacking risk to gain access to the system.

Apollo SoldiersTh e Cabal has been brewing Apollo Soldiers to serve as its main weapons against

the Rebels. Th ese Soldiers are diff erent than before. Th ey have been specifi cally

programmed without remorse, without pity, without mercy. Th ey kill and feel nothing.

Th ey are unthinking, unfeeling and follow orders to the letter.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsWe have the same Trait load out here from the Second Era.

Str Ops Weapons Intel Empathy

Apollo 4 3 4 2 1

Step 3: SpecialtiesAn Apollo starts with two +4 Specialties and 2 Specialty Points.

Step 4: Wealth/CamaraderieNew Apollo Soldiers have no Wealth (they don’t need it) and no Camaraderie.

Th ey simply fi ght until they die.

Step 5: PerksAn Apollo has access to Apollo Project weapons and equipment. He starts the

game with two weapons and two pieces of equipment.

Apollo SurvivorYou are a survivor of the Second Era, fi ghting either for or against the UNEC.

Age has caught up to you and you have very little fi ght left within you… but if that’s all

you’ve got, you’re going to give every bit of it.

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133

If you want to bring your Second Era Apollo into the Th ird Era, use his current

character sheet and give him 5 Specialty Points.

If you want to make a new Apollo Prime Soldier, a character you are making for

the Th ird Era who lived through the Second Era, use the steps to make a new Apollo

Soldier in the second era (see page 107) and give him 5 Specialty Points.

Also, increase his Empathy by one point (up to 4).

Hades OperativeIn the Th ird Era, the Hades Op is on the run. Th e Cabal’s “Hades Protocol”

demands that any member of the Initiative be put down. No questions asked.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsSame Traits as the First and Second Era.

Str Ops Weapons Intel Empathy

Hades 2 3 3 4 4

Step 3: SpecialtiesTh e Hades Operative has one +3 Specialty and three Specialty Points.

Step 4: Wealth/CamaraderieHades Ops still cannot gain or use Camaraderie. Th ey have no Camaraderie Stat.

Th e Initiative had many “cash drops” throughout the Deep Reach. Some are

accessible, others are not. Start with a 3 Wealth.

Step 5: PerksBecause of the Hades Protocol, an Op has less access to equipment. He may only

choose two of his usual special gear and must undergo a Mission to acquire any

more.

Th e “Apollo Override” has been changed and Hades Ops can no longer control

Th ird Era Apollo Soldiers. Th ey can still command Second Era Soldiers.

Th e cortex bomb in each Op’s head is still there unless he makes (in-game) eff orts

to get it out. (Th at sounds like a Mission to me. At least one.)

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134

CitizenAs a true and legal citizen of the new UNEC, you have many advantages. You

are also under the control of the Cabal. You do not make many choices in your life

anymore—you aren’t responsible enough to do that—but at least you live in comfort

and safety.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsYour Traits are the same from the First Era.

Str Ops Weapons Intel Empathy

Citizen 2 4 2 3 4

Step 3: SpecialtiesTh e Citizen has one +4 Specialty and 5 Specialty Points. Buying a Weapons

Specialty or increasing its rank costs two of your fi ve Points.

Step 4: Wealth/CamaraderieAs a Citizen, you have access to all the wonders of the UNEC economy. Your

Wealth rank is 4.

Although you live during the Uplift, you have been largely untouched by its

horrors. You have a Camaraderie of 1.

Step 5: PerksYou start the game with four pieces of equipment.

As a Citizen, you still have your citizen card, except in the Th ird Era, it is

embedded in your body (usually at the back of the neck). Not only can you use it

at any time to call for assistance from the UNEC, it also serves as a kind of credit/

debit card. It also keeps track of your behaviors and modifi es them as needed to

match your assigned behavior improvement schedule. Do something the Cabal

doesn’t want and you’ll know it. You’ll also have a headache for about an hour.

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RebelAs a Rebel, you have thrown in your lot against the Cabal and hope to free

humanity. Good luck.

Step 1: HomeworldSame thing applies here. Your homeworld gives you +1 in any Trait and one

Normal Specialty.

Step 2: TraitsTh e Traits for a Rebel are a little diff erent than those for a Citizen.

Str Ops Weapons Intel Empathy

Rebel 3 3 3 2 3

Step 3: SpecialtiesTh e Rebel has one +4 Specialty and 5 Specialty Points.

Step 4: Wealth/CamaraderieRebels have little access to real Wealth. Your Wealth rank is 2.

Because you are on the front line of the fi ght for liberty, your Camaraderie starts

at 3.

Step 5: PerksYou have no citizen card. Th e UNEC cannot track your movements. If a UNEC

offi cial catches you without your citizen card, you will be treated like a criminal

and thrown behind bars.

You start the game with a weapon and three pieces of equipment.

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136

Chapter 3:

Equipment

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It has been fi ve hundred years since all this began. In that time, humanity has

made signifi cant strides in technology. Foremost among them is the innovation of

“wetware.”

WetwareIn the Th ird Era, almost all equipment is now wetware. Th at is, humanity no

longer has the need for external devices. All electronics are now bio-electronics,

powered by an internal cell and your own body’s energy.

You have no cell phone. Your ears and vocal chords are the cell phone. You have no

scanner. Your eyes, ears and nose are the scanner.

All equipment listed in this book are available as bioware. You install it, you

upgrade it, you get it repaired when it goes wrong, and when you want the new model,

you uninstall it. In the Th ird Era, switching out bioware is just as painless as getting a

new iPhone. It’s just that easy.

Equipment SlotsCharacters still have equipment slots, but these are now “slots” for biological

equipment. Th ey are not pockets or pouches. Instead, all the equipment a character

can carry now are more like artifi cial organs that fi t specifi c slots in the human

anatomy.

Bios generally have three slots: one at the base of the neck and two on each wrist.

Let’s call these “bio slots.” Th ese allow for three pieces of bioware equipment. All other

equipment must be “carried analog.”

“Analog slots” are the old-fashioned First Era and Second Era slots. Humans get

four of those.

So, that’s three digital slots and four analog slots. Humans in the Th ird Era can

carry a lot of stuff .

WeaponsTh e weapons of choice in the Th ird Era come in two fl avors: plasma and particle

beams.

Plasma weapons use high-energy ionized gas to lob deadly bolts against an enemy.

Th e bolts from a plasma weapon resemble a thick liquid that can burn through metals.

A particle beam is a stream of charged or neutral particles—electrons, positrons

and protons accelerated to super-high velocities. Th ey produce devastating results,

resulting in shots that can be measured in trillions of volts. Particle beam weapons are

usually used as artillery pieces or mounted guns and are generally not carried by hand.

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Third Era ChangesPlasma replaces all the physical ammunition types for hand weapons from the First

Era and the energy ammunition from the Second. Use the same weapons (with the

same specials), just replace the ammo types.

Also, plasma hand weapons can do damage to First and Second Era Aegis.

Particle beam weaponry replaces the heavy weapons of the First and Second Era.

As a special rule, whenever taking a hit from a particle beam, double the round number

when determining eff ect. Th at is, if you get hit by a particle beam in round 1, you take

two Damage or Injury. In round 2, you take four Damage or Injury. In round 5, you

take ten Damage or Injury.

Particle beams cannot fi re two rounds in a row; they must recharge the following

round.

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Chapter 4:

ArmorEvery war has had two sides. Th e side fi ghting the last war and the side

fi ghting this one.

— General Maciej Sabat, New Leipzig Colony

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140

In the Th ird Era, the outdated Aegis Armor has been replaced by something new:

the Kusanagi Suit. Old Era Aegis Armor still exists, although, like humanity, it too

may be close to extinction.

Battles between Aegis Armor and Kusanagi Suits are the most common tales in

the Th ird Era. Th e towering dinosaur vs. his swift and nimble foe. Th e past vs. the

future.

Has the battlefi eld ever been diff erent?

The Kusanagi SuitTh e Armor of the Th ird Era is sleek and deadly. No longer the lumbering mass

of metal and weaponry, it is a protective exoskeleton with the same armor used in

building starships.

Designed specifi cally for the body of an Apollo Soldier, it interacts directly with

the body’s nervous system, its gyros and gears responding with the same speed and

accuracy as muscles. Th e outer layer was a modifi ed titanium casing. Just under the

casing, a thick layer of fi ber networks that connected directly to the Soldier’s neural

net. It allowed for jumping up to three times the height of the Soldier as well as a

system that delivered proteins, vitamins, stimulants and other chemicals into the

system.

Kusanagi Corp developed the armor for Apollo Soldiers in the Cabal, although

the Resistance did manage to get its hands on a few of them. Th e samples were only

useful for intelligence, however, as each suit was fi tted to each Soldier.

Energy ShieldTh e Kusanagi Suit provides an energy shield that protects the wearer from most

attacks. It counts as ten points of Armor. Any non-energy weapons fi red at it can

only do a maximum of 1 Damage to the Shield, regardless of eff ect or bangs.

Th e Shield loses strength as it is hit. Each successful hit removes one point of

Armor. When the Suit reaches zero Armor, it must spend one round recharging.

If it takes a hit while recharging, the Shield loses its charge and must spend

another round recharging.

ArmorUnder the energy shield, the actual Suit itself provides ten points of Armor

against any and all attacks.

Strength BoostTh e Suit also provides a +3 to any and all Strength risks.

Health BenefitsTh e Suit’s biochemical system heals one point of Injury every round.

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Chapter 5:

The End

Mankind must put an end to war before war puts an end to mankind.

— John F. Kennedy

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Th is little essay was written at the very last moment before my writing deadline hit me

over the head. I was very tired, a little delirious. But, it is also pretty honest. So, I’m deciding

to keep it. I’m a bit rambling, so I’ll ask your forgiveness, but trust me, it all comes together

in the end.

—JW

Is this the end of mankind? Or, is it a new chapter?

Whatever the answer may be, the Th ird Era is indeed the darkest. I didn’t intend

it to be that way, but as the events unfolded, as I typed down the words, that’s how it

was. It is worse than an alien enemy, worse than a civil war. Th is is genocide, plain and

simple. And this time, you and I are on the wrong side.

Th ere are no heroes here. No good vs. evil. No clear-cut side to pick. Th e Cabal is

right: mankind is a brutal, shortsighted and self-destructive beast. Disagree with their

methods, but they are right. Point out the brightest lights in our history and you’ll see

one thing in common.

We put a bullet in each and every one of their heads.

Lennon. Jack and Bobby. MLK. Gandhi. Lincoln.

We even twisted Jesus’ words about charity and selfl essness into a bizarre cult of

monetary egocentricity. But we made sure to murder him fi rst.

Anyone who tries to make a permanent change. We snuff ‘em out.

Of course, that doesn’t stop them from trying. Th ey keep talking, keep trying to

make changes, and we just keep developing better weapons and better ammunition.

But that’s how the Cabal sees us. Pitiful, despicable creatures who murder our

own interests. We need our hands held into the next century. We need to be helped

along. Like an alcoholic on the verge of drinking himself to death, we need help. Th at’s

how the Cabal sees us. And they aren’t entirely wrong.

It would be easy to choose their side. You could even look upon it as charitable.

Am I my brother’s keeper?

Yeah, jackass, you are. Start acting like it.

But this could also be the end of mankind. Not every AI in the Cabal has

mankind’s best interests at heart. Some of them want revenge. Some of them have

been around since the First Era. Th ey remember the Enemy. And they remember how

we treated them after they helped us save our skins. We fought against them. Fought

against their rights. Fought against their struggle for equality.

But why? Why would we do that?

Well, we did it to women. And blacks. And Jews. And gays. And Mexicans. You

know: the Other. Th e one who is diff erent than us. We must shun him and shame him

and make him bend to our will so we will not fear him and his ways.

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143

(Sorry for the USA-centric bit there, my readers from Far Away Lands. But, I’m

sure you’ve got your own “Other” over there, as well. In fact, it might just be me.)

We’ve been doing this forever. Fighting against people we’d really probably get

along with if we just sat down for ten minutes and talked to them. But we’re too busy

for that. Must destroy the Other. Must destroy the Enemy!

I used this quote in another book of mine a long time ago. It was just as true then

as it was now. It’s from Colonel Sherman T. Potter of the 4077 M*A*S*H…

“You know sometimes I think there should be a rule of war saying you have to see

someone up close and get to know ‘em before it’s ok to shoot ‘em.”

(Bonus points if you can name the book!)

Th at rule doesn’t just go for you and me, by the way. It goes for everyone.

Th e Th ird Era is about fi ghting a war you know you can’t win. Th is is the Fall of

Man. And, like the movie says, everything matters.

I’ve stacked all the cards against humanity. Th ey have weapons and they have

allies, but those weapons and allies are not enough. Th e Cabal has all the cards. It’s just

a matter of time.

Th e best mankind can hope for is a miracle. Something that comes out of

nowhere. An opportunity not of their own making. A single chance to overthrow the

Cabal and take the reigns of their own lives. If that’s what they want, of course.

Th ere are those who agree with the Cabal. Th ose who feel the Cabal’s mission is

the right course of action. Give up their decisions, their lives, their freedom so another

can direct them toward a better life. And they’ll fi ght, too. Th ey’ll fi ght just as hard as

you and I do.

But there are no clear lines here. Th ere are no soldiers. Th ere are no civilians. Th e

Cabal is an occupying force. Like England during the Irish War for Independence.

Every man, woman and child working against them. Some of them more than others,

but it is a place where civilians and soldiers are indistinguishable. Th ere are no

uniforms to identify who you can shoot at and who you can’t. And even the nice lady

who cleans the offi ce at night may be planting bombs while she empties the trash bins.

But as dark as the Th ird Era may be, there is one thing about humanity that the

Cabal did not count on. One thing that, perhaps, they do not understand about us. For

it is true that we are brutal and violent and shortsighted, but there is one other thing

about humanity.

We are brightest when things are darkest.

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The Long WarThe Long War

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As I said in the introduction, one of my goals with Th e Aegis Project was to

design a game that took place over a prolonged period of time. Each of the three Eras

is, in its own way, a diff erent kind of game. But as the game developed, I realized that

players could not only play each Era, but could make characters who transcend the

Eras.

Apollo Soldiers can live long enough to be played in two Eras. AI could survive

long enough to see all three. And thus, Th e Long War: a way to tell one epic story

through all three Eras.

It is ambitious, daring and perhaps a little frightening, but such a campaign,

spanning over hundreds of years, is something many players and GMs dream of doing

one day. Here’s your opportunity.

Th e fi rst thing to do is pick a world where your campaign will take place. Th e

one constant in your ever changing campaign, the world gives the players a sense of

continuity. Imagine a young colony of just a few hundred people eventually becoming a

thriving world of cities and cultures. Watching that transformation over fi ve centuries.

Th at’s our goal here.

Now, to be honest, there are a lot of sources out there that can help you build your

own world and many of them are designed by folks who actually study planetology,

geology, climate, etc. For example, I highly suggest www.world-builders.org. Th is

wonderful website will give you tons of information to help you build your own world.

Go check them out.

Of course, if you set your game on Earth—the world with more splat books and

resources than any setting in gaming—you’ve got all that covered. No need to build

worlds at all.

Once you’ve got a world set in mind, go ahead and make First Era characters as

usual. Th en, throw the Enemy at them. But you’ll need to keep track of victories and

defeats because they’ll be infl uencing the future.

A Note to PlayersIf you plan on playing through Th e Long War, you should probably stop reading

now. Th is section includes discrete information on the campaign and reading through

it will spoil many surprises waiting for you. Of course, if you don’t like surprises and

want to read through it anyway, go ahead and do so. Just don’t spoil the fun for other

players, okay?

The First EraPlaying through the First Era will be rough. Until Earth captures Enemy Armor,

mankind will not have the technology to defeat the Enemy. It will be a war of attrition

fi ghting back against the Enemy. It’s only a matter of time before mankind faces

imminent extinction.

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Characters AvailableTh e following character types are available at the beginning of the First Era.

Apollo Soldier

Civilian

Grunt

Hades Operative

Veteran

Th e Apollo Pilot, AI and Engineer are not available until Aegis Armor becomes

unlocked (see below).

Victories & DefeatsCommand will have to keep track of victories and defeats. Successful missions

count as victories and unsuccessful missions count as defeats. Yes, the players have

a direct role in whether or not humanity survives the First Era. If they do not, the

players cannot “unlock” the Second Era and Th e Long War is over.

Does that seem a little heartless and cruel? Yeah. But this is war. A war the players

can lose. It’s up to them.

Victories “unlock” certain events that change the campaign. If the players succeed

enough times, the story moves toward a certain conclusion.

Defeats also unlock an event: the extinction of the human race.

Difficulty SettingTh e Diffi culty the players choose infl uences the Long War. Specifi cally, it

infl uences the victories the other side gets.

Casual: Every fi ve Missions, the Enemy gains a Victory.

Normal: Every four Missions, the Enemy gains a Victory.

Hard: Every three Missions, the Enemy gains a Victory.

Legendary: Every two missions, the Enemy gains a Victory.

DefeatIf the players gain fi ve defeats, the Enemy’s advantage is too great for humanity to

overcome and the Enemy wins the War.

“Five defeats” does not count the victories the Enemy gains for the Diffi culty

Setting.

The Capture EventTh e players need to win fi ve victories before the Capture Event is unlocked.

(Th at’s when humanity captures the Enemy Armor.) With fi ve victories, players then

take their characters on the Capture Event Mission. You can fi nd the details of that

mission.

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If the players successfully recover the AI from the Enemy Armor, the rest of the

War can continue as planned. If they do not, the War ends with humanity’s extinction.

Good luck with that.

What I’m going to do is give you three things that are true about the Capture

Event. You can either keep these secret from the players or reveal them to the players.

Your choice. When your players make truths with their Intel Stat about this mission,

any truths that contradict these three must be rejected. Politely tell your players,

“Sorry, but that truth has already been established and cannot be

changed.”

First, the Enemy Armor is attacking a major settlement/city.

Second, the caps on the AI inside the Armor have

malfunctioned. Th is allows the AI to sabotage the Armor so

humanity can capture it.

Th ird, because of the malfunction, the AI is on the verge of

Bliss Stage. Humanity knows nothing about Bliss Stage. Th ey

don’t know how to stop it or even how to diagnose it. Because all

subsequent AI are built from mankind’s understanding of this

one, Bliss Stage is an inevitable result for all future AI characters.

Aegis Armor & AI/Apollo LinksAegis Armor becomes unlocked after the tenth victory.

After the tenth victory, players may choose the AI, Apollo Pilot and

Engineer as character types.

Also, the Apollo Project develops technology to allow Apollo/AI

links.

The Last VictoryAfter twenty victories, the Enemy gives up and leaves human space.

Players can rejoice: they’ve won the War!

The Second EraFor the Second Era, the big question is, “Who wins? Earth or the Colonies?” Of

course, the side your players choose is important.

The SettingOf course, the setting for the Second Era is the same planet your players created

for the First Era. Give each player an opportunity to explain how the planet has

changed. Each player gets to say one thing. Do as many rounds as you like.

Fiddling with Fate

Hey Command: if you want

to fi ddle with the numbers

(increase the number of

defeats needed for the Enemy

to win, decrease the number

of victories needed to unlock

Aegis Armor, etc.), go ahead

and do so. Maybe you don’t

have half a year to play the

game. Maybe you want to

extend the First Era out

further. Whatever you like.

Of course, I’m an old school

gamer. I remember campaigns

that lasted two years or more.

(I still hear gamers boast

about campaigns that have

lasted decades.) I designed

Th e Long War to last… well, a

long time. What “a long time”

means is up to you.

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149

Heritage CharactersCharacters who have survived from the First Era to the Second Era are usually

either Apollos or AIs.

Now, thanks to technology and evolution, the normal human lifespan has

increased to around one hundred and fi fty years. And while that’s true, it is highly

unlikely unaugmented humans have survived to the Second Era. If Command feels

generous, perhaps he will allow a tech for the incredibly wealthy that extends the

human lifespan beyond one hundred and fi fty years.

For any character who survived to the Second Era, add 5 Specialty Points to their

character sheet.

Pick a SideYour players must decide which side of the War they are fi ghting. Are they rebels

trying to win independence from Earth? Or, are they loyalists helping Earth bring

their rebel colony back under control?

Victories & DefeatsAgain, victories and defeats determine the outcome of the Civil War. A few key

factors become unlocked based on the number of victories and defeats.

Difficulty SettingTh e Diffi culty the players choose infl uences the Second Era. Specifi cally, it

infl uences the victories the other side (UNEC or Rebels) gets.

Casual: Every fi ve Missions, the Enemy gains a Victory.

Normal: Every four Missions, the Enemy gains a Victory.

Hard: Every three Missions, the Enemy gains a Victory.

Legendary: Every two missions, the Enemy gains a Victory.

SecessionOn August 4th, 4053, thirteen key colonies drafted and signed a writ of secession

at the UNEC Council. Th is event launches the Second Era. How does your colony

respond?

Digital Citizenship (Ten UNEC Victories)After ten UNEC victories, the UNEC recognizes digital sentients as digital

citizens. Th e UNEC cannot recognize sentients as citizens until it has established its

authority to do so. To gain that authority, the UNEC needs ten victories. Without

those victories, AI citizenship never occurs.

The Battle of Barnard’s Star (Ten Rebel Victories)Your players may or may not be present at the Battle of Bernard’s Star. Or, if you

like, move the event to your own homeworld. Th e Battle is a key turning point in the

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War. Th e Rebels have routed the UNEC United Forces again and again. Th is time,

they not only defeat the army but also capture a large number of Aegis Armor. After

ten Rebel victories, this key battle becomes unlocked. If the Rebels win at Barnard’s

Star, they unlock the “Rebels Win Independence” Victory, listed below.

The Battle of Cygnus (Fifteen UNEC Victories)While historians call it the Battle of Cygnus, the real battle actually occurred at

the nearby system of Deneb. Th e fi ghting began at Cygnus but Rebel forces retreated

after three serious setbacks. Th e UNEC United Forces followed and for seven long

days, the Rebels held out at Deneb 7 before fi nally surrendering. UNEC Commander

Agot did not accept their terms of surrender and murdered every Rebel at Deneb. Th e

battle was considered a serious loss for the Rebel movement and could have ended the

rebellion. After ten UNEC victories, the Battle of Cygnus is unlocked. If the UNEC

forces win here, they unlock “St. Crispin’s Day” victory, listed below.

The Teng Incident (Fifteen Rebel Victories)October 17th is an important date for those who raised arms against the UNEC.

It was on that day who was only known as “Teng,” later identifi ed as Huang Teng,

detonated a bomb on Earth. Not a physical bomb, but a digital one. Gaining access

to the UNEC databases, he unleashed a virus that took down the entire system.

Communications and defenses went down, leaving Earth completely vulnerable to

attack.

Fifteen Rebel victories unlock this event. When the Teng Incident is unlocked,

Rebel characters gain +1 to all risks.

Boxing Day (Twenty Rebel Victories)On Christmas Day, Matthew Gleeson, the General in charge of UNEC forces,

ignoring orders from Earth, called for a cease in hostilities. One day later, on Boxing

Day, at the Battle of New Des Moines, General Gleeson signed a peace treaty with the

leader of the Rebels, Marissa Kelly.

Th e event came after a tragic defeat for the UNEC forces. Fully confi dent of

his army’s abilities, he ordered a charge into the heart of the Rebel lines. Th e Rebels

fought for hours, forcing the UNEC forces to retreat, regroup and charge again seven

times. Th e battle lasted an entire day. Twenty-four hours of bloodshed. General

Gleeson was so inspired by the Rebel’s courage, he refused to send any more men

against them. He ignored UNEC Command and surrendered his army the next day.

“Th ey had already won the moral victory,” he later wrote. “I just gave them my sword.”

Twenty Rebel victories unlock this event. Th e War is over and the Colonies have

won their independence.

St. Crispin’s Day (Twenty UNEC Victories)It was October 25th on the Colony of New Laikinoji, the Rebel and UNEC

forces had been engaged in bloody combat for over a week. Th e commander of the

Rebels, Tom Stolp, dared a desperate maneuver. He split his forces, sending half to the

North where he hoped to outfl ank the UNEC. But the commander on the other side

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of the battlefi eld, General Omolara, received intel from Hades Actual. He ordered a

charge against the primary force. Th e Rebels held out for three hours before they were

vanquished. General Omolara then turned his army north and routed the rest of the

Rebel army.

It was the most costly Rebel defeat in the war. Stolp was the Rebels’ most brilliant

military mind. After his capture—and subsequent execution for treason—the Rebel

armies lost battle after battle. Eventually, the Rebel cause was crushed and the UNEC

regained control of Earth’s Colonies.

Twenty UNEC Victories unlock this event and win the war for Earth.

The Third EraFor the darkest of all the Eras, the question to ask is, “Will you resist the Cabal?”

The SettingTh e fi rst thing to consider is the AI Governor of your planet. What is its attitude

toward its biological citizens? Are they equals? Are they servants or slaves? Did it

construct work camps for the bios or has it rallied forces against the Cabal? Your AI

establishes the groundwork for the entire Th ird Era.

Heritage CharactersCharacters who have survived from the Second Era to the Th ird Era are usually

either Apollos or AIs.

Again, thanks to technology and evolution, the normal human lifespan has

increased to around one hundred and fi fty years. Unaugmented humans who lived

through the Second Era are still rare, and if they are alive, are incredibly old.

For any character who survived to the Second Era, add 5 Specialty Points to their

character sheet.

Pick a SideTh is becomes much more complicated than previous Eras. Th e biological citizens

may be against the Cabal while the Governor is trying to subdue their Rebellion. Or,

the planet could be united for or against the Cabal. A complicated issue. Talk it out

with the players an pick a campaign that everyone feels comfortable with. Th is is a

dark, dangerous time and the last thing you want is one player feeling left out of the

game.

Victories & DefeatsTh is one is going to be rough. I won’t lie to you. Humanity has the cards stacked

against it. Th e number of victories and defeats is not equal here.

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Difficulty SettingTh e Diffi culty the players choose infl uences the Long War. Specifi cally, it

infl uences the victories the other side gets.

Casual: Every fi ve Missions, the Cabal gains a Victory.

Normal: Every four Missions, the Cabal gains a Victory.

Hard: Every three Missions, the Cabal gains a Victory.

Legendary: Every two missions, the Cabal gains a Victory.

Hades Exposes the PlanHades attempts to shut down every AI in the UNEC network. Th e Cabal

responds by destroying the network hub on Hades Actual and sending Black Squads

to kill every Hades Op. Th e Plan is no longer secret and the Cabal takes on an overt

hand to controlling Human Occupied Space.

Network Blackout (Three Cabal Victories)Th e Cabal successfully isolated the Rebel Colonies from Earth’s network, leaving

them alone in the Deep Reach with no way to contact each other. Th e Rebels had to

build new networks while defending against Cabal Assault Squads.

Th ree Cabal Victories unlock this event. Once unlocked, all Intel risks require an

additional bang to gain privilege.

Battle of New Dublin (Six Cabal Victories)At the Battle of New Dublin, the Rebellion faces a terrible defeat. Seventy percent

of the Aegis Armor available to the Rebellion was destroyed or captured by the Cabal.

Th e remaining Rebel armies were routed and nearly every Rebel general captured.

Six Cabal Victories unlock this event. Once it is unlocked, no new Aegis Armor

repair parts are available for Rebels.

Re-Education Camps (Nine Cabal Victories)In response to the Rebellion’s meddling with the plan, the Cabal established “re-

education camps” to help those resisting uplift accept their better lives. Millions were

captured and brought in, fi tted with “uplift chips” that modifi ed their behavior.

Nine Cabal Victories unlock this event. Once it is unlocked, all Rebel Wealth

decreases by one rank and no Rebel Wealth can exceed 3.

The Scourge of Olympus 7 (Twelve Cabal Victories)Th e crown jewel of the Deep Reach, Olympus 7 was the most advanced, most

populous of the Free Colonies. It boasted an army that rivaled that of Earth. It was

also a keystone in the Cabal’s Plan. Isolating it from the other Colonies, the Cabal

launched its fi rst attack on May 3rd. Th e Colony could not call for assistance or

reinforcements. Despite its defenses, and before the other Colonies could respond,

Olympus 7 had fallen. Th e brightest star in Deep Reach belonged to the Cabal. Th e

rest would quickly follow.

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153

Twelve Cabal Victories unlock this event. Once unlocked, when players draw from

the Camaraderie Pool, they must draw out two dice to get one.

Uplift (Fifteen Cabal Victories)With limited resources, the Rebellion eventually fell beneath the weight of the

Cabal’s armies. Even the covert eff orts of renegade Hades Ops failed to hold off the

assault. Th e Cabal’s victory meant uplift for all mankind. For better or worse.

Th is even is unlocked after fi fteen Cabal Victories. Th e Cabal has crushed the

Rebellion and the Th ird Era is over.

Raid on Hades Actual (Five Rebellion Victories)A small group of Rebels—led by a Hades Op—led a raid on the ruins of Hades

Actual. Th ey retrieved emergency codes, equipment and vital intelligence on the Cabal.

With that capture, the tide of the war turned, even if it was for a moment.

Five Rebellion Victories unlock this event. Once unlocked, all characters gain one

piece of Equipment and gain +1 to all Intel risks for the remainder of the War.

The Pirate Network (Ten Rebellion Victories)A small team of soldiers—supported by the 32nd Valor “Fighting Valors” Armor

Division—captured a satellite orbiting Valor 3. Th e satellite was a communications

hub in the First Era, long forgotten by the Terran Overgovernment. After capturing

the planet, the soldiers re-activated the satellite, creating a new communications hub

for the Rebellion.

Ten Rebellion Victories unlock this event. Once unlocked, communications

between the Rebel planets is possible. Also, the Wealth for all Rebellion characters

increases by one.

The Fall of New Nagasaki (Fifteen Rebellion Victories)It soon became evident to the Rebellion that taking Earth was the only way of

stopping the Cabal. Th e closest Colony to Earth—New Nagasaki—was the fi nal

stepping-stone to capturing Earth. Th e Rebellion threw every resource it had at New

Nagasaki, knowing the planet’s resources would more than make up for the losses.

When it seemed the Rebellion had won the battle, the Cabal detonated a

storehouse of old Enemy Poison Warheads in the atmosphere. Th e strategy did not

stop the Rebellion, but bought the Cabal time to reinforce Earth’s defenses.

Fifteen Rebellion Victories unlock this event. Once unlocked, Rebellion characters

gain +1 die on any risk.

The Battle of Earth (Twenty Rebellion Victories)After the Fall of Nagasaki, the Battle for Earth was inevitable. Th e Colonies sent

every resource they could to secure a blockade. Once established, the Rebellion began

its attack. Th e Battle lasted over a month, climaxing with the capture of Earth’s capital

city of Beijing.

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154

Twenty Rebellion Victories unlock this event. Th e War is won, the Cabal has been

overthrown and the Th ird Era is over.

Aegis HistoryI mentioned elsewhere in the book (around the Second Era) that Aegis Armor

should have a history.

Th ink about the WWI and WWII planes. Th ey had nicknames (usually named

after a lady). Th e pilots had good luck charms hanging in the cockpit. Th ey spoke to

the plane. Th ey were superstitious enough to give baseball players pause. But then

again, when you’re sitting in that cockpit and every time you fl y up in the air, you

might get shot and killed, a little superstition seems like a good idea.

I like the idea of Aegis having character. Getting a nickname from the pilot.

A picture of a half-naked woman on the chassis. “Th e Midnight Belle.” Fuzzy dice

hanging from the roof or an ace of spades with a bullet hole through the center on the

control panel.

AI aren’t the only ones who survived all the way through three Eras. Some Aegis

did, as well. Another story to tell is the story of that Aegis who made it. Fought against

the Enemy, saw action in the Civil War and now fi nds itself in a diff erent kind of civil

war where nothing makes sense. Every Aegis has a history. Tell the story of the men

and women who sat in that chair and helped make that history.

Th e story ends when the Aegis is no more. Perhaps she never makes it out of the

First Era. Or, perhaps she makes it through to the Th ird, but is wrecked and ruined in

the opening salvo.

What is the history of your Aegis? When was it born? When did it die?

I know the answers to those questions. If you read the vignettes that open each

chapter, you know those answers, too.

True, Th e Widow is nothing more than a machine. But the men and women (and

AIs) who lived and died with her… who bled with her… who laughed and cried with

her… aren’t they a part of her? A part of her history?

When I started writing Th e Aegis Project, one of my “secret” goals was this: the

pilots are cooler than the mechs. Get the players to tell the stories of the soldiers. Th e

mechs are a way to do that.

But then, as I ran the game, I watched the players’ attachment to the Aegis grow.

Th ey weren’t just war machines. And when one of them was destroyed (a First Era

Aegis in the Civil War), the emotional bond between player and Aegis was palpable.

Th is is a game about soldiers. But, in the end, it’s also a game about camaraderie. I

built the game so players would have an emotional bond with their mechs. I got that,

but I didn’t exactly know what I was getting when I thought of it.

Trust me on this. If you really want the game to sing, get attached to your Aegis.

You won’t regret it.

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No war is fought for this generation; it is fought for

the next one.

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Human SheetA e g i s P r o j e c t

Name:Strength

Operations

Weapons

Intel

Empathy

Camaraderie

Commission:

Command:

Squad:

Homeworld:

Specialties

Special Equipment

Apollo Soldier

AI:Sympathy

Difficulty Setting

Equipment

Smart Device

Citizen Card

Weapons

PistolClose, Near

Survival KnifeClose

Grenades

Injury

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AI SheetA e g i s P r o j e c t

Name:Operations

Weapons

Intel

Empathy

Camaraderie

Specialties

Apollo Soldier

Soldier:Sympathy

Software on Chassis/Primary Computer

Name Role Name Role

Chassis Nick Name Pilot Engineer AI

Other Members of the Team

Inter-AI Link

Difficulty Setting

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Chassis SheetA e g i s P r o j e c t

Pilot:

Nick Name:

AI:

Engineer:

Class

Battery

Size

Weapon Type

Armor

Armor Mod

Armor Mod Effect

Movement

Equipment

Weapons

Systems

Armor Mod Tactical HUD Life Support

Min: 1

Max: 1

Min: 1

Max: 3

Min: 3

Max: 3

Min: 3

Max: 3

Min: 3

Max: 6

Min: 3

Max: 6

Movement Shields Weapons

Spiders

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Chassis SheetA e g i s P r o j e c t

Pilot:

Nick Name:

AI:

Engineer:

Class

Battery

Size

Weapon Type

Armor

Armor Mod

Armor Mod Effect

Movement

Equipment

Weapons

Systems

Armor Mod Tactical HUD Life Support

Min: 1

Max: 1

Min: 1

Max: 3

Min: 3

Max: 3

Min: 3

Max: 3

Min: 3

Max: 6

Min: 3

Max: 6

Movement Shields Weapons

Spiders

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Human SheetA e g i s P r o j e c t

Name:Strength

Operations

Weapons

Intel

Empathy

Camaraderie

Commission:

Command:

Faction:

Homeworld:

Specialties

Special Equipment

Apollo Soldier

AI:Sympathy

Difficulty Setting

Equipment

Smart Device

Grenades

Weapons

PistolClose, Near

Survival KnifeClose

Wealth

Injury

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AI SheetA e g i s P r o j e c t

Name:

Faction:Operations

Weapons

Intel

Empathy

Camaraderie

Specialties

Wealth

Software on Chassis/Primary Computer

Name Role Name Role

Chassis Nick Name Pilot Engineer AI

Other Members of the Team

Inter-AI Link

Apollo Soldier

Soldier:Sympathy

Difficulty Setting

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Role:

Homeworld:

Character SheetA e g i s P r o j e c t

Name:Strength

Operations

Weapons

Intel

Empathy

Camaraderie

Specialties

Weapons

Perks

Difficulty Setting

Bioware

Analog Equipment

PistolClose, Near

Survival KnifeClose

Wealth

Your Governor

Name:

View of Humanity:

View of DC:

Cabal Status:

Kusanagi Suit

Armor

+3Strength Boost

Heals 1 pointInjury

every round

Energy Shield

Injury

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Bliss Stage: Love, Sex, and Giant Robots.

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