Beruflich Dokumente
Kultur Dokumente
Some have claimed that beyond the great Motaran Rift there are
other universes yet to be discovered. Universes with untapped
resources waiting to be exploited by the galactic mega-corporations
of the Alliance. The mega-corps are keenly aware that discovering
the secret to Rift travel could ensure their financial prosperity for
centuries to come and they are willing to pay handsomely for it.
Fortunately for them there are no shortages of Battlelords who are
willing to risk it all and enter the Rift.
Beyond the Rift lies the Zenax Galaxy, a whole new universe for
intrepid Battlelords to explore. Its like nothing youve ever seen
before. The safety of Alliance controlled space is a distant memory
and it will take all your skill and experience to survive. Once youre
on the other side, there are no Madd Mikes supply depots and no
one accepts your Galactic Gold Card.
The inhabitants of Zenax are used to encountering strange
aliens, so youre not likely to be dissected at least not right away.
The wormholes that litter the astral landscape ensure that ships from
Alliance space make their way into Zenax with some frequency.
Thousands of ships have been mysteriously lost in the Alliance
during stargate travel. Some of them end up in Zenax.
Zenax is populated by a wide variety of species, most notably the
aggressive Whe who have been waging war with almost every the
other species in the galaxy for over 50 years. Not all of the species in
Zenax are hostile. There are many benevolent races including the
robotic Aktai, whose superior technology has spared them from Whe
annexation. There are also the space-dwelling Cedeun and their allies
the entrepreneurial Klee, who wander Zenax in massive mercantile
fleets. The winged Disrapan constantly seek to expand their empire.
The Dul are wandering martial artists and scholars who are capable
of using their strange matrix powers in hand-to-hand combat. Lastly,
there are the massive Raaza, whose regenerative abilities and
quasi-religious worship of death make them formidable foes.
Zenax sits on the edge of the war. The Whe are amassing their
forces on the Aktai border in preparation for a new campaign that
will undoubtedly throw the entire area into turmoil. Though the
weapons of war will be different, theyre just as lethal as those in
the Alliance. Aktai gravitic accelerators utilize gravity to crush the
enemy; force manipulation weapons fire thin tendrils of solid energy
piercing their victims. Matter Transmission Weapons teleport away
portions of their targets. Nuclear lasers, anti-armor particle beams,
and mass doublers that fire projectiles at almost the speed of light,
are all in the hands of alien species that want to use them on you.
Some rift runners are simply trying to find a way home, and stay
out of trouble. Others have decided to stay and explore, or carve out
their own little kingdom. Most just fight to survive. The possibilities
are endless. Caught in the middle of it all, beyond the rift.
Hope you packed an extra pair of shorts.
ssdc.com
Tony Oliveira
FEATURING THE
SSDC7001
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1 INTRODUCTION
Credits
Beyond the Rift
Author
Tony Oliveira
Contributing Authors
Dawn Blosser, Geoff Dickens, Wil Warmonger Etheredge, Mark Golden, Ray Hedman,
Keith Klee, Corey Oliveira, David Soruco, Michelle Soruco, Shawn Wagoner,
Dave Walls, and Kurt Willis.
Mazian Combat Rules
Tom Javoroski, Tony Oliveira
Chief Editor
June Hedman
Editors
Tyson Mueller, Tony Oliveira, and Dave Walls
Graphic Design
Michael Osadciw
Layout
Michael Osadciw
Cover Design
Michael Osadciw
Front Cover Art
Michael Osadciw
Wed also like to thank our playtesters, our distributors, our retailers, our fans and
fans of Battlelords everywhere.
Special thanks to Michael Osadciw, Aaron T Thies, Larry Sims, and everybody at SSDC. Also a special thanks goes out to June Hedman who has
the unenviable job of having to edit my grammar and spelling in every
book ive written, including this one.
The male pronoun (he, his, him) is used in this book as a third-person singular in many
instances. This usage is intended as a neuter term and should be read as he or she,
his or her, or him or her in all instances where it is used to imply a person of
either gender. The use of the male pronoun is not intended to exclude women from this
game or to suggest their exclusion.
No part of this book may be reproduced in any form or by any means, except for the
inclusion of brief quotations in a review, without permission in writing from the publisher. Permission is granted to the purchaser of this book to copy the maps and histories
contained herein for personal use, provided that none of the copies are sold or traded.
All characters in this book are fictitious. Any resemblance to actual persons, living or
dead, is purely coincidental. All characters, their distinctive likenesses, names, logos,
props, and all other related indicia are the property of SSDC Inc. Copyright 2005,
2009 SSDC Inc. All Rights Reserved.
You can find out more about Battlelords and other SSDC products at:
www.ssdc.com
Additional material for Battlelords: Beyond the Rift can be found at:
http://wiki.ssdc.com/wiki/Main_Page
Interior Art
Michael Osadciw
Pat Presley
James Carlton
WARMONGERS RULE:
If youre not excessive, then youre never really sure.
Playtesters: Andrew Apold, Nick Bichsel, Ronald Hart, Tom Javoroski, James Kenagy,
Tyson Mueller, Paul Sakach III, Shawn Scott, Rick Sheppard, Bradley Upson, Shawn
Wagoner, Dave Walls, and Matthew T. Whelehan.
The author wishes to thank: Jerrod Jerry Anderson, Jonathan AJ Bolte, Betty
Cooper, Joe Cooper, Geoff Dickens, Wil Warmonger Etheredge, Christopher Hedman,
June Hedman, Keith Klee, Corey Oliveira, Dawn Oliveira, Gayle Oliveira, Jeff Oliveira,
Angie Ridge, David Soruco, Michelle Soruco, Shawn Wagoner, Dave Walls, and Kurt Willis.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
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Table of Contents
Chapter 1: Intro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
How to use this book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Alien Species . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Aktai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Cedeun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Disrapan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Dul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Klee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Razaa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Whe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
I Was Just Growing Up Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Fickle Finger of Fate Table for Zenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Chapter 2: Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Mental Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Physical Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Fighting Styles/Martial Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Vehicle Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Weapon Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Chapter 3: Weapons and Equipment . . . . . . . . . . . . . . . . . . . . . . . . . .57
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Hand Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Aktai Fuel Pumps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Aktai Local Gravitron Accelerator (LGAs) . . . . . . . . . . . . . . . . . . . . . . .63
Aktai Force Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Aktai Matter Transmission Weapons (MTWs) . . . . . . . . . . . . . . . . . . . .64
Cedeun Particle Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Cedeun Plasma Cannons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Disrapan Blinding Lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Disrapan Cutting Lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Disrapan Lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Disrapan Nuclear Lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Disrapan Missile Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Dul Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Klee Anti-Armor Particle Beams . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Klee Dust Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Klee Particle Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Razaa Continuous Effect Disintegrators (CEDs) . . . . . . . . . . . . . . . . . . .70
Razaa Plasma Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Whe Projectile Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Machine Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Whe Mass Doublers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Whe Rail Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Whe Wall Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Whe Vehon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Whe Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Specialized Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Armor
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
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BATTLELORDS
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INTRODUCTION
CHAPTER 1
IN THIS CHAPTER...
How to use this book
Zenax Timeline
Introduction
Compatibility
This campaign setting is designed for use with the Battlelords of the Twentythird Century role-playing game by SSDC. The ideas presented in this book can
be used with any sci-fi or futuristic RPG but are best suited for games set in the
space exploration genre.
Take what you want, ditch the rest. Every rule is an optional rule. There is a
great deal of information presented in this book, and BMs should feel free to
discard rules they do not like. The Battle Master is the final arbitrator on all
decisions, including what rules are being used and what exists or doesnt exist
in his or her campaign setting. If youre going to play in this campaign setting,
be sure to ask your Battle Master what rules and info from this book are being
used and what info he or she has discarded.
BEYOND
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1 INTRODUCTION
ZENAX TIMELINE
5302 B.C.
760 B.C.
360 B.C.
300 B.C.
43 B.C.
1270 A.D.
1285 A.D.
1340 A.D.
1393 A.D.
1475 A.D.
1495 A.D.
1480 A.D.
1481 A.D.
1481 A.D.
1485 A.D.
1453 A.D.
1503 A.D.
1504 A.D.
1562 A.D.
1753 A.D.
1835 A.D.
1839 A.D.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
1845 A.D.
1846 A.D.
1955 A.D.
1958 A.D.
1960 A.D.
1962 A.D.
1967 A.D.
1968 A.D.
1974 A.D.
1980 A.D.
2000 A.D.
2010 A.D.
2039 A.D.
2043 A.D.
2049 A.D.
2075 A.D.
2099 A.D.
2088 A.D.
2158 A.D.
2175 A.D.
2180 A.D.
2180 A.D.
2209 A.D.
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ZENAX TIMELINE
2210 A.D.
2215 A.D.
2215 A.D.
2225 A.D.
2225 A.D.
2226 A.D.
2226 A.D.
2227 A.D.
2227 A.D.
2228 A.D.
2229 A.D.
2230 A.D.
2230 A.D.
2231 A.D.
2232 A.D.
2235 A.D.
2235 A.D.
2236 A.D.
2243 A.D.
2244 A.D.
2244 A.D.
2245 A.D.
2250 A.D.
2252 A.D.
2252 A.D.
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1 INTRODUCTION
2254 A.D.
2254 A.D.
2255 A.D.
2255 A.D.
2256 A.D.
2257 A.D.
2257 A.D.
2262 A.D.
2263 A.D.
2263 A.D.
2263 A.D.
2270 A.D.
2271 A.D.
2271 A.D.
2271 A.D.
2272 A.D.
2274 A.D.
2275 A.D.
2264 A.D.
2264 A.D.
2265 A.D.
2265 A.D.
2268 A.D.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
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10
BATTLELORDS
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AKTAI
(ak-tie)
Aktai
AKTAI STATISTICS
VITAL STATISTICS
+20 Strength
+20 I.Q.
-10 Agility
+20 Constitution
-10 Aggression
+10 Intuition
+10 Charisma
SECONDARY STATISTICS
+10 Terrestrial Knowledge
+00 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 4 + d6
Movement: 14/08/100
Height: 40 + 6d10
Weight: 8d4 x 10
Attacks: 1 punch
Dam/Attack: 2 points
Radiation: 70
Biological: 99
Mental: 50
Poison: 99
Sonic: 15
Electricity: 20
Fire: 70
Acid: 20
Cold: 70
PRIMARY OCCUPATION
Scientist, Explorer
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 50/150
I.Q.: 50/150
Agility: 50/150
Constitution: 50/150
General Knowledge
The Aktai are a race of sentient androids that were constructed eons
ago by an unknown benefactor. [8] Despite being robots, the Aktai are
quite friendly and helpful to other species they encounter. What is
unique about these artificial life forms is their diversity. Each Aktai is an
individual, with its own personality, likes, and dislikes. Aktai are even
constructed so that no two are exactly alike. For all intents and purposes, the Aktai are just like any other sentient and emotional beings in
the universe, only they are created artificially.
Despite their rampant individualism, the Aktai have not suffered the
wars and tragedies that have befallen many other sentient species. As a
result, the Aktai are naive in the ways of other species and have difficult
understanding customs and cultures different from their own. These
androids have developed their own thriving and technologically
advanced society and have begun to explore the universe.
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Government
The Aktai are governed by a council of democratically elected leaders
who make major decisions for the society as a whole.
Culture
The Aktai, for lack of a better term, have a way of pissing people off. The
Aktai have never been defeated in combat, and their technology is
beyond the capabilities of anyone in the sector. As a result, the Aktai are
under the impression that they always know the right thing to do in any
given situation. This arrogance goes all the way down to the individual
members of the race. There is nothing more annoying than an Aktai
telling you how to win a fight, while refusing to help.
The Aktai, despite being fiercely individualistic, are a very pacifistic
race. They have no history of war among themselves or with other
species, excluding their recent encounters with the Whe. Universally
renowned as a friendly and helpful race, the Aktai only fight when
defending themselves.
Physiological Makeup
Aktai are, for lack of a better word, robots. Granted, they are highly
advanced robots that make I-bots look like tinkertoys, but they are
robots all the same. They are capable of healing injuries and reproducing by building offspring. They have the same five senses as
humans, though at an admittedly superior level. When they are injured,
they can die, and they even bleed though it is not blood in the traditional sense.
Although Aktai dont feel pain, they still can feel when they are
injured. Critical hits still impair them, but they are not required to make
System Shock rolls after a critical hit to remain conscious. The Aktai
can not use BRIs, Jump Sticks, or even their own Cellular Regenerators
to heal injuries they suffer. However, the Aktai can be rebuilt from any
damage they suffer at an Aktai hospital as long as their Body Points
dont drop below their Deaths Door. Rebuilds at a hospital generally
take 1 day per point of damage.
Although it would seem that Aktais robotic nature would allow
them to easily upload or install new skills, they apparently possess no
skill chip equivalents, preferring to learn skills the old fashion way.
Programming skills into themselves evidently offends their sense of
uniqueness.
History
The Aktai are historically a neutral race that uses its advanced technology to help other species to develop. All that changed 50 years ago
when the Whe attacked the Aktai border. The Aktai were easily able to
fend off the Whe assault, but afterwards the Whe began to attack other
neighboring worlds. Despite the obvious act of war against them, the
traditionally neutral Aktai have not counter-attacked the Whe. [9] In
over 50 years of continual attacks by the Whe, the Aktai have never
counter-attacked. However, the Whes persistent attacks have begun to
take their toll on the Aktai, and they are beginning to push the front into
Whe space.
The Aktai have taken a lot of flak from their neighbors for not
declaring war on the Whe. The Aktai are one of the few races able to
fend off the Whe, and many believe they are capable of ending the war.
However, in diplomatic conferences with their neighbors, the Aktai have
absolutely refused to attack the Whe.
The Aktai have a history of doing what they think is best for all parties involved, without consulting all of the parties involved.
Favorite item
Any one-of-a-kind item, which the Aktai has encountered, will be its
favorite item, until it finds a copy of this item or another one-of-a-kind
item. After all, who wants to keep an item that somebody else might
have. In addition, an Aktai will always have a reason why he should have
the rarest item in the party. This annoys the Klee to no end.
Dress
Anything to reinforce the Aktais individuality and set it apart from other
members of its species will be considered fashionable.
Hangout
An Aktai will always hang out at the newest and most popular hangout,
until word begins to spread about the establishment. Once the masses
are aware of this hot, new place, most self-respecting Aktai will avoid it
and start looking for a new hangout.
Abode
Weaknesses
Aktai are generally very friendly and like to help others out whenever
they can. Unfortunately, their lack of understanding of other cultures
and traditions often results in them causing more harm than good.
What is that phrase about the road to hell? Aktai suffer a -40 intuition
penalty to determine the purpose of a cultural ritual or tradition.
Remember that something as simple as shaking hands or nodding your
head in agreement is a cultural tradition. For all intents and purposes,
your average Aktai is going to be completely lost when trying to fit in or
understand another culture. Every gesture, habit, religion, and tradition
will be totally alien and incomprehensible to an Aktai.
Quirks
All Aktai are know-it-alls, and they will always have a suggestion to
make or advice to give. Regardless of the situation or their knowledge
12
of the topic at hand, most Aktai will make a comment on how something could be improved.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Combat Tactics
Aktai combat tactics will depend on the particular Aktai that is in command. Because it takes forever to get anything done if a group of Aktai
is making decisions, the Aktai will always appoint one individual as the
leader. This is not always the most qualified individual but the individual who has the best reason as to why they should be in charge.
Aktai often try to avoid a confrontation at all costs and only fight
when no other option is available. Because Aktai energy shields do not
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AKTAI
lend themselves to prolonged engagements, the Aktai attack with all
available force once a fight is started.
Aktai weapons are beyond the technology level of any other species
but are often over-complicated. They require lots of maintenance and
upkeep to remain functional and dont handle abuse well.
General Occupation
An Aktais natural urge to be unique combined with their inquisitiveness, makes them ideally suited as scientists and explorers.
Favorite Foods
Anything: Though Aktai dont usually consume organic matter as food,
they can eat meats and vegetable-matter just like most other Zenax
natives, excluding the Cedeun. In fact, the Atkais advanced digestive
system is capable of pulling minerals and nutrients out of almost anything they can chew.
Slop: Though Aktai can eat just about anything, most would rather consume a brown paste, jokingly called Slop, that contains all the materials they need to sustain themselves.
Pet
The Aktai have been known to keep all manner of creatures as pets. In
their travels across the universe, the Aktai have found dozens of animals
that they find make suitable companions. Of course, some critters
make better pets than others, and its not unheard of for an Aktai to be
dismembered by a dangerous pet that they thought made them unique.
Variations on a Theme
Aktai (Borger): Aktai are able to mechanically improve themselves, but
most choose not to deviate from their parents basic internal design
though they readily customize their external appearance. Borgers are
Aktai that are rebelling against their creators and have modified their bodies with all manner of cybernetics.
All Aktai can add cybernetics to customize their bodies, but they dont
suffer any CON penalties for doing so. For the most part, Aktai Borgers
have access to the Zenax-equivalents of all Alliance cybernetics assuming
they can afford them. On the down side, Borgers have their Charisma
reduced by 40 when dealing with other Aktai!
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14
BATTLELORDS
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CEDEUN
(sea-done)
Cedeun
CEDEUN STATISTICS
VITAL STATISTICS
+15 Strength
-10 I.Q.
-15 Agility
+10 Constitution
-20 Aggression
-10 Intuition
+00 Charisma
SECONDARY STATISTICS
+30 Terrestrial Knowledge
-10 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 6 + 1d8
Movement: 04/02/14
Height: 60 + 1d12
Attacks: 1 bite
4 Body Threshold
Long lifespan
10 levels of EVM
I live in the dark emptiness of space. I do not need a spacesuit to survive like you air breathers. The vacuum of space
does not bother me. The cold of the abyss does not injure
me. The radiation from stars rarely affects me. I do not
need crude metal vehicles to travel from place to place. I am
a highly evolved life form. Do not forget this. Do not mistake
our inability to survive for prolonged periods in your
atmosphere as a weakness. We can survive much longer in
your atmosphere than you can survive in the vacuum of
space.
We are masters of stealth in our environment, and our
environment makes up over 99% of the universe! I may be
clinging to the side of an asteroid looking for my next meal.
I may be attached to the hull of your space station looking
at you through the window. I may behind your spacecraft
on a tether. My people are everywhere, but you can not see
us. Your concepts of territory and boundaries are meaningless. We were in your space long before you claimed it as
your property, and we will continue to live where we please.
LIABILITIES
Require null-pressure suits to survive in an atmosphere
Slow down under pull of gravity
Deaf
No sense of smell
SURVIVAL MATRIX ROLLS
Chemical: 10
Radiation: 90
Biological: 05
Mental: 10
Poison: 10
Sonic: 99
Electricity: 75
Fire: 70
Acid: 50
Cold: 150
PRIMARY OCCUPATION
Deep space mining & salvage, Ship mechanic
PROFICIENCY POINTS: 35
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 51/130
I.Q.: 11/120
Agility: 23/110
Constitution: 41/130
General Knowledge
Literally translated in their native language, Cedeun means those who
endure the unendurable. Cedeuns have the ability to survive in the vacuum of space. In fact, Cedeuns thrive in a vacuum and live quite comfortably in this most hostile of environments. Cedeuns cling to asteroids
slowly extracting the minerals out of the rock that they need to survive.
Cedeuns will often hop on a rogue asteroid to reach other feeding
grounds like rocky moons and other asteroids.
Your typical Cedeun has a long cylindrical body ending in two or
more tentacles, which range in color from black to gray to brown.
About midway down the body are two arms with strong rock claws that
are used to anchor the Cedeun to the rocks. A Cedeuns head is quite
large and triangular in shape. Toward the bottom of the head is the
Cedeuns giant tooth filled maw, which it uses to crew through rock.
Cedeuns have two huge forward facing eyes over a row of small light
emitting organs, which are used to communicate.
Government
An elected ruling council governs Cedeun colonies. A council member
from each area of Cedeun controlled space also attends the Cedeun
congress once a month. The congress makes governing decisions for
the entire populace. The location for the congress changes from month
to month.
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Culture
Cedeun are strange species who, when not mining asteroids for food
and raw materials, spend their time pursuing the arts. Cedeun sculpture
and architecture is unequalled. Cedeun live in massive, almost crystallike cities inside of hollowed out asteroids. The cities are decorated
with Cedeun zero-g sculpture, and all Cedeun are free to place their artwork throughout the city. Cedeun also entertain themselves with sports.
Physiological Makeup
Cedeun are perfectly adapted for an environment that is almost instantly fatal to most other organisms. Cedeuns are immune to the chilling
cold and radiation one often encounters in space. They can also innately detect if they are being exposed to dangerous levels of radiation.
Quite at home in space, Cedeuns do not require a space suit in order
to survive the lack of pressure. However, if a Cedeun is exposed to an
atmosphere it will suffer one point of real damage per minute of exposure. If a Cedeun manages to survive the dangers of space, they can
expect to live well over a hundred years. Some older Cedeun have
reportedly lived more than 250 years.
Cedeuns live on and in asteroids, which are both their food source
and their home. They blend in perfectly with their surroundings and are
able to use their Matrix abilities to hide their presence and travel great
distances from asteroid field to asteroid field.
Though Cedeun have no sense of smell, they are able to taste
objects on physical contact. So amazing is their sense of taste that they
can generally guess the rough composition of an object just by touching it. Cedeun communicate with each other using two organs that can
flash visual messages. The Cedeun can use these organs to blind other
races (Radiation SMR at +20) for 2d4 rounds.
Weaknesses
The Cedeun are adapted for life in the vacuum of space, and exposure
to the crushing pressure of a planets atmosphere will eventually kill
them.
In addition, the Cedeuns have very little contact with biological
pathogens in the vacuum of space. Though they are resistant to change
in pressure and the effects of radiation, their immune system is underdeveloped and weak.
Cedeuns are stone deaf and have no sense of smell. These senses
are of little use without an atmosphere to carry sound and odors.
However, their sense of taste more than makes up for their lack of a
sense of smell.
Quirks
Cedeun who are out adventuring will spend most of their time attached
to a ships outer hull. This can be quit disconcerting for people inside
the ship who are trying to sleep and to go about their business. Nothing
is creeper than listening to something scurry across the hull of your
ship while youre trying to sleep or looking out the porthole in your
bathroom and seeing a Cedeun staring back at you.
History
The Klee and the Cedeuns are close allies, and their economies are
closely tied together. Because of their ability to live in the vacuum of
space, Cedeuns are able to perform asteroid mining and ship salvage
16
BATTLELORDS
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Favorite Item
A Cedeuns favorite items include bags of rare and useful minerals that
they have mined out of the asteroids.
Dress
Cedeun do not wear clothes and dont really understand the concept of
fashion. Cedeun will occasionally be found in armor, which is usually
patterned to blend into the rock asteroids, or they may also be lugging
around some mining/salvage tools.
Hangout
To find a Cedeun the best place to look is on the nearest piece of rock
floating by the window of your personal star cruiser. If you dont have
any asteroids handy, then the Cedeun is probably staring back at you
from the other side of the window. Cedeun have been known to ski
behind space vessels on a tether line.
Cedeun often can be found near ship graveyards or abandoned vessels doing salvage work.
Abode
The Cedeun live in incredible cities, which they carve inside large asteroids. Not only are these cities hidden from view, but also the Cedeuns
innate camouflage skills and cloaking abilities make them undetectable
to passing ships.
Combat Tactics
The Cedeun are creatures of stealth. They always try to take their opponent by surprise and retreat to a position of safety before the opponent
has a chance to counter. The Cedeun are renowned for their attacks on
spacecraft from the outside!
General Occupation
The Cedeuns natural abilities make them ideally suited to a number of
occupations. Construction of space-based facilities and ship repair can
be accomplished much faster when youre not encumbered by a space
suit. Cedeuns are also renowned throughout Zenax as the best asteroid
miners. Other common Cedeun areas of expertise include architecture,
engineering, geology, and astrophysics. Almost all Cedeun are artists.
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CEDEUN
Favorite Foods
Rocks: Cedeun love to eat rocks. The type of rock a Cedeun likes to eat
is based on personal preference. Gold, lead, nickel, iron, and tungsten
are the meat and potatoes of the Cedeuns diet. Less dense materials are
considered junk food, where as materials with higher atomic numbers
are treated almost like spices.
Pet
Rock Fleas: There arent too many creatures that can survive in the
vacuum of space, and so there arent too many critters that a lonely
Cedeun might choose as a pet. An occasional Cedeun has been known
to keep a rock flea as a pet, but this is not common since the rock-flea
is a cockroach-equivalent.
Variations on a Theme
Cedeun (Neo-Cedeuns): Neo-Cedeuns are an
outcast sect of the Cedeun species that has adapted
for life in space as well as on planets with atmospheres. Neo-Cedeun have genetically engineered
their bodies to survive the crushing pressure and
caustic gasses of a planetary atmosphere. They do
not take damage from exposure to an atmosphere,
and their Bio, Chemical, and Poison SMRs are
increased by 20 points. Neo-Cedeuns still must
return to space every two weeks, or they lose one
point per day from the SMRs mentioned above until
those SMRs reach zero. Unfortunately the genetic
manipulation that enables the Neo-Cedeun to survive in an atmosphere has an unforeseen side
effect. The matrix powers of the Neo-Cedeun are
greatly reduced. They receive half the number of
power points a normal Cedeun receives at the start
of the game and when advancing to a new level. In
addition, their matrices have the range (if any) and
duration reduced by half. Neo-Cedeun colonies are
rare and are generally aggressive toward air
breathers.
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DISRAPAN
(dis-rah-pan)
Disrapan
DISRAPAN STATISTICS
VITAL STATISTICS
+10 Strength
+00 I.Q.
+07 Constitution
+10 Aggression
+00 Intuition
-15 Charisma
SECONDARY STATISTICS
+05 Terrestrial Knowledge
-05 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 4 + d6
Movement: 08/08/50
Height: 60 + 2d10
Weight: 50 + 1d8 x 10
Dam/Attack: (1-3/1-3/1-2)real
Radiation: 10
Biological: 12
Mental: 30
Poison: 12
Sonic: 50
Electricity: 20
Fire: 10
Acid: 35
Cold: 20
PRIMARY OCCUPATION
Pilot or Scout
PROFICIENCY POINTS: 35
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 35/115
I.Q.: 15/115
Agility: 45/145
Constitution: 25/115
General Knowledge
The Disrapan are an intelligent species from planet Kaidum whose most
notable trait is their ability to fly. Disrapan make excellent pilots as their
natural ability to fly translates into a better understanding of how to
maneuver in three-dimensional space. Disrapan have a reputation for
being easily offended and are often rude to other species. In addition,
your typical Disrapan has little patience and becomes frustrated easily.
Disrapan are tall, gaunt humanoid creatures, whose most notable
features include a pair of large wings. A Disrapans skin color ranges
from white to gray and in some rare cases is even light blue in color. A
Disrapans wings can fold up like an accordion and can be safely tucked
away under two flaps of skin on the back when not in use. Disrapan
have very large, keen eyes, which give them binocular vision and allow
them to see for miles. The head is crowned with a small fin that is used
as a rudder when flying. The lower half of the face is covered in small
tentacles that are almost beard-like in appearance and cover the mouth.
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Government
Disrapan government is divided into two parts. The main governing
body is the Disrapan House of Government, which is technically a
monarchy. The House of Government creates the laws that govern
Disrapan society. Members of the house are selected from the same 15
families that have presided over it since its creation 800 years ago. The
second part of the Disrapan governmental system is the incredibly powerful Trade Consortium. The Trade Consortium controls and governs all
aspects of Disrapan commerce. There are very few independent businesses on planet Kaidum. Seventy percent of the Disrapan population is
employed by the Trade Consortium. The Trade Consortium controls
90% of the business done on and off world by the Disrapan, and they
hold dominion over 75% of all Disrapan territory. The only independent
industry of note is the transportation industry. To keep the Trade
Consortium from having too much power, the House of Government
passed a law making it illegal for the Trade Consortium to own a vehicle of any type. As a result, all vehicles, including spacecraft, are chartered or leased by the Trade Consortium.
Over the last 200 years the Disrapan government has been the focus
of guerilla attacks by anti-government rebels who are dissatisfied with
the Trade Consortiums monopolistic control over their lives and their
iron fist rule. [10] The House of Government has been trying to keep
these rebel attacks secret from their allies, but the rebels are becoming
more and more brash as time passes. As an attempt to make concessions to the rebels cause, the House of Government has been placing
more restrictions on the Trade Consortium. The pressure mounting
between the rebels, the House of Government, and the Trade
Consortium will eventually lead to civil war if radical changes are not
made to the Disrapan government
The Disrapan are not the easiest species to get along with. In the
past 50 years they have had battles with the Razaa and even Klee trading fleets. [11]
Culture
The Disrapan are a very proud and powerful race. Excluding the Aktai,
the Disrapan are the most technologically advanced species in the sector. They are a bit obnoxious, tend to squabble among themselves, and
fight with those that are different from them.
Weaknesses
The Disrapans main weakness is their wings. While unfolded, their wings
make an easy target (size class 8) and can not take much damage. In
addition, if the Disrapan wishes to fly under their own power, they can not
carry much weight or protect their delicate wings with armor. A critical
hit to either wing will make flying impossible for the injured Disrapan.
BATTLELORDS
Quirks
All Disrapan have an annoying nervous tick whenever they speak. The
tick varies from individual to individual, but they all have them. Some
wave their head from side to side, others chirp every other word, and
some bounce constantly while talking. The Disrapan dont even notice
this behavior and simply view it as a personality trait. It tends to make
most other species furious after talking with a Disrapan for only a few
minutes.
History
Early in Disrapan history, a single nation called Tralar became the dominant economic power on planet Kaidum. Governed by a monarchy,
Tralar commissioned a group of their most powerful trade companies
to control all Tralar commerce from that point on. With official support
from the ruling families, the trade companies, now known as the Trade
Consortium, had free reign to do as they wished, as long as they continued to bring in the profits. Within a period of 50 years, the Trade
Consortium had declared war on neighboring countries and had crippled them in a series of military and economic attacks. The House of
Government was then able to assume control over these countries. By
the end of the next century, Tralar controlled every country with any
economic power on the planet. After nearly 800 years, the House of
Government and the Trade Consortium still exist and rule planet
Kaidum. The Trade Consortium has continued building the Disrapan
Empire at an amazing rate. The Consortiums peaceful acquisition of
unclaimed resources and territory along with rapid technological
development has further increased their power. At this time, the
Disrapans economic and military power have made them one of the
most powerful species in the sector.
Favorite item
Disrapan tend to like artwork. Tastes vary, but most tend to favor sculptures or paintings. They are also fond of Cedeun light sculpture.
Dress
Physiological Makeup
20
OF THE
TWENTY-THIRD CENTURY
Hangout
If you are looking for a group of Disrapan, generally all you have to do
is look up. A Disrapan enjoys nothing more than gliding high above the
ground, taking in the scenery.
Abode
Disrapan typically live in very tall skyscraper-like buildings. Ground
level entrances are available if you are carrying too much to fly, but
most Disrapan enter their apartment-style homes via the balcony
entrance. In rural areas Disrapan live in cliff communities.
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Combat tactics
The Disrapan use a combination of beam weapons and precision guided missiles in combat. Disrapan sensor systems are unparalleled, and
their smart-weapons are very impressive. Disrapan favor aerial attacks
using weapons that can target the enemy at extreme distances.
General occupation
Bouncing Fits: Disrapan really love to fly, and if theyre unable to take
to the air for a prolonged period they tend to get antsy. In fact, a grounded Disrapan will frequently have bouncing fits where they throw themselves against the walls and ceiling until they exhaust themselves.
Disrapan can have all manner of occupations. Most Disrapan encountered away from their home world or many outposts will either be a
diplomat from the House of Government or a soldier working for the
Trade Consortium.
Favorite foods
Variations on a Theme
Trap: Disrapan like to eat large ten-legged bugs called Trap that can
weigh up to several kilograms.
Snugg: The Snugg are small insect-like creatures the Disrapan eat by
the handful. During banquets the Snugg are allowed to swarm over the
guests who eagerly devour them.
Pet
Nipp: The Nipp are small flying creatures that many Disrapan keep as
pets. The Nipp have 5 legs and two sets of wings and can grow to several kilograms in weight. The Nipp can be trained much like a dog.
Disrapan (Gatz): The Gatz, also known as The Flightless, are a group of
Disrapan body builders. The Gatz use drugs and genetic treatments to
increase their strength beyond the normal limits for their species. The Gatz
are so muscle-bound that most can no longer fly. The Gatz have their
Strength bonus increased by +20 and receive an additional 2d4 body
points. Gatz must increase their weight by 10d6, and this additional weight
also counts against their current encumbrance. Many Disrapan who naturally lose their ability to fly, either through accident, injury, or from a medical condition choose to become Gatz.
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DUL
(duh-all)
Dul
DUL STATISTICS
VITAL STATISTICS
+15 Strength
-10 I.Q.
+15 Agility
+15 Constitution
+00 Aggression
-10 Intuition
-10 Charisma
SECONDARY STATISTICS
-20 Terrestrial Knowledge
-10 Persuasion
-10 Bargaining
GENERAL INFORMATION
Body Points: 2 + d6
Movement: 09/08/64
Height: 60 + 2d8
Attacks: 2 punches
Dam/Attack: 1 point
One half of all skill points must be put towards obtaining mastery in
one non-combat field
One half of all skill points must be spent in the physical skills categpry
Body Points Skill, Breathing Skill, Agility Skill, Strength skill, and
Alertness Skill all cost twice as much as normal
SURVIVAL MATRIX ROLLS
Chemical: 20
Radiation: 10
Biological: 14
Mental: 50
Poison: 20
Sonic: 15
Electricity: 20
Fire: 20
Acid: 20
Cold: 30
PRIMARY OCCUPATION
Martial Artist, Scholar
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 21/150
I.Q.: 05/115
Agility: 39/150
Constitution: 21/150
General Knowledge
The Dul are a race that has just begun to make their presence known
in Zenax. The Dul have advanced to a point that privately owned spacecraft have become affordable, and a few Dul are beginning to explore
the cosmos. These are generally wealthy Dul who are attempting to
expand their knowledge in their particular field of study and explore.
Because Dul of different life paths do not usually get along, they often
fight when they encounter each other off world where they do not risk
disturbing the delicate peace of their home planet. In addition, most
Dul are highly trained in hand-to-hand combat, and many sell their services as mercenaries. This has earned the race somewhat of a negative
reputation as a species of cutthroat mercenaries. Though the Dul have
survived through countless years of warfare, most are peaceful scholars. However, the Duls former policy of isolationism has kept many
neighboring species in the dark about their true nature. To complicate
matters, the small but powerful Dul navy has a history of scaring off anyone who ventures too close to their border.
Government
The type of government the Dul use varies from area to area. The Dul
do not seem to favor one system of government over another.
Regardless of the governmental system being employed, all Dul governments are similar in that their primary purpose is the management of
common resources. For the most part the government has little impact
on its citizens in Dul society. Most Dul are concerned with what they
consider to be more important aspects of life and dont worry about
matters of government.
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Culture
Dul society revolves around the study of what could only be called martial arts. The Dul deny that these arts are solely for fighting and prefer
to call them life arts. While young, a Dul generally picks a life art to
pursue. The choice of a life art will not only dictate a fighting style but
also an educational focus. In addition, most life arts are associated with
particular occupations, though this is more of a stereotype than a rule.
A Dul can change his life art, but instructors of particular arts are often
prejudiced against other arts, and it is often difficult to change arts.
Physiological Makeup
Your typical Dul is unimpressive in most respects. However, Dul are
unique in their bodies ability to excel far beyond the average for their
species. For example, most average humans can only lift one or two
hundred pounds, whereas a human power lifter may lift up to three
times that amount. In comparison, your average Dul might be able to
lift the same amount of weight as your average human. However, a Dul
power lifter might be able to lift 6 or 7 times that amount. The same
holds true for the Duls ability to hone their bodys speed and agility. Dul
can purchase up to 20 levels of Body Points and Breathing Skill, 16 levels of Agility and Strength skills, and 10 levels of Alertness.
Like many matrix controlling species, the majority of that species
does not possess the ability to generate and control matrices. The same
is true of the Dul. Only after years of dedicated practices can a Dul
begin to manifest his or her matrix abilities.
Favorite Item
Most Dul do not develop emotional attachment to material goods.
However, many do grow fond of their fighting garb or armor if it has
served them well in the past.
Dress
Fashion varies depending on the life art the Dul has chosen. While some
Dul wear loose-fitting functional clothing, the majority of Dul wear
highly ornate costumes and uniforms befitting their chosen career. The
Duls chosen life art will be clearly identifiable to other Dul by the
markings and design of his clothing.
Hangout
Your typical Dul is likely to be hanging out any place where he can
improve upon himself. This includes the gym, the library, or simply
some place to meditate.
Abode
Dul abodes are about as varied as the Dul; most, however, are equipped
with a spacious work out area.
Weaknesses
The ability of the Dul to accomplish the incredible feats they are known
for requires intense life-long focus and dedication. As a result, many
Dul are lacking in other areas. In addition, most Dul will refuse to
admit that their life-long training has resulted in anything less than a
well-rounded personality. Though this is slowly changing, most Dul are
very resistant to learning anything new as it pulls them away from focusing on their life art.
Quirks
The Dul come from a naturally aggressive society, and early during the
formation of civilized Dul culture, they adopted some traditions to help
keep the peace. The most notable of these traditions is the crossing of
the arms and joining hands whenever two Dul wish to speak. [Editors
Note: Stand face to face with the Dul with whom you wish to speak. Next,
fully extend your arms in front of you. Now cross your arms at the
elbows. Now bend your arms at the elbows bringing them toward your
chest. Join hands with the other person. This prevents the Dul from
attacking each other, at least in theory, for as long as they wish to continue their conversation. It is considered rude to speak more than a few
words to a Dul without first offering to cross hands with him or her.
Those who wish to speak with a Dul must stand nearby, arms crossed,
patiently waiting for their turn to speak.
Combat Tactics
The combat tactics employed by the Dul vary so much from individual
to individual that there is no way to summarize them. Most Dul warriors
rarely use weapons and armor, though this is not unheard of when a
warrior is expecting to encounter heavy weapons. Dul warriors typically rely on their matrix abilities for offense and defense, though they may
augment these with a melee weapon. Dul do not favor prolonged fights
and will often retreat and regroup if a fight is not going their way.
In times of war, the different Dul factions will band together to fight
other factions or alien invaders.
General Occupation
The vast majority of the Dul have two occupations. The first is always
their religious-like devotion to their martial art, and the second is a
career of some type that is usually associated with that martial art (life
path). Most Dul are required by their life path instructors to excel as
much as possible in both endeavors, and other hobbies or occupations
are discouraged. Occupations range the whole gamut from maintenance technician to attorney, but no matter what career the Dul pursues, he is expected to be the best at what he does.
Favorite Foods
History
The history of the Dul is one of war, prejudice, and racism. Dul culture is
dominated by their life arts. Each life art developed in a specific region on
the planet, and historically, members of different life arts are not friendly.
This resulted in years of endless war, sect against sect. Eventually, millions
24
of Dul were killed, and many of the life arts died out. After centuries of
warfare, the Dul finally found a tenuous peace, and after a long period of
stagnation, they began to advance technologically. Currently only about two
dozen major life arts remain, with a few dozen other more eclectic arts in
the minority. Because of all the years of war and military occupation, life
arts are no longer restricted to particular geographic regions.
BATTLELORDS
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Dul cuisine is a diverse selection of meat and vegetable-like products. Most other species find Dul cuisine edible but just barely. It is not
uncommon for Dul to catch and eat their food raw or even consume it
while it is still alive.
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DUL
Pet
Kwaa: Dul have a variety of pets, but the most common Dul pet is the
Kwaa, which is a small bear-like animal. Despite its size and strength,
the Kwaa is a loving and faithful house pet that is only dangerous if it is
forced to defend itself from a direct attack. Many a Dul will enjoy a quite
evening at home wrestling with their pet Kwaa.
Variations on a Theme
Dul (Robot Killers): To help hone their fighting skills the Dul developed
robots and androids that they could fight against. Without fear of injuring
their partner, the Dul could practice at full speed with their power unrestrained. Eventually the Dul decided that more challenging practice robots
were needed, and the level of intelligence in the robots was gradually
increased. After 50 years of development, the robots looked and acted just
like the Dul warriors they were fighting. Unfortunately for the Dul, these
intelligent androids soon grew tired of being blown up and rebelled against
their masters. A special group of Dul was trained to find and eliminate
these robots. Their techniques do double damage against robots and
androids (including Aktai) because they know exactly where to strike.
However, their lack of training against organic, living targets means they
receive no damage bonus from their hand-to-hand and martial arts skills
when attacking targets other than robots and androids.
Dul (Zanat): The Zanat are a group of pacifist Dul who find the constant
fighting among their people distasteful and unnecessary. These Dul detest
violence and most will not fight another living being under any circumstance. A few of the less fanatic Zanat will fight if their life or the life of a
loved one is threatened but only if given absolutely no other choice.
However, the majority of Zanat will merely stand by and watch if threatened with imminent death. Ironically, the Zanat still study the life arts as a
way to develop their mind, so they still possess the powerful martial skills
of their more violent brethren.
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KLEE
(ka-lee)
Klee
KLEE STATISTICS
VITAL STATISTICS
+00 Strength
+05 I.Q.
+00 Agility
+10 Constitution
+05 Aggression
+20 Intuition
+30 Charisma
SECONDARY STATISTICS
+40 Terrestrial Knowledge
+10 Persuasion
+20 Bargaining
GENERAL INFORMATION
Body Points: 2 + d6
Movement: 07/09/50
Height: 40 + 2d10
Weight: 50 + 2d4 x 10
Attacks: 1 punch
Dam/Attack: 1 point
Radiation: 10
Biological: 10
Mental: 80
Poison: 20
Sonic: 18
Electricity: 30
Fire: 20
Acid: 15
Cold: 33
PRIMARY OCCUPATION
Traders/Smugglers
PROFICIENCY POINTS: 60
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 11/100
I.Q.: 11/115
Agility: 15/110
Constitution: 31/120
General Knowledge
The Klee are a species of nomadic traders whose commerce fleets travel
most of known space (with the exception of Whe space) doing trade with
other intelligent species. The Klee are shrewd businessmen with a keen eye
for a deal and a sales pitch that would make a human buy phent morsels.
Most Klee know a little bit about every material good and its value.
The Klee are a race of short, squat, humanoids with bulbous
appendages and an oblong head topped with what could only be
described as a crewcut. A Klees eyes are deep set, close together, and
always give the impression that the Klee is either deep in thought or trying to remember something long forgotten. The Klee have tall, often
wrinkled, foreheads and small earflaps that can be lowered over ear
holes on each side of the head. Most Klee can be described as pudgylooking, having several chins, as well as beefy arms and legs. Each hand
has three stubby fingers and an opposable thumb. Despite their diminutive size, the Klee are well-built and hardy creatures.
Government
The Klee are governed by a conservative democracy, with little or no
laws or trade restrictions. Each fleet has its own governing body headed by the fleets most prosperous merchants.
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Culture
The Klee live and breathe to do business, and they are good at it. Your
typical Klee is likely to know the trade value of any item you might be
carrying with you. In fact, the Klee maintain a massive fleet-based database, which gives them the value of just about any good. This database
is adjusted in real-time as the needs of the Klee fleet change. Items the
fleet needs become more valuable, and the Klee will be willing to trade
more to get these items. When the fleet comes into trade range of an
outpost or planetary system, the merchants will be on the lookout for
needed items. The merchant who gets a needed item for the least
amount of goods in trade gains notoriety. Additionally, talented merchants who continually trade less for what they need will have more
merchandise left to barter at the next trade stop. Since the Klee use the
barter system and have no currency, their ability to trade equates to
their ability to put food on the table.
The Klee have a strong family bond and are fanatically loyal to their
friends and loved ones. Once a Klee bonds to you, he or she will do just
about anything for you. He or she will, of course, expect the same from
you if he needs your help with anything. Some races have commented
that having a Klee follow you around everywhere can become quite
annoying. On the other hand, when things go bad, there is no one better to cover your back- assuming you arent more than 5 tall.
Favorite Item
A Klees favorite item is anything of value that they can trade.
Additionally, many Klee will not part with their market monitor, which
can display the trade value of practically any item.
Dress
Klee prefer loose fitting clothing with lots of pockets and generally carry
around a hand-held trade-market monitor.
Hangout
Physiological Makeup
Klee are short stocky creatures and are tougher than they look. Your
typical Klee can take just as much physical abuse as a human even
through theyre about one third smaller. The Klee have very acute senses and are very alert to their surroundings.
Abode
Weaknesses
Your typical Klee is a sucker for any rare trinket or a great deal. Though
shrewd businessmen, if the deal is too good to pass up, sometimes the
urge to make a killing in the trade market overwhelms their common
sense.
In addition, generations of Klee have spent their lives on space vessels, which tends to make them agoraphobic (fear of open spaces).
Klee have a 5% chance to panic when in wide open spaces.
Quirks
The Klee love competition; it is part of their trader nature, and as a
result, they will participate in sports and games of all kinds.
Unfortunately, most Klee think they are better in just about every sport
or game than they actually are. This results in the Klee constantly relating stories of overblown success or how they were cheated of a victory
that was obviously theirs.
History
The Klee were a thriving species whose commerce and trade with
neighboring species had brought them a great deal of wealth. That was
until the Whe selected them as a target for invasion. The Klee were not
a military threat to any of their neighbors, and their economy was based
on trade, with very little military spending. Their meager navy, which
consisted of mostly escort ships, didnt have a chance against the massive Whe invasion force. The Klee fleet was able to hold off the Whe long
28
enough for hundreds of thousands of Klee to escape on whatever vessels they could find. Some of these ships eventually rendezvoused and
formed multiple nomadic fleets. [14] The combined resources of all of
the ships in the fleet allowed the Klee to sustain themselves in these
floating cities. Eventually, the Klee realized that they required equipment
and supplies that they did not possess. Using their shrewd bartering
skills, the Klee were able to trade with other species for what they
required.
It is rumored that the Klee have built several large space stations
that they use as cities; however, this rumor has yet to be verified. [15]
No one to date has ever reported encountering any of these mythical
Klee space-cities.
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Klee are quite accustomed to living in the cramped and drab quarters
on space vessels and actually prefer to live there. If planetside, a Klee
will find a nice cramped spot to sleep or actually sleep in their armor.
Combat Tactics
Despite their size, Klee are tough customers. Many Klee are trained to
defend themselves and always fight dirty. Hey, youd fight dirty too if
everybody were bigger than you. Klee often employ group attacks and
work well when coordinating attacks with each other. They are tenacious combatants and should never be underestimated.
The Klee prefer particle weapons and have achieved a level of diversity and quality in these weapon systems that would rival those used by
the Arachnids.
General Occupation
The Klee can have many occupations, but most are generally involved in
some type of service business. Very few Klee actually produce a product
because of the limited resources on the fleet, so most sell services of
some type.
Favorite Foods
The Klee can eat enormous amounts of food for their size. A really hungry Klee can consume up to 1/10 their own body weight in food. The
Klee are very picky eaters and avoid spicy foods like the plague.
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Pet
Kwatee: One of the few pets to survive the exodus from the homeworld
was the Kwatee. The Kwatee has a round bulbous body with short stubby legs. The Kwatee has sagging skin that is covered in a short tan fur
and can weigh between 5 and 15 pounds. The Kwatee was able to survive the exodus because it is a staunchly independent animal that is
quite capable of taking care of itself. Other races have been known to
tease the Klee because they often bond to these animals, who could
really care less about their owners.
Variations on a Theme
Klee (Family Man Merc): Other than fleet soldiers and police, very few
Klee enter the military or law enforcement because there is no money in it.
There are, however, certain Klee whose natural talents, or lack there of,
make them unsuited to an occupation in sales and must pursue other occupations. In order to support their family, these Klee offer their services as
mercenaries. Despite the risk inherent in such an occupation, these Klee are
willing to do whatever it takes to support their families back on the home
ship. As a result, the family man merc is well respected within the trade
fleets. Since the Klee have access to weaponry from every species, a family man merc can truly be a dangerous opponent. Family man mercs start
the game with six levels of a Klee martial art. The stress of being separated from their families has an adverse effect on the mercs health. All SMRs
are reduced by 2d4. Klee mercs usually suffer from chronic depression.
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RAZAA
(rah-zah)
Razaa
RAZAA STATISTICS
VITAL STATISTICS
+25 Strength
+00 I.Q.
+00 Agility
+50 Constitution
+30 Aggression
+20 Intuition
+00 Charisma
SECONDARY STATISTICS
+00 Terrestrial Knowledge
+00 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 20 + 1d12
Movement: 09/20/200
Height: 80 + 2d12
Attacks: 2 punches
Dam/Attack: 1-2/1-2
Large size
Chemical: 28
Radiation: 30
Biological: 90
Mental: 15
General Knowledge
Poison: 80
Sonic: 10
Electricity: 20
Fire: 50
Acid: 50
Cold: 50
The Razaa are large, heavy, humanoid creatures bulging with ropy muscles. Razaa skin color is always a pale, ghostly, white. The skin is semitransparent, and the Razaas opaque white muscles and blue/green
veins are clearly visible underneath. All Razaa are covered with the
characteristic blue/green veins that contour and outline their massive
musculature. Razaa have three fingers per hand and three toes on each
foot. Razaa have three eyes; two primary eyes provide forward binocular vision and a third eye is set just between and above the other two
eyes. The third eye can see in the ultra violet portion of the spectrum
and is always open, even while the Razaa is asleep. The Razaa are able
to regenerate from wounds at an unprecedented rate and can regenerate lost limbs and organs.
Despite the Razaas large size and regenerative abilities, they are
most well known for producing the medical miracle called the jump
stick. This amazing medical tool is capable of healing the most grievous
injuries almost instantaneously, though the injection of the jump stick
causes tremendous pain. Jump Sticks are exported to other cultures,
except the Whe, at a healthy mark-up (no pun intended).
The Razaa have a reputation for being barbaric and war-like. Their
quasi-religious worship of death and habit of running around in a loin
cloth has not helped deter the spread of this stereotype.
PRIMARY OCCUPATION
Mercenary, Gardener
PROFICIENCY POINTS: 45
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 35/125
I.Q.: 05/100
Agility: 15/95
Constitution: 51/150
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Government
The Razaa are ruled by an elected warrior monarch that holds their
position for as long as they are able to fulfill their duties. The peoples
champion, who is also elected by popular vote, may challenge monarchs that are deemed no longer able to fulfill their duties.
In a similar fashion, each province and city has an elected official
who reports to the next highest ranking official. For instance, the ruler
of a city reports to the ruler of the province, who reports to the warrior
king. The local official is responsible for making all decisions in his or
her area.
Culture
Razaa may have one of the strangest cultural traditions of any species
you are likely to encounter. Razaa celebrate, even worship, death. Razaa
will often cheer the spectacular death of a friend, as well as a foe, in
combat. When questioned about their death worship, most Razaa
reply in the same manner; You can not predict your death, nor can you
live your life in fear of it. To live your life in fear of death is to live poorly. There is nothing you can do to avoid your death, so there is no point
in trying. At the time of death, you can not change how you have lived
your life. Everyone dies; it is inevitable. Death is the last thing you will
do in life; you should do it well. To die well is your last tribute to yourself and to life. Like birth, it should be celebrated. When death comes,
the best one can hope for is to die in a spectacular fashion.
Despite the Razaas many attempts to explain their religious beliefs
to others, most simply can not comprehend such an odd ritual. Though
they celebrate death, the Razaa do not seek it out. They are not suicidal
or haphazard in their daily lives or in combat. In fact, Razaa do not take
any more risks than a typical mercenary, but when their death is imminent and unavoidable, you can expect the Razaa to make sure it is an
event not likely to be forgotten.
Because of the Razaas unique physiology, they are quite at home in
the most inhospitable jungles and have a healthy respect for nature.
Part of Razaa culture involves living in harmony with nature.
Physiological Makeup
All Razaa are born with a symbiotic organism within their cells, which
enhances their immune systems and natural recuperative rates. In fact,
most Razaa can survive the loss of major organs and limbs.
Replacements are re-grown in the span of a few days. A Razaa will continue to regenerate, even if unconscious, until their Body Points drop
below their Deaths Door number. A Razaa can Heal 1/100 (round normally) of Current Con in Body Points, including Critical Hits, per combat round. The symbiote is a native of the Razaas home planet, and
many other species on their home planet also contain the symbiotic
organism.
All Razaa have a third eye in the center of their head that allows
them to see ultra-violet light. The eye is susceptible to UV strobes and
similar devices, but Razaa can still see light in the visible spectrum
using their other two eyes if blinded by a UV strobe.
Weaknesses
The Razaas strength is also its weakness. The symbiotic organism that
lives within its cells is vulnerable to certain toxins, like Zing 5, which
bypass the Razaas enhanced immune system and attack the symbiote
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directly. Once the symbiote is destroyed, the Razaa submits to an unceremonious death that can take up to two weeks. All attempts to reintegrate the organism into the Razaas cells have failed to date. In addition
the Razaas incredible immune system eliminates most foreign substances from its body almost immediately, including medical drugs. If
given a medical drug, such as a BRI, the Razaa must make a Bio SMR.
If the SMR is successful, the drug is rejected and has no effect.
Quirks
Razaa are semi-territorial, and though they are an advanced and civilized species, they will sometimes become aggressive toward others
when food is scarce. Not only do you have to be careful when eating
with a Razaa, but they are likely to talk your ear off with stories about
amazing deaths they have witnessed.
All Razaa try to live their lives according to five tenants of life. These
rules are very long, but the basic idea behind them is as follows: treat
others as you wish to be treated, kill only in defense of life, harm only
when necessary to do good (usually to the victim), defend and provide
for your family at all costs, and always be merciful.
History
Scientists theorize that one reason the Razaa worship spectacular
deaths is to maintain the balance of nature on their planet. In order to
keep the planet from being overpopulated by the Razaa and other symbiote-carrying organisms, the Razaa had to learn to live in harmony
with nature. This means that Razaa would need a fixed population. The
rare catastrophic event that would result in a Razaas death would clear
the way for a new birth, without risk of overpopulation.
Favorite Item
Razaas favorite items include plants native to their home world and
books about the fabulous deaths of past Razaa warriors.
Fashion
Because of the Razaas tough nature, they wear little clothing. Most simply wear shorts, pants, or even a loincloth made from natural materials.
Hangout
A Razaas favorite hangout is anywhere where they can watch spectacular death scenes. This usually includes on the sidelines of a battlefield
or watching their version of action movies in which the actors perform their own stunts.
Abode
Razaa typically live in adobe-like buildings, which can get as large as
skyscrapers. The Razaa like hanging out in hot, humid environments,
with lots of plant life. The plant life on Razaa Prime emits chlorine gas,
rather than carbon dioxide. Though Razaa dont require the chlorine
gas to live, the presence of this gas in the air will make many other creatures sick.
Combat Tactics
Razaa do not have any unusual combat tactics. However, they will
always favor tactics with the highest chance of success, regardless of
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personal risk. When a Razaa is injured and dying, it will continue to
fight as hard as possible hoping to spur the enemy to finish it off with
all available force.
Razaa weapons, much like Whe weapons, are capable of doing
tremendous amounts of damage. However, because of the Razaas ability to regenerate, their weapons are designed to completely eradicate
their targets. Disintegrators and plasma weapons are the preferred
weapon systems of the Razaa.
General Occupation
Razaa that are encountered away from their homeworld or colonies are
typically scientists or your basic warrior types.Amateur and professional Razaa xeno-botanists and xeno-biologists make frequent safaris to
alien worlds to catalog new and previously undiscovered life forms.
Razaa zoology differs from the more conservative methods employed by
other species. Razaa physically wrestle their specimens, dead or alive,
into cryogenic chambers for later dissection. Mercenaries, pirates,
bounty-hunters, and other Razaa of questionable moral standards are
commonly encountered away from the homeworld.
Favorite Foods
Razaa enjoy their food fresh and their regenerative abilities allow them
to consume food that might prove fatal to less resilient species. Razaa
typically consume their food while it is still alive and really enjoy meals
that fight back.
Variations on a Theme
Razaa (Kazz): The Kazz are a group of Razaa that believe most Razaa
meet their ends too soon by living their lives with absolutely no fear of
death. They also feel that dying in a spectacular manner doesnt do anyone any good, and many Razaa die unnecessarily by attempting to ensure
their own glorious end. The Kazz live their lives cautiously, and other
Razaa feel that the Kazz are cowards and lack the will to live their life without fear of death. Some Kazz become hermits, never leaving their homes
for fear they might have a fatal accident, while others actually try and predict the time of their deaths so they can live without the fear of not knowing when theyll die.
Pet
Twaus: The most common Razaa pet is the Twaus plant, which looks a
lot like a 10 tall Venus flytrap. The Twaus plant actively hunts animal
prey and must be fed raw meat to keep it alive. Razaa that have Twaus
as pets usually keep the plant locked in their private quarters to keep it
from wandering loose and eating small animals and children.
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WHE
(way)
Whe
WHE STATISTICS
VITAL STATISTICS
+10 Strength
+00 I.Q.
+15 Agility
+10 Constitution
+15 Aggression
-15 Intuition
-20 Charisma
SECONDARY STATISTICS
+10 Terrestrial Knowledge
-05 Persuasion
-05 Bargaining
GENERAL INFORMATION
Body Points: 5 + d6
Movement: 09/08/64
Height: 70 + 2d10
Attacks: 2 punches
Dam/Attack: 1 point
Radiation: 20
Biological: 15
Mental: 40
Poison: 20
Sonic: 20
Electricity: 40
Fire: 20
Acid: 20
Cold: 25
PRIMARY OCCUPATION
AWOL Soldier
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 51/130
I.Q.: 11/120
Agility: 23/110
Constitution: 41/130
General Knowledge
The Whe you are most likely to encounter will be either a solider or a
rogue Whe fleeing from the hunters. [2] If you are unfortunate enough
to encounter a Whe soldier, then he or she is probably trying to kill you.
The Whe, though not as physically powerful in comparison to species
like the Eridani or Cizerack, have a few advantages that make them a
formidable foe. Whe are genetically screened before birth to determine
their ideal occupation as adults. Those selected to be soldiers are
trained from birth to be the perfect soldier. Highly trained, equipped
with state-of-the-art weaponry, and driven by a biological urge to fight,
a Whe soldier is an opponent that should not be underestimated.
Whe are humanoid creatures with few distinct facial features and
uniformly gray skin. A Whes body is covered in symmetrical patches of
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raised skin, giving it the appearance that it is armor plated. Despite this
appearance, a Whes skin is no tougher than a humans skin. A Whes
face is very smooth and streamlined with two small black eyes, which
are set close together into two shallow depressions on either side of
where a nose would normally be. On each cheek is a small slit, which
is actually a mouth. Whe breath through two larger slits in the front of
their necks. Whe have three fingers and two thumbs on each hand. The
two thumbs are located on opposite sides of the hand, one on the bottom and the other where a humans thumb would normally be.
Whe society is expansionistic and aggressive, and the Whe have
come into conflict with many neighboring species. They conquer new
worlds for the resources; they need to fuel their massive war effort
against all alien species. The Whe will be aggressive toward any new
alien species they encounter. All unidentified species are to be captured
(killed if necessary) and handed over to the science division for dissection and reverse engineering of their equipment.
There are some members of the Whe that have fled from their civilization. Some do not believe in the mindless conquering and enslavement of other species, while others are simply unhappy with their lives.
[3] For whatever reason they left, these Whe would risk death if they
stayed and rebelled against the system. As a result, most of these rogues
flee from Whe controlled space. The Whe society views these individuals as damaged. Obviously they have lost their biological urge to serve
the greater good of their race. These traitors are shot on sight by the
military, as it is seen as the most humane way to deal with them. Note:
Any player who chooses the Whe as his or her characters species must
play a rogue.
Government
The Whe are eusocial*, a communist society that rules enslaved worlds
as police states. The Whe have a true communist government where
each citizen is honored and happy to serve society. They are happy to
do their duty, whether they are a janitor or a soldier. While being a soldier is a great honor, scrubbing toilets is respected as well. A leader is
chosen at birth, raised and trained to take over society when it is his or
her time.
* Much like ants, which are eusocial insects, the Whe soldiers and
workers are physically distinct from the Whe queens. Only the Whe
queens are capable of reproduction, though soldiers that have been
authorized as reproductive units (i.e. not sterilized) can mate with the
queen.
Culture
The Whe are genetically screened before birth to determine whether
they are suited for military service. If a newborn is suitable for service,
it is taken from its parents immediately after birth to be trained as a soldier. Those who are not suitable for military service are placed into
other positions based on their strengths. The sole purpose of these
other fields is to support the Whe military. As more and more Whe are
pressed into military service, less important support roles are slowly
being filled by species that the Whe have enslaved. [7] Despite their
xenophobia, the Whe are faced with little choice if they wish to continue to build their massive war machine.
Every Whe has a particular occupation, which is assigned to them at
birth. Regardless of a particular Whes occupation, his primary goal is to
serve the greater good of Whe society, which apparently is the military.
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Physiological Makeup
Whe who are not authorized as reproductive units are sterilized. All military personnel are sterilized upon entrance into service at age 15. The
procedure can be reversed after the Whe is discharge from the military
if their service record has been spotless.
Twenty percent of the Whe population possesses matrix abilities.
These matrix controllers have the ability to manipulate matter on a subatomic level. Called matter manipulators, Whe that possess these skills
are indoctrinated from birth to be loyal to their species. Unlike Alliance
matrix controllers, the Whe controllers are not feared nor are people
prejudiced against them.
Weaknesses
The Aggression of any Whe increases by 15 when in the presence of
other Whe who are under the influence of their biological urge to fight.
If this increases the Whes Aggression above 80, an aggression check
must be immediately made to see if the individual berserks or goes suicidal. Its a safe bet that anyone in the military is in this agitated state,
unless they have been isolated for several weeks.
Whe are trained from birth to do one thing and to do that one thing
well. Although this makes them very good at their jobs, they have very
little experience in dealing with anything outside their field.
Quirks
The one amiable aspect of the Whe culture is that they picture everyone
as simply a cog in the machinery of the Whe war machine. As a result,
there is little or no prejudice within the society. Women, men, matrix
users, non-matrix users, soldiers, scientists, whatever your class or
role, it doesnt matter to the Whe. Everyone is the same. Regardless of
your role, you are just one individual cog in the massive war machine
of the Whe.
History
The Whe were a peaceful race inhabiting their home world, simply
called Prime, until their planet was invaded by an alien species. [4]
Unfortunately for the invader, when the Whe perceived a threat to their
culture, a biological response was triggered throughout the society and
spurred the Whe to fight. As news spread of the invader, the entire society focused all of its attention on repelling the aliens. Though facing a
technologically superior foe, the intense determination of the Whe,
fueled by the biological drive to fight, enabled them to drive off the
invaders. However, by the end of the war, the Whe had lost nearly half
of their population.
For some reason, the Whe still felt that their society remained in
danger after repelling the invaders and continued to fight. [5] As a
result, the Whe have continued their military development and in their
agitated state, have begun conquering neighboring worlds. Fifty years
after repelling the invaders, the Whes sphere of control is still expanding, and their army is still attacking other cultures.
Currently, the Whe military holds dominion over a dozen conquered
planets. The Whe have conquered so many planets that the military
serves double-duty as the police force on all of their conquered worlds.
Lately, the Whe military has been stretched too thin to garrison all of
their captured worlds. In order to assure their control over enslaved
worlds, the Whe have been instituting new measures for pacifying the
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populace of conquered worlds. Lately the Whe have been using matrixbased brainwashing to pacify entire cultures. [6] The origin of this
obviously non-Whe matrix-based technology is unknown.
Dress
A Whe soldier will feel odd when not in uniform or armor. This tends
to limit their fashion sense.
Favorite Items
Without a doubt a Whes favorite items will be job related. A Whe soldier will never be far from his or her armor and sidearm and will feel
naked without them. A scientist will never be far from his tools or technical manuals.
Hangout
Whe soldiers tend to hangout anyplace where they can perfect their
skills. For soldiers and former soldiers, this usually involves the gym or
the target range. Scientist and technicians can usually be found in their
labs or workshops.
Abode
Whe soldiers are used to Spartan military quarters. A large broom closet or storage room will suffice for quarters. Whe often feel uncomfortable in more elaborate quarters and have been known to sleep in the
hall or the closet if their quarters are too fancy.
Combat Tactics
Whe combat tactics are fairly simple: the use of overwhelming force to
defeat an opponent. However, if this fails, the Whe are quickly able to
adopt new tactics. Many cultures have been taken by surprise after
repelling a Whe assault, only to have the Whe return and easily bypass
their defenses. One of the keys to the Whes adaptability is their use of
dozens of unique weapons systems, rather than reliance on one type of
weapon. Though dramatically diverse, the vast majority of the Whes
weapons are still projectile weapons in one form or another. Whe
weapons are able to dish out more damage compared to equivalent
Alliance powder weapons but arent known for their reliability.
General Occupation
All Whe have occupations that support the military, either directly or
indirectly. Whe can be infantry, pilots, engineers, or just about any military or support position.
Favorite Foods
Rations: All Whe consume standard issue military rations. Whe soldiers often have the opportunity to eat other foods when garrisoning
conquered worlds, but deviation from their assigned rations for prolonged periods is frowned upon by their superiors.
Variations on a Theme
Whe (Espionage Officer): The Whes lack of understanding of foreign
cultures and the almost universal distrust of their species by other civilizations makes espionage a difficult proposition at best. However, the Whe
military feels that intelligence on other species is vital to the continued survival of their race. As a result, the Whe military has undertaken an experimental project to create soldiers capable of performing acts of espionage
outside Whe controlled space. These soldiers are slowly isolated from other
Whe and taught about other cultures. They are then secretly dropped off
at remote trading posts on independent worlds where they can travel
freely to other locations acting as rogue Whe. These soldiers are not
allowed to leave with weaponry or equipment that is considered too secure
to fall into enemy hands, but they are allowed to request certain equipment and supplies when they meet their contacts to deliver the information theyve gained from their spying. Being an espionage agent is considered a suicide mission as the prolonged separation from other Whe prevents the soldiers re-entry into society.
Pet
Pets are viewed as an expression of individuality or need for companionship that can not be fulfilled by the Whes place in society. As a result,
the Whe rarely have pets.
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Players may choose from any of the seven different races presented in
this sourcebook. In addition, other races presented in previous
Battlelords books may also be played. Each race has modifiers to various vital statistics, due to different evolutionary traits. The Vital Statistics
Comparison Table above lists these modifications for the races presented in this sourcebook.
IQ
AGL
CON
50/150
50/150
50/150
50/150
Cedeun
41/130
01/110
01/100
45/135
Disrapan
35/115
15/115
45/145
25/115
Dul
21/150
05/150
39/150
21/150
Klee
11/100
11/115
15/110
31/120
Razaa
35/125
05/100
15/95
51/150
Whe
30/120
11/100
39/130
21/100
STR
MD
IQ
AGL
INT
CHA
Aktai
+20
-10
+20
-10
+20
-10
+10
+10
Cedeun
+15
+30
-15
-15
+10
-20
-10
+00
+00
+00/
+30
+07
+10
+00
-15
-15
CON AGR
RACE
Racial Preference
STR
Aktai
+15
+00
-10
-10
+00
+10
+05
+20
+30
Razaa
+25
+00
+00
+00
+50
+00
+20
+00
Whe
+10
+10
+00
+00
+10
+15
-15
-20
RACIAL PREFERENCE
WHE
+15
+05
RAZAA
-10
+00
KLEE
-10
+00
DUL
+15
Klee
DISRAPAN
Dul
CEDEUN
+10
AKTAI
Disrapan
Aktai
Cedeun
Disrapan
Dul
Klee
RACE
TER
MIL
PER
BAR
Aktai
+10
+00
+00
+00
Cedeun
+30
-20
-10
+00
Disrapan
+05
+00
-05
+00
Dul
-20
+10
-10
-10
Klee
+40
+10
+10
+20
Razaa
+00
+10
+00
+00
Whe
+10
+25
-05
-05
Razaa
Whe
RAZAA
DISRAPAN
AKTAI
DUL
CEDEUN
KLEE
38
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
WHE
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05-06
07-09
10-12
13-14
15
16-18
19-21
22-23
24-25
26-28
29-30
31-32
33-35
36-37
38-40
41-42
43
44-46
47-48
49-51
52-54
55-58
59-61
62-65
66-68
69
70-74
BEYOND
THE
RIFT
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1 INTRODUCTION
75-78
79-81
82-84
85-87
88-90
91-92
93-94
95-96
97-98
99
100
40
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
02-04
05-06
07-09
10-12
13-15
16-18
19-21
22-24
25
26-28
29-31
32-34
35
36-38
39-41
42-44
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45-47
48-50
51-52
53-55
56-58
59-60
61
62-64
65-67
68-70
71
72
73-75
76-78
79-81
82-83
84-85
86-87
88-89
90-91
92-93
94-95
96-97
98-99
100
02
03
04-06
You have a congenital birth defect that causes you to lose your
balance and become dizzy or disoriented while doing anything remotely physical. If moving faster than walking speed
or attempting any airborne maneuver more complicated than
gliding (Defensive modifier = 0), you will get sick. Make a
constitution check at -50 or vomit. Additionally, you must
make an Agility check at -50 or else you fall down or crash,
as the case may be.
Most Disrapan are high strung, but you take the cake! When
you get excited or stressed, you have a 5% chance of having
an aneurysm! Reduce INT and IQ by 2d6 points.
You suffered brain damage in a fall from a great height. The
doctors think youve made a full recovery, but the injury has
caused you to develop a split personality. Your new personality acts out your dark desires when it is in control. Your primary personality has no idea of the heinous crimes your other
personality has committed. Your dark personality has a 15%
chance to take control for the night when your normal personality is stressed or unfulfilled.
Youre a member of the rebels attempting to overthrow the
Disrapan government. You are a wanted criminal and will be
shot on sight by the Disrapan authorities.
BEYOND
THE
RIFT
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1 INTRODUCTION
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
37-39
40-42
43-45
46-48
42
You are a slob! This wouldnt be so bad, but you dont even
like to take care of your wings! Reduce flying speed by 10
mph and your Agility when airborne by 20.
Youve got a bad case of wing mites. This would be easy to
cure, but you are a rebel without access to adequate health
care. Reduce all Awareness checks by 20 due to the constant
distraction!
Youre anorexic. Reduce weight by 2d20 and subtract 5 from
your body points, down to a minimum of one point. Strength
is also reduced by 10.
You were in the infantry for the government forces. They
added cybernetic talons to your arms. Take two levels of
archaic Hand Weapon (Talons) and 2 levels of any other
Disrapan weapon system. Problem is, on your first assignment you were torched by rebel forces. They literally lit you
on fire. Reduce all attributes but INT and IQ by 10.
You were on a space ship that was destroyed. You spent 2 weeks
in an escape pod with 5 other Disrapans. Now, youre very claustrophobic and cant stand to be around other Disrapans.
During a rebel assault on the mass transit system, you were
hit in the eyes by a blinding laser. Reduce your Visual Modifier
by 40 points.
You were at the wrong place at the wrong time. Caught in the
middle of a rebel assault on a government building, the
authorities assumed you were a rebel. Rather than be killed,
you fled leaving your family and children behind. Like all
rebels, you will be executed on the spot if you are caught.
Youre stone deaf. Your Hearing Modifier is -100.
You were having a bad day, so you decided to be a smart-ass
to the next person you met. Unfortunately for you, the next person you ran into was a covert agent for the Trade Consortium.
In his next report, he listed you as a rebel sympathizer. Youre
followed and watched constantly, and government agents periodically come looking for you for questioning.
The Disrapan Trade Consortium was testing a new android,
programmed to hunt down and kill specific rebel leaders.
You were part of the development team and were used as the
Guinea pig for the droids first test run. Unfortunately, the
android went berserk and really tried to kill you. You were
forced to flee the building to prevent being killed. The
android is still pursuing you, intent on your destruction, and
its creators have been unable to track it or deactivate it.
You gave a Klee merchant a hard time, so he has hired thieves
to steal all of your equipment, one piece at time so he can
resell it. Out of the kindness of his heart, he makes sure you
get the receipts for all his sales of your stuff. A typical Klee, he
figured youd at least want to know how much he got for it.
You pissed off a Razaa, and he beat the snot out of you.
Reduce Str and Con by 10 points.
You love big, gaudy jewelry, the bigger and gaudier the better.
Unfortunately, all these shiny trinkets youre covered with
make it hard for you to hide. You suffer a -25 to any attempts
to hide while wearing your shiny jewelry.
Your skin is an odd color. The opposite sex is either totally
fascinated or repulsed by it. Roll 1d10. If the roll is odd, the
next Disrapan of the opposite sex you talk with will find your
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
49-51
52-54
55-57
58-60
61-63
64-66
67-69
70-72
73-75
76-78
79-81
82-83
84-85
86-87
88-89
90-91
92-93
94-95
96-97
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98
99
100
expect that you will begin a political career in the next few
years, like the rest of your family.
You are a retired sniper in the Disrapan Special Forces. Youre
so good that occasionally they call you back to active duty. Take
10 levels of Disrapan beam weapon, Stealth and Concealment.
You are a Trade Consortium rebel hunter with an Alpha-3 government clearance. You get free passage on any Disrapan vessel. They have to boot someone off to make room for you if
its full. You have access to government intelligence reports
on the rebels, and you are equipped with state-or-the-art
weaponry and armor. Best of all, you have a license to kill on
any Disrapan world.
Your wings were amputated and replaced with a set of cybernetic prostheses. The wings have an AI of 150 each and a
threshold of 20. In addition, each wing is equipped with a
dart launcher. The darts have a range of 75/50/20/0 and do
one point of damage each. Each launcher has 100 darts and
a variable ROF from 1 to 50. The darts can be poisoned. As a
side effect of the procedure, your skin turned blue.
02
03
04
05
06-08
09-11
12-14
15-16
17-19
20-22
23-25
26-28
29-31
32-34
35-37
38-40
41-43
44-46
47-49
50-52
53-55
56-58
59-61
62-64
BEYOND
THE
RIFT
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1 INTRODUCTION
65-67
68-69
70-72
73-75
76-78
79-81
82-84
85-87
88-90
91-93
94-96
97
98
99
100
44
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
02-03
04-05
06-07
08-09
10-11
12-13
14-15
16-17
18-19
20-21
22-23
24-25
fact, no equipment 81-100%. Skin glows a bright neon, cannot use stealth without a complete body suit. Also, -50% to all
charisma checks with other Klee. They might not know whats
wrong with you, but something definitely is!
Youve been accused of selling secrets to the Whe. No one
knows whether youve been framed or whether you really did
it, but there is a bounty on your head to bring you back to a
Klee trader fleet, dead or alive.
A Whe nuclear munition has lodged in your chest. The Klee
medics were unable to remove it because of its proximity to
your heart, and the wound has long since healed. A skilled
Aktai or Disrapan surgeon should be able to remove the round,
but you keep getting denied access to local space ports because
their sensors show youre packing a nuke. The weapon has a
1% chance of detonating with any critical hit to your chest.
You acquired a holy relic from the Cedeun. This has no
trade valve; however, a group of fanatic Cedeun are hunting
you. There is a 10% chance theyll show up any time you travel through space. For your treachery, you get -50 to your
charisma when dealing with Cedeun!
You have an innate sense of time, basically an internal clock
that allows you to know the exact time without looking at your
watch-equivalent. Unfortunately, it is set hours behind real
time, and you are constantly late. Whenever you have a rendezvous to make, and you dont have someone else there to
make sure youre on time, you have a 50% chance of missing
it because you are late.
You are forgetful. You have a 20% chance to forget whatever
youre doing when under stress. I knew I was supposed to
do something with this gun.
You were hit in the head by a Whe mass doubler. You suffered
slight brain damage which causes you to spasm and twitch
every 15 minutes or so.
Your parents were made an offer they couldnt refuse; they
sold you into slavery as a child. You escaped, but you must
always be alert for bounty hunters.
You are chemically dependent. You must have your fix every
6 hours, or you incrementally loose 10% of IQ and Con until
you get your fix. The drug is in your DNA, and you can not
simply drop the habit without extensive medical treatment.
You take FOREVER to make any kind of decision. In non-critical situations you will debate until the last possible moment
on any decision involving personal taste or style. Once the last
possible moment is reached, you will continue to debate with
yourself about what is the correct choice. Only repeated
threats will get you to make up your mind.
You have a potty-mouth. Obscenities spew forth from your
mouth more commonly than just about any other word.
Youre a horrible liar. -20 to Bargaining checks.
You were promiscuous and caught a case of shipmoles.
Shipmoles infection causes pussing sores to cover your entire
body. -30 to Charisma. The disease is incurable but has a 50%
chance to go into remission every week. Once in remission,
the sores have a 35% chance to re-appear, plus 5% for each
week in remission.
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28-29
30-31
32-35
36-39
40-44
45-48
49-52
53-56
57-58
59-60
61-62
63-64
65-66
67-68
69-70
71-72
73-74
75-76
77-78
79-80
81-82
83-84
85-86
87-88
89-90
91-92
93-94
95-96
97-98
99
100
03-04
05-06
07-08
09-10
11-12
BEYOND
THE
RIFT
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1 INTRODUCTION
13-14
15-16
17-18
19-20
21-22
23-24
25-26
27-28
29-30
31-32
46
The rest of the time, you are covered in tiny thorns. Reduce
constitution by 10!
You are both a sadist and a masochist. To get psyched for battle, you like to cut yourself. Since youll regenerate from the
wounds, youre not too concerned. Take 1d4 points of physical damage before every expected fight. If you do not get the
chance to perform your sick little ritual (i.e. ambushed) and
you dont get hurt in battle, youll do it afterwards. This is seen
as strange by other Razaa. Reduce Charisma by 15 points if
they notice the scares (25% when in normal clothing) or see
you cut yourself.
You are the definition of ugly! On a world of incredible athletes with stunning bodies, your body is gross and misportioned. You suffer a -50 to Charisma when dealing with
other Razaa and -20 when dealing with any other species.
You angered the Aktai who gave you the genetic memory
injection for language understanding. It decided to teach you
a lesson. You now know the meaning of fear. When in a dangerous situation, you have 10% chance that you will go catatonic or run screaming. This behavior will shame you if done
in front of other Razaa.
While vacationing on a tropical planet that hasnt been settled
yet, an insect bit you. Since it digested your blood, it was
infected with your symbiote. The planet was quarantined by
the Razaa government, and you are actively being sought by its
agents for questioning. No one that has gone to the planet
since your incident has returned.
You have a few screws loose and have taken the death thing too
far. You show no fear of danger, and you have a 5% chance to
go berserk in combat, regardless of your aggression level.
Youre afraid of guns. If the other Razaa warriors find out,
youll never hear the end of it. You suffer a -10 to hit with all
ranged weaponry.
You were sitting on the sidelines as a non-combatant viewer
watching a battle between the Klee and the Whe. It was fabulous entertainment until that stray mass doubler shot killed
your girlfriend. You feel really guilty because the weapon only
left a small hole in her chest. Her parents hold you responsible for her unspectacular death.
You really want to die a glorious death. For good luck you
wear a Whe nuclear munition on a chain around your neck.
The shell is live, but it only has a one in a thousand chance to
go off if the nose cone is struck. You like to smack the shell
on a rock for good luck before you go into battle. Any roll of
double zodd (00) twice in a row when smacking the shell will
cause it to detonate.
Youre a wanted criminal. You were a member of a multinational deep space exploration team. Because of a logistics
error, food ran low and had to be rationed. When you caught
one of the Klee on the team stealing food, your territorial
instincts kicked in and you ripped his head off.
You were stabbed in the right arm with a fester-knife. The bacteria on the blade causes infections as fast as your regeneration can heal them. As a result, the wound has never properly healed. You have a -10 penalty to any physical skill involving your right arm.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
33-34
35-36
37-38
39-42
43-46
47-50
51-54
55-58
59-62
63-66
67-69
70-72
73-75
76-78
79-80
81-82
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12-13
14-15
16-17
18-19
20-21
22-23
02
03
04-05
06-07
08-09
10-11
24-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-64
BEYOND
THE
RIFT
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1 INTRODUCTION
65-69
70-71
72-73
74-75
76-77
78-79
80-81
82-83
84-85
86-87
88-89
90-91
92-93
94-95
96-97
98
99
100
48
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-29
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34-35
36-37
38-39
40-41
42-43
44-45
46-47
48-49
50-51
52-54
55-57
58-60
You were captured by the Whe, then tortured and used for
slave labor. Reduce your CON and STR by 20.
Youre a psycho-killer. Because of your travels and infrequent
victims, the authorities dont know who you are, but your
chosen method of dispatching your victims is the same in
every case. Its only a matter time before some cop takes you
out, scum bag!
You were very close to an Aktai warp bomb when it went off.
Time/Space is still distorted around you. Whenever you travel
in ships with faster-than-light (FTL) drives, you tend to blink
out of existence for the duration of the FTL travel. No one is
quite sure where you go, but you always come back a bit
shaken up.
You were one of the very few that had a severe reaction to the
Aktai language injection. You were in the hospital for months.
Reduce CON and STR by 20, but they paid you 300,000 Aktai
credits to keep quiet about it. (See BM for exchange rates)
A Dul of the highest ranking in her life art has claimed that she
will imprison your soul for an insult you made toward her. The
real irony is that you were just picking your nose because it
itched not because you were trying to insult anybody.
Everybody hates you. Youre a jerk. Reduce Charisma by 30
points, you wanker!
Youre on the Top 10 Most Wanted for almost every government in the sector. I suggest you keep a low profile.
Your ancestor was responsible for revealing the weaknesses
in the Klees defensive perimeter to the Whe. This allowed
them to make a sneak attack on the Klee home world. If the
Cedeun hadnt warned the Klee, the Whe probably would have
wiped them out entirely. Everybody knows there was a traitor,
and its only a matter of time before your family comes under
suspicion.
Talk about being in the wrong place at the wrong time. You
were on a Disrapan space port when a Klee intelligence team
uncovered and confronted a covert Whe spy ring. All hell
broke lose. Now the Klee think youre a Whe sympathizer, the
Whe think youre a Klee agent, and the Disrapan think youre
a terrorist. Sleep with your doors locked.
A Whe matrix controller permanently made your armor transparent.
The Whe targeted you for assassination. Your helmet has had the
time bomb matrix generated on it. It is set to detonate in 3 days!
You are the only person that knows the location of an alien
space craft that crashed on an unnamed planet. This craft was
full of eight-legged creatures that were torn apart upon
impact. The majority of their weapons and equipment is salvageable. The salvage is worth five times the listed cost due to
its unique origin! Now if only you can find somebody crazy
enough to go out beyond the edge of known space to get it!
Your BM will determine the salvage value.
You were involved in an accident with a sonic driller that
destroyed every bone in your body! They replaced your skeleton
with a cybernetic endoskeleton. Increase your STR by 5 points
but reduce CON by 5 points. You skeleton has a threshold of 3.
You were a top level government scientist. Gain 12 skill points
in a science skill. Unfortunately, you made a discovery (BM
discretion) that got you into trouble. While you arent on the
Most Wanted list, you are still a criminal that will be arrested if you are caught.
61-63 You were raised on a frontier world that required more
adaptability than normal. Once you have 20 skill points in any
area, it is treated as your primary occupation.
64-66 Someone stole all of your equipment. You got twice what it was
worth from the insurance company. Double starting money.
67-69 You discovered the ruins of an ancient alien civilization. The
artifacts and knowledge hidden there are priceless.
Unfortunately, you dont have the resources to defend your
prize. Despite the fact that the ruins appear to have been
deserted for millennia, there does appear to be evidence that
something has been running around the site.
70-72 A Klee has bonded with you. It just so happens that this Klee
is the head requisition officer for the largest trader fleet. ANYTHING you need, he can find it. He wont necessarily cut you
a deal, but he can find almost ANY item you seek.
73-75 You are the best at what you do. Take one skill at level 15.
76-78 You are well-versed in all aspects of your job. You have an
extra 20 skill points to spend in your primary occupation.
79-80 Youre one of the Golden Boys. Your superiors believe you
can do no wrong. Only the most heinous action will cause
them to see you in a different light. You get a +50 to Charisma
when dealing with your direct superiors or their boss.
81-82 Youre the person everybody wants to be when they grow up.
Increase all attributes by 2d4.
83-84 You have a Cedeun friend that has Mind Linked with you.
85-86 Youre one of the top competition shooters in the sector. Take
15 levels of a weapon skill.
87-88 Youre a national hero. Increase Charisma by 50 when dealing with any member of your species. Unfortunately, this also
makes you a target for assassination. You are accompanied by
1d4 body guards at all times, unless youre a rogue Whe. (BM
will determine body guards stats.)
89-90 You were minding your own business on a space cruiser when
a strange alien walked though the solid steel bulkhead into
your quarters. It informed you that you would be tested. If
you failed the test, you would die; but if you were victorious, the
universe would be forever changed. After making his speech,
the alien simply walked though the wall and disappeared.
91-92 Youre rich. Unfortunately, youre also an arrogant snob. Start
out with 3 million Aktai credits.
93-94 You are the ruler of a small, little-known world on the outskirts of known space. The population of this planet is under
four figures, but theyre still your loyal subjects.
95-96 You possess matrix abilities used by another species in Zenax.
97-98 You were a cop on your home world. Take 15 points worth of
skills used in police work (BMs discretion). You still have
your sidearm. Choose an appropriate weapon for your
species thats under 10K. (BMs discretion)
99-100 You know a strange alien that lives alone inside a crashed
space craft on a deserted planet. After discovering the bigheaded alien, you quickly befriended him. He has the ability
to manipulate energy, and you can call on him from time to
time for favors.
BEYOND
THE
RIFT
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2 SKILLS
50
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
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OCCUPATIONAL SKILLS
CHAPTER 2
Skills 2
ENTAL SKILLS
Generation Time Reduction: This skill allows the matrix controller to reduce the amount of time it takes to generate a matrix.
Normally this skill is only used by the Dul, but apparently they have
been able to teach it to other matrix controllers. For every level of
Generation Time Reduction (GTR) skill the matrix controller possesses, he may
reduce the Generation time for a matrix by 1 second. If a matrix casting time is
reduced below 1 second, it is cast in the 1st half action of the combat round.
For example, a matrix with 1 second generation time can be cast in the 1st half
action of a round by anyone with 1 or more levels of GTR skill.
MENTAL SKILLS
SKILL
GTR
IN THIS CHAPTER...
Mental Skill Descriptions
Physical Skill Descriptions
Martial Arts Descriptions
Techniques Tables
Vehicle Skill Descriptions
Weapon Skill Descriptions
SC
1Y
50
PS JA
JS
BC
IQ
12
PHYSICAL SKILLS
Hand-to-hand: This skill is basically unchanged from the version in the
Battlelords rulebook. However, a character that purchases the hand-to-hand
skill must choose a specific fighting style or martial art that the hand-to-hand
skill represents. If a character wants to use more than one fighting style, the
hand-to-hand skill must be purchased an additional time for each fighting style.
For instance, a character might have hand-to-hand (brawling) at 5th level and
hand-to-hand (Rock Wrestling) at 4th level. Hand-to-hand skill percentages do
not stack, and a character with multiple hand-to-hand styles must pick the one
he wants to use when making an attack. Each hand-to-hand style has its own
advantages and disadvantages, so it is important which style you choose. For
instance, in the above example of Brawling and Rock Wrestling, a character
wanting to throw a Cross Strike must choose Brawling because Rock Wrestling
does not have the Cross Strike technique. Alternatively, if the character wanted
to place his opponent in a Joint Lock (i.e. Submission Hold), he must choose
hand-to-hand (Rock Wrestling), even though the character possess it at a lower
level than hand-to-hand (Brawling). This is because the Brawling fighting style
does not include the Joint Lock technique. If the character has the hand-tohand (Brawling) skill at 5th level and the hand-to-hand (Na-de-kah) skill at
6th level and wanted to perform a Cross Strike, he could choose either skill to
use since both have the Cross Strike technique. However, since the hand-tohand skill does not stack, he could attack at 5th level or 6th level but not at
11th level.
Brawling: Brawling is the only fighting style that a character can pick up without training or study. The downside to brawling is that the number of techniques a brawler has is limited in comparison to the number of techniques a
martial artist can access. Brawling only costs two points per level. SC: 2
Techniques: Strikes (cross and hook), Head attacks (bite), Kicks (kick),
Weak Point Attacks (eye strike), Defensive Technique (dodge)
BEYOND
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2 SKILLS
Aktai Martial Arts
Knell: The art of Knell is primarily a defensive art that focuses on
blocking or redirecting an opponents attacks. Knell practitioners have
a +10 to perform a Dodge or Throw. SC: 3
Techniques: Joint Lock, Throws, Fakes, Traps, Defensive Actions
(dodge)
Yelah: Yelah is a nick-name for an unpronounceable Aktai martial art.
The art is based on a simple premise; every block opens an opportunity for a counter attack. Yelah practitioners have +25% bonus to perform a counter strike. SC: 4
Techniques: Strikes (all), Kicks (all), Joint Lock, Fakes, Traps,
Weak Point Attacks, Defensive Techniques (all)
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MARTIAL ARTS
Techniques: Strikes (all), Kicks (kick, knee kick, spinning kick),
Disarm, Weak Point Attack, Joint Lock, Trap, Fake, Defensive Technique
(block, counter strike, and dodge)
Matrices: Iron Palm (1), Charge Weapon (2), Increase Strength
(3), Energy Snare (4), Hyper Throwing (5), Death Invulnerability (6),
Smart Missile II (7), Bind Soul (8), Imprison Soul (9)
Nok-la: Nok-la is all about focusing your aggression. Nok-la students
are trained to harness their natural aggression, holding it in check at all
times until it is needed. Nok-la students are found in all walks of life but
typically work in construction, public safety, psychological counseling,
or as professional athletes. SC: 7
Techniques: Strikes (cross, hook, and elbow), Kicks (kick, knee
kick), Head Butt, Control, Joint Lock, Throw, Defensive Techniques
(dodge)
Matrices: Empathy (1), Blitz (2), Berserk (3), Transfer Power
(3), Suicidal (5), Death Invulnerability (6), Death Touch (7), Sacrifice
(8), Trihs Finale (9)
Suw-ne-na: The life art of Suw-ne-na deals with disabling your opponent with the least amount of force on your part. Suw-ne-na practitioners are often in technical fields, but many are also politicians, mediators, or law enforcement officers. SC: 7
Techniques: Strikes (cross and elbow), Kicks (kick, knee kick),
Weak Point Attack, Joint Lock, Throw, Defensive Techniques (block,
counter strike, and dodge)
Matrices: Sense Power (1), Life Sense (2), Paralyze (3), Freeze
Blast (4), Reflection Shield (5), Impart Ability (6), Smart Missile II
(7), Fists of Doom (8), Trihs Finale (9)
Tka: Tka is a Dul life art stressing mental discipline. Tka practitioners stress forethought and planning in all their attack strategies. In
addition, students of Tka often attack their targets mentally rather than
physically. Tka artists have a reputation for being dirty fighters, though
they claim they are just able to out think their opponents. Tka practitioners are often found in occupations that rebel against society and
established norms. Your typical Tka students are often employed as
artists and musicians, though just as many are in science occupations
or are military officers. SC: 10
Techniques: Strikes (all), Kicks (all), Bite, Head Butt, Fakes,
Traps, Throws, Defensive Techniques (block and dodge)
Matrices: Sense Power (1), Read Mind (2), Numb Senses (3),
Sensory Block (4), Revenge (4), Cloud Mind (5), Stasis (6), Death
Touch (7), Mind Control (8), Imprison Soul (9)
Tourt: Tourt is an art that stresses toughness and durability. A Tourt
practitioner must undergo rigorous physical conditioning every day. For
every two levels of tourt, the practitioner receives an additional body
point. A Tourt practitioner must perform this torturous work out for
two hours every day or lose the above bonus, until they again work out.
Because of the constant physical training Tourt practitioners must
undergo, they are often employed in jobs that require physical labor or
that have a flexible schedule. Often Tourt students are employed as construction workers. SC: 10
Techniques: Strikes (jab, cross, and elbow), Kicks (knee), Head
Butt, Control, Joint Lock, Throw, Defensive Techniques (block and dodge)
BEYOND
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2 SKILLS
all of their actions on a single attack. SC: 4
Techniques: Strikes (cross, hook, and elbow), Kicks (all),
Throws, Defensive Techniques (dodge and hard block)
Taling: Theres an old phrase in the martial arts: never box a boxer and
never grapple a grappler. The Razaa art, Taling, is the equivalent of human
wrestling. Taling practitioners are consummate grapplers who are just as
at home grappling with an alien species as they are their own kind. SC: 3
CRO: Cross
BIT: Bite
KNE: Knee kick
JSK: Jump spin kick
TRO: Throw
TRA: Trap
CST: Counter strike
ELB: Elbow
HB: Head butt
SPI: Spinning kick
CNL: Control
DIS: Disarm
WPA: Weak Point Attack
DOD: Dodge
** Cedeun and Disrapan are natural biters. Other species that study these martial arts will quickly develop the same habit.
CRO
ELB
HOO
BIT
HB
KIC
KNE
SPI
JUM
JSK
Attart
ART
Brawling
Jus
Kel-na
Kius
Knell
Kne-na
Mazie
Na-De-Kah
X**
Na-nee
Nok-la
Rock Fighting
X**
Rock Wrestling
X**
Sue-ne-na
TKa
Taling
Tourt
Tra-el
Tre-la
Trus
Yelah
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JL
TRO
DIS
FAK
TRA
WPA
BLK
CST
DOD
HBK
Attart
ART
Brawling
X*
Jus
Kel-na
Knell
Kne-na
Kus
Mazie
Na-De-Kah
Na-nee
Nok-la
Rock Fighting
Rock Wrestling
Suw-ne-na
Tka
Taling
Tourt
Tra-el
Tre-la
Trus
Yelah
VEHICLE SKILLS
Hover Board: This skill allows the user to skate on a hover board.
While on a hover board, the pilots Defensive Modifier is assumed to be
0. However, while using the hover board, the user possesses a negative
defensive modifier equal to their current level of hover board skill.
For instance, Aaron, a human, normally has a Defensive Modifier of
-10 and 15 levels of hover board skill. However, while standing on a
hover board, he can not dodge and stay on the board. As a result, his
Defensive Modifier is reduced to zero for as long as he remains on the
board. However, Aaron is great at piloting a hover board and can substitute his 15 levels of hover board skill for his defensive modifier. Like
the standard Defensive Modifier, this assumes the character is trying to
avoid being hit and attempting to evade the attack.
VEHICLE SKILLS
SKILL
Hover Board
P
1
25 2wk
PS JA
JS
BC
AG
15
WEAPON SKILLS
It is only a matter of time before characters encounter or capture an
alien weapon and want to use it. Even though Zenax weapons work on
the same principle as Alliance weapons, they are so different that characters are unlikely to figure out how they work. Thus learning how to
use a Whe rail gun requires that you purchase the Whe rail gun skill,
even if you already have the (Alliance) Rail Gun skill.
The question then becomes, Where are characters going to get the
training they need to learn how to use these weapons? Fortunately,
WEAPON SKILLS
SKILL
JS
BC
25 3wk 12 MD
10
Aktai LGAs
25 4mo 30
IN
10
Aktai MTWs
25 3mo 25
IN
10
25 2wk 10 MD
10
Disrapan Lasers
25 2wk 10 MD
10
Klee Particle
Weapons
25 1mo 10 MD
10
Razaa Plasma
Weapons
25 3wk 12 MD
10
Whe Projectile
Weapons
25 2wk
MD
10
25 4mo 25 MD
10
25 3wk 12 MD
10
Whe Vehon
25 1wk
ST
10
25 4mo 20 MD
10
BEYOND
PS JA
THE
RIFT
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WEAPONS INFO
CHAPTER 3
IN THIS CHAPTER...
Weapons Tables
Weapon Descriptions
Armor Tables
Armor Descriptions
Armor Options
Defensive Systems
Medical Equipment
Personal Equipment
BEYOND
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RIFT
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PG.
62
SS
ROF
DAM
IR
BFH
70
10
100
1/6
6-26
10
80
Blade Launcher
85
65
20
15
80
1/4
2-12
15
UC
3K
Collapsible Staff
85
50
80
1-8
100
Electro-nails
45
45
10
1-8
7500
Laser Knife
50
02
65
2-8
UC
400
Laser lance
85
20
45
80
1/3
10
4-16
UC
1600
Laser sword
75
35
75
1/3
2-12
900
Llurk
60
50
20
25
85
1/2
-/1
2-8
5000
PG.
62
TYPE
ENC TL AV
ENC TL AV
COST
12K
MN
SS
ROF
DAM
IR
AFP1
90
20
-40
95
90
1/6
10
2-12
VR
COST
90K
AFP2
87
50
10
93
91
1/3
10-40
16
VR
220K
AFP-S
65
30
10
91
80
1/2
20-80
24
3.0M
PG.
63
MN
SS
ROF
DAM
IR
ENC TL AV
COST
Crusher
TYPE
80
20
96
96
1/3
4-24
140
VR
3.5M
Squish
85
40
90
90
1/6
5-30
180
VR
4.0M
Flattener
90
30
93
93
1/9
6-36
260
VR
5.0M
Patty
110 60
20
96
96
1/12
8-48
500
VR
7.5M
ENC TL AV
COST
PG.
63
MN
SS
ROF
DAM
IR
Adapt
100
65
20
98
90
1-8
UC
45K
Diverse
90
70
30
97
92
10
2-12
UC
65K
Able
95
76
40
20
96
91
3-24
UC
80K
Capable
97
59
34
12
99
93
4-32
95K
Perfection
99
50
25
98
96
11
12-48
500K
Terminus
80
40
15
96
98
10-100
VR
15M
AKTAI MTW
AMTW 5
64
MN
SS
ST/
ROF
DAM
IR
120
90
73
40
13
07
95
90
2/-
10
Dis. Mode 80
40
27
98
-/1/3
1d10
**
150 100
80
70
40
20
10
02
96
91
4/-
10
20
80
6.0M
35
20
10
97
-/1/8
1d20
**
200 150
90
50
40
30
20
10
95
92
8/-
20
40
120
20M
40
20
03
95
-/1/14
2d20
**
90
75
35
25
15
95
97
20/-
40
100
400
VR
50M
10
90
-/1/24
5d20
**
TYPE
AMTW 2
PG.
Dis. Mode 90
AMTW 7
Dis. Mode 95
AMTW 10
70
80
50
ENC TL AV
40
UC
COST
3.0M
* Integrity reduction is equal to the damage the shooter applies to the weapon/armor/etc. ** Integrity reduction is equal to the damage done by the weapon.
58
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WEAPONS TABLES
CEDEUN PARTICLE WEAPONS
TYPE
PG.
65
MN
SS
ROF
DAM
IR
EAU1
80
60
40
10
-30
99
99
1/3
50
2-12
20
5-6
130K
EAU2
80
55
45
20
00
-15
-35
99
99
1/3
30
3-18
30
5-6
160K
EAU3
80
60
50
35
15
-20
-40
99
99
1/2
10
4-24
40
5-6 UC
200K
IR
ENC TL AV
COST
PG.
ENC TL AV
COST
65
MN
SS
ROF
DAM
AKS1
120
90
50
10
99
95
1/2
15
5-30
40
50K
DJS1
150
99
30
99
98
6-48
10
70
5-6
375K
SKS1
135
70
25
01
99
97
11
10-100
20
140 5-6 UC
1.0M
PG.
ENC TL AV
COST
TYPE
66
MN
SS
ROF
DAM
IR
T3 Tac
110
95
80
60
30
10
95
95
10-40
4000
HILD
130 98
85
20
94
93
15
20-80
6000
LL-20 B
75
50
43
28
19
10
98
99
30
5-30
UC
60K
62
Damage done by this weapon is permanently subtracted from the targets visual modifier.
PG.
66
MN
SS
ROF
DAM
IR
ML3 TR
95
70
20
05
90
98
50
3-18
20
35K
Type 3 TR
90
75
65
43
23
08
95
92
15
2-20
50K
MiS 5
99
87
67
53
33
20
11
92
98
2-40
80K
TR 5
110
90
83
67
50
40
20
99
99
12
4-24
UC
180K
TR 8
98
90
70
63
40
20
98
99
10
8-64
12
2.0M
CR 10
80
65
48
30
15
00
92
92
20
10-40
2.5M
PG.
67
TYPE
ENC TL AV
MN
SS
ROF
DAM
IR
LL-20
75
62
50
43
28
19
10
98
99
30
2-12
80K
LL-30
90
87
60
53
42
29
10
99
100
30
4-24
280K
LL-40
110
90
75
62
50
30
15
100
102
30
6-36
UC
1.2M
LL-50
80
70
60
40
30
30
20
10
100
105
30
8-64
3.0M
PG.
ENC TL AV
COST
COST
68
MN
SS
ROF
DAM
IR
ENC TL AV
COST
120
90
80
60
40
30
20
10
92
95
2-8HP
10
100
VR
20.0M
99
80
60
40
20
10
90
92
10
1-4HP
100
40.0M
THE
RIFT
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PG.
68
MN
SS
DAM
IR
ENC
TL
AV
COST
M-1d
80
60
40
30
10
98
100
4-24
10
0.5
5-6
1000
M-2f
90
70
55
40
25
10
98
100
3-18
10
0.5
5-6
3000
80
50
30
10
98
100
5-30
10
0.5
5-6
4700
99
120
6-36
10
0.5
4-6
5500
M-4c
M-19m
MK-4
95
95
95
95
95
100
100
8-48
25
5-6
10K
MK-5
95
95
95
95
95
95
100
100
10-80
25
10
5-6
12K
MK-6
80
80
80
80
80
80
100
100
6-60
25
12
6-7
30K
MK-6a
100
100
20-120
25
14
6-7
40K
MK-7
100
100
30-240
25
20
50K
MK-9b
100
100
1-4HP
25
40
VR
65K
MK-15
100
100
10-40HP
25
80
VR
120K
M-series (arm rockets) weapons use the Hand and discharge weapon range brackets. MK-series (reflex missiles) weapons use the Missile Range Brackets.
Piercer
60
42
30
19
Penetrator
70
65
52
43
Exploder
87
70
50
Blaster
92
83
72
Finale
100
92
83
PG.
70
Duster
80
Buster
83
Grounder
Shooter
MN
SS
ROF
DAM
IR
11
80
81
1/6
1-4
UC
60K
30
10
85
82
1/4
1-8
16
5-6
120K
45
29
05
75
88
1/2
10
2-12
14
5-6 UC
200K
61
35
10
-15
-25
92
80
12
1-20
19
6-7 VR
500K
66
39
25
-5
-15
72
90
30
6-36
35
MN
SS
ROF
DAM
IR
65
43
20
95
89
1/2
30
2-12
5-6 UC
70
39
15
-5
97
93
1/2
40
2-24
5-6 UC
92
79
50
30
10
94
92
1/3
28
4-48
10
5-6
250K
88
68
39
10
-5
99
93
1/4
70
6-60
20
VR
500K
ENC TL AV
COST
69
PG.
PG.
ENC TL AV
ENC TL AV
COST
N/A
COST
25K
50K
70
MN
SS
ROF
DAM
IR
Vaporizer
70
60
50
40
20
95
98
1/2
15
1-8
Zapped
80
75
62
35
15
-5
98
97
1/2
20
2-12
5-6 P/R
120K
Death2U
87
70
55
45
27
12
97
96
30
3-18
5-6 UC
250K
Destructor
90
82
60
53
35
10
-20
-50
98
98
12
4-16
12
6-7 VR
500K
ENC TL AV
COST
PG.
30K
70
MN
SS
ROF
DAM
IR
90
70
20
-5
99
100
2-8x5
16
125K
99
80
05
-40
100
100
10
2-12x3
20
VR
85K
XG-1
120
50
20
101
104
3-24x4
28
300K
BFG-1
99
30
-5
100
102
25
4-16x8
32
VR
650K
ENC TL AV
COST
PG.
71
MN
SS
ROF
DAM
IR
TraZa
90
75
56
32
25
05
99
99
4-24
10
22
4-5
20K
MakZa
100
90
70
60
40
15
-5
100
101
6-36
10
26
5-6
35K
MigZa
110
95
78
55
30
17
100
99
12
3-18
10
20
5-6
175K
TragZa
89
74
61
45
10
-12
100
100
10-60
10
28
4-5 UC
250K
TaZiZa
99
60
30
15
98
99
40
4-24
10
19
5-6 UC
160K
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WEAPONS TABLES
WHE PROJECTILE WEAPONS - PISTOLS
TYPE
PG.
72
MN
SS
ROF
DAM
IR
Tramie8
70
60
55
25
05
-30
91
97
12
2-8
2-3
Waks4
75
70
65
50
30
00
98
99
1-6
2-3 UC
675
Dramier1
65
55
45
35
20
10
-20
96
98
4-16
2-3 VR
20K
PG.
ENC TL AV
COST
500
72
MN
SS
ROF
DAM
IR
Emis6
85
75
70
60
50
40
20
10
96
100
17
2-8
UC
1500
Drak1
80
70
60
40
20
01
-30
97
97
20
3-12
10
2,000
Drak2
60
50
40
30
20
10
97
98
6-36
12
3-4
30k
DAM
IR
70
60
50
40
30
20
100
95
85
75
65
45
PG.
Drak2A
Machier7
TYPE
PG.
72
ROF
ENC TL AV
COST
MN
SS
ENC TL AV
COST
10
97
98
6-36
18
UC
45k
25
15
97
99
30
60
4-24
25
100k
73
MN
SS
ROF
DAM
IR
DY8
105
95
85
75
65
55
45
35
80
90
1/10
10
4-16
Kemde3
100
90
85
80
75
65
35
20
90
90
1/8
4-24
Kud9
104
93
82
80
70
60
50
40
92
95
1/4
11
5-30
ENC TL AV
50
78
112
COST
500K
1.25M
VR
3M
PG.
73
MN
SS
ROF
DAM
Ud9
95
85
75
65
45
35
25
15
98
98
10
2-8
15
4-5
45K
XK8
25
25
25
30
40
50
60
70
97
100
15
2-12
12
6-7 VR
250K
Yulu7
90
80
75
60
50
40
30
20
99
100
12
4-24
15
23
5-6 UC
400K
Mazz3
99
98
97
92
85
75
50
30
95
95
12
3-18
20
18
6-7
700K
JDU6
90
75
55
45
35
25
15
97
99
10-60
80
6-7
2.3M
PG.
74
IR THR-R ENC TL AV
MN
SS
ROF
DAM
IR
Dij
50
30
20
10
90
91
4-24
20
UC
35K
Mij
75
50
35
95
97
5-30
18
4-6
55K
Traj
60
40
20
92
96
5-30
22
4-6 UC
35K
Mij2
40
30
10
97
98
8-48
14
5-6
65K
PG.
75
MN
SS
ROF
DAM
IR
Vehon 1
80
60
25
00
97
50
1/6
2-12
Vehon 2
60
40
00
95
50
1/6
4-24
700
Vehon 3
40
20
-15
96
50
1/6
8-48
1200
WHE VEHON
TYPE
ENC TL AV
COST
COST
ENC TL AV
COST
350
* Use the highest Tech Level and Availability rating of the fuse and anchor used in the Vehon
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HAND WEAPONS
Because species like the Dul and Razaa favor hand weapons, there will
always be an abundance of unique and ingenious hand weapons available to characters. Despite their brutal effectiveness in close quarters,
hand weapons are under fewer trade restrictions than other weapons.
This makes them much easier for characters to obtain.
This list includes some of the more unique hand weapons in Zenax.
However, there are Zenax equivalents of most common Alliance hand
weapons (knives, swords, spears, etc.).
BFH: The BFH is a titanium/tungsten alloy sledgehammer with a pointed tip. On the handle of this weapon is a button that activates small
rockets that propel the head of the hammer toward its target. The hammer impacts its target with tremendous force, crushing most objects it
hits. The rockets have enough propellant for five attacks. The user of
the hammer requires a strength of 100 to retain hold of the weapon
while swinging it. For each point of strength under 100, subtract one
point from the weapons chance to hit. The ROF is reduced to 1/12 after
the rockets fuel is exhausted, and the damage is reduced to 2d6.
Propellant charges cost 5 credits to recharge.
Blade Launcher: The blade launcher is a bastardized version of the
Whe llurk that was built by their enemies after observing the llurk in
combat. The blade launcher is a two-handed sword that can propel the
blade of the weapon toward a target from the hilt of the sword. Once
fired, the weapon is useless until the blade is reattached. Some versions
have a retrieval cable that can be used to reel in the blade after it has
been fired. Spare blades cost 500 credits.
Collapsible Staff: This staff is composed of a lightweight but durable
alloy. At full length the staff varies from 3 to 6 in length depending on
the will of the user. Because of the staffs tube within tube design, it can
be collapsed much like a telescope. The staff does temporary damage.
Electro-nails: This device is built into a pair of gloves. A powerful
electrical charge is delivered to anything or anyone touched by the user.
Safety mechanisms make it impossible for the user to shock himself.
The device is treated exactly like a small thunderbolt generator. Any
metal weapon the user grasps while using the electro-nails will carry
the charge from the electro-nails delivering it to any target struck by the
charged weapon. Electro-nails have a run time of 60 seconds before
they require a recharge. Electro-nails cost 8 credits to recharge.
Laser Knife: Same as the laser sword only smaller. The laser knife
costs 3 credits to recharge.
Laser Lance: A larger version of the laser sword that is used for spearing targets. In a pinch it can be thrown. The laser lance costs 8 credits
to recharge.
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AFP-S: The AFP-S has just begun to be disseminated among the front-line
troops for field-testing. The ultimate goal of fuel pump technology is displayed in the AFP-S model. The AFP-S model does not reclaim energy
from disintegrated targets like typical fuel pumps but rather releases the
energy as a secondary explosion at the site of the initial attack. In essence
the AFP-S uses the target as a fuel source to blow up the same target. Your
own armor becomes a liability when pitted against this weapon. Twice the
amount of damage done by the AFP-S in its initial disintegration attack is
applied to the target as a concussive explosion immediately after the first
attack has concluded. Reclamation number: 60
the team camouflages the unit, a runner is sent out to lure the enemy
into range. The unit can also be activated remotely by radio (2km
range), but because the enemy often destroys the unit after it is activated, such a sacrifice is made only if the enemy is a substantial threat.
Patty: The patty, or patty maker as it has been nicknamed by the Whe,
is currently the most powerful LGA that anyone has encountered. No
one knows if the Aktai have a more powerful model. Because of its high
cost and short range, the patty maker is used almost exclusively to
ambush vehicle crews where a quick kill is required before they can
bring their heavy weapons to bear on the LGA crew.
Flattener: The flattener is carried onto the battlefield by two to four personnel who set the device up and guard it until needed. While most of
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Capable: After Aktai engineers were unable to upgrade the Adapt series
of force weapons into a reliable weapon system they were forced to start
from scratch. However, since many of the Aktai vehicles and armor systems were designed to accommodate the Adapt-series of force weapons
the new weapon had to be the same weight and size. The end result of the
new weapon development was the Capable force weapon. Though still
relatively fragile by some standards, the Capable is far less likely to malfunction than previous force weapons. The Capable has specs comparable to the Able force weapon, but it has lower accuracy at extreme ranges.
Perfection: An upgrade to the Capable force weapon, the Perfection has
the best damage yield of any force weapon available when it was first
released. This weapon is a serious threat on the battlefield, and even soldiers in mechanized battle armor can be put down by this bad boy.
The perfection has the largest power pack of any Aktai force weapon.
Terminous: In an attempt to make the current line of force weapons a
threat to even the most heavily armored opponents, the Aktai developed
the Terminous. Though you couldnt tell by looking at it, the Terminous
is based off of the Capable force weapon. Even the Aktai engineers who
built the weapon were amazed at the amount of power they were able
to squeeze out of the weapon given the size and weight restrictions of
using the Capables chassis. The weapons major drawback is that it
sucks the power out of the battery so fast, that you only get four shots
before you have switch batteries or recharge.
AKTAI MTW
Aktai matter transmission weapons are actually state-of-the-art teleporters and a typical example of Aktai over achievement to do a simple
job. These weapons work under the same concept as Alliance teleporters, only they have had the safety systems removed and can be used
to teleport pieces of the target away. The benevolent Aktai usually teleport weapons and armor away from their targets, but the MTW can be
used to remove appendages or internal organs.
These weapons are expensive, complicated, and heavy. Each Aktai
combat unit is assigned one MTW as a support weapon. In a pinch the
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This is assuming the weapon doesnt malfunction while its teleporting
the target.
AMTW2: The AMTW2 is a second-generation matter transmission
weapon developed by the Aktai. While the first generation MTWs were
simply teleporters with the safety features removed, second generation
MTWs are designed for combat. The AMTW2, or model 2 as it is also
known, is an expensive and heavy piece of equipment with limited range.
However, given about 2 seconds to scan the target the AMTW2 is capable of disabling most creatures in a single shot, assuming they are not
protected by a flux shield. Using the MTW2 as a personnel teleporter is
not recommended, though it is capable of teleporting small creatures.
EAU3: The EAU3 is the most powerful standard particle weapon currently in use. The EAU3 designation indicates the weapon is to be used
for long range work. Regardless, the EAU is not capable of hitting targets at extreme ranges like high-end Klee particle weapons. However, it
can still launch a particle stream for a respectable distance. Like all
Cedeun weapons, the EAU3 is heavy in comparison to equivalent
weapon systems. Rumors abound that an EAU4 is being co-developed
with the Klee, which will further extend the reach and power of Cedeun
particle weaponry.
Used primarily for short range work, Cedeun Plasma cannons are massive weapons that work on the same principle as Alliance Pulse
weapons. However, they are generally heavier since most are designed
for zero-G work. In addition, Cedeun Plasma weapons generally trade
rate of fire for a higher damage potential. Plasma cannons are indiscriminate weapons that do hordes of collateral damage to anything in
their line of fire. The barrel size on some Cedeun Plasma cannons can
reach 35cm in diameter! Hence the name, Plasma CANNON.
Game Notes: These weapons are handled as standard plasma
weapons. All are body-mounted weapons. The ball of plasma ejected by
these weapons expands and becomes less concentrated as it travels. In
Range Bracket 1, any object within 1 meter of the primary target takes
half damage from the weapon. In Range Bracket 2, any object within 2
meters of the primary target takes 1/4 damage from the weapon. In
Range Bracket 3, any object within 2 meters of the primary target takes
1/8 damage from the weapon. The primary target always takes normal
damage, regardless of Range Bracket. These weapons do triple damage
to unprotected characters (no armor or shields).
Reloads cost 300 credits per shot. Spare magazines cost 500 credits and have an encumbrance equal to the minimum damage done by
the weapon. Encumbrance listed for the weapon includes the encumbrance of a full magazine.
AKS1: The AKS1 is the base-line Cedeun Plasma cannon. This Plasma
Cannon is a body-mounted weapon that is designed for combat in
space. The AKS1 is standard issue to Cedeun spacecraft boarding parties. Since Cedeun have no need for an atmosphere, they dont care if
they poke a few holes in the hull of the ship with one of these weapons.
The AKS1 has a barrel diameter of 12.5cm.
EAU2: The EAU2 is designed for medium range work, outside the
range of plasma cannons. The EAU2 has increased range and damage
over the EAU1.
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SKS1: The SKS1 is a heavy assault plasma cannon. Designed for punching holes through interior bulkheads, the SKS1 allows a Cedeun pirate to
drill his way through a ship, from point A to point B. The SKS1 can eventually bore its way through armored outer hulls to depressurize a ship
and kill the unprotected crew. The SKS1 has a barrel diameter of 35cm.
Rather than using pulse lasers in combat, the Disrapan favor continuous fire or cutting lasers. The beam emitted by these lasers stays on for
as long as the trigger of the weapon is held (or until you run out of
juice). The beam can then be dragged across a target, potentially cutting them in half. All Disrapan cutting lasers are impact lasers.
Game Notes: To make an attack with a cutting laser the shooter
must pick the spot on the target he wants the beam to initially strike (aka
origin). Next he must select path he wants the beam to follow, noting
each additional hit location he wants the beam to strike other than the
area initially struck by the beam. When selecting the path you want beam
to follow it is important to remember that you can only strike areas adjacent to the body area currently being struck. In other words, if you can
draw a single uninterrupted line from the origin to the ending point of
the beam, then you havent selected a valid beam path. The armor diagram in the top right corner of the last page of the Battlelords book can
be of help when decided what path you want the beam to follow.
If you really want to skip an area, like dragging the laser beam
from the head, directly to the arm, bypassing the chest, you take a one
area penalty to your attack. As you can see, you really gain no benefit
from skipping. You might as well pick another adjacent body area to
attack, unless there is some reason you really want to avoid hitting the
chest on your target. There is no skipping penalty for attacking both
legs without attacking the abdomen. As always the Battlemaster has the
final decision on any attack penalties.
For our purposes holding the beam on a single area for the duration of the combat segment confers no additional damage.
BATTLELORDS
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Example: For our example, lets say Stinky the Klee wants to shoot Lt. BZat
of the Whe high command with his cutting laser. Stinky initially wants to hit BZat
in the head with the beam and drag it down to his chest and then to finally to
his abdomen. Since the head is connected to the chest, which is connected to
the abdomen Stinky has selected a valid beam path. Stinky could have also gone
from the head to the chest to the left arm, but he could not of, for instance, gone
from the head directly to the abdomen without skipping.
To determine the difficulty in making attack, first find the body area
(or body part) in the beam path with the largest called shot penalty.
This penalty serves as our base penalty. Then add a penalty for each
additional area other than the first in the beam path as follows: -10 for
the 2nd area, -20 for the 3rd area, -40 for 4th area, and so on to determine your total path penalty. As you can see the penalty is exponential,
doubling for additional area. Remember, when using a cutting laser you
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select the areas that you would ideally like to hit and then spend one
second violently whipping the beam around attempting to hit those
areas. It is very difficult to hit your selected targets under those conditions. Dont expect to be drawing ornate patterns on your enemys
armor with these things!
Example: In our previous example the area with the largest called shot penalty was the head at -50. So our base penalty is -50. A total of three areas were
targeted, which means we add -10 for the second area, and -20 for the third
area to the base penalty for a final penalty of -80! If Stinky wanted to skip
the chest and attack the head and arm only we would still have -80 penalty
because his penalty is calculated as follows: -50 for the head plus -10 for the
skip plus -20 for the arm. If Stinky wanted to specifically hit the eye (head), then
the chest, and then the abdomen, his penalty would be -120.
Finally, we need to determine how many of those selected areas
were struck by the beam. Make an attack roll for each area in the beam
path, starting with the origin and proceeding down the path until you
reach the last area. Each attack roll has a penalty equal to the total path
penalty calculated for your beam path, plus any other appropriate combat modifiers. There is no need to roll for skips as they are always
assumed to successfully miss the target (BMs Discretion). Each successful attack roll indicates that selected area was struck. A failed roll
indicates that you missed the target entirely. A failed roll does not prevent you from making attack rolls for areas that fall after the missed
area along the beam path.
These weapons suffer all of the same environmental penalties as
normal lasers (smoke, cover, concealment, etc). Cutting lasers may be
used like conventional laser weapon, (assume ROF: 1) striking a single
body area. When used in this fashion a cutting laser may be aimed.
When used as a cutting laser any aiming bonuses apply only to attack
roll for the first area struck.
All cutting lasers, except the TR8 and CR 10, fire in the visible spectrum of light. Cutting lasers cost 15 credits per shot to recharge. Spare
batteries cost 45 credits and have an encumbrance of 0.5. Encumbrance
listed for the weapon includes the encumbrance of the battery.
ML3 TR: The ML3 was originally designed as an industrial cutting laser.
It is incredibly heavy for a laser and under normal circumstances is
supported by an articulated, robotic arm. The ML3 can take a beating
but requires some finesse to keep it running. The ML3 was pressed into
service by the Trade Consortium, who used it to get around weapon
manufacturing and distribution restrictions.
battery drains quickly. The MiS 5 is currently being recalled for upgrade
to the MiS5B variant.
TR 5: A more typical Disrapan weapon than its brethren, the TR 5 is
efficient, reliable, durable, and light.
TR 8: A version of the TR 5 series designed for heavy fire support, the
TR8 is another quality Disrapan beam weapon. Dont be on the receiving end. The TR 8 is UV laser.
CR 10: The CR 10 cutting laser is a new concept developed by TCWD
to address one of the main problems with cutting lasers. This weapon
is aimed like a normal beam weapon. When fired, a mechanism inside
the barrel draws the beam horizontally from left to right. This eliminates the need for the firer to whip the weapon around manually. Called
shots may be made normally with the CR 10, and no snap shot penalty
is applied unless the situation calls for it. The beam always runs horizontally across the area struck. Creative Disrapan have been known to
purposely hold this weapon sideways causing the laser to draw vertically across the target. The CR 10 is UV laser.
LL-40: The Disrapan heavy-duty field laser, the LL-40 is a solid weapon,
which is designed to take abuse and falls from great heights. The LL-40
is a UV laser.
Type 3 TR: The Type 3 TR cutting laser is a decent weapon, but it cant
take much abuse.
LL-50: You guessed it; the LL-50 is the super heavy-duty version of the
LL-20. The LL-50 is a UV laser.
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Anti-laser (AL) missiles are rare, but they do exist (increase AV one
level for Anti-laser version). These missiles follow a targeting laser
down the beam to the emitter. Anti-laser missiles have a +50 added to
each range bracket when following a targeting laser to its source. If the
targeting laser is turned off, the missile will impact the last recorded
position of the targeting laser. The missile can not trace offensive lasers
to the source, as they do not remain on the target long enough.
Any active ECM reduces the chances for all Reflex missiles to hit on
a point for point basis. ECM can only reduce the chances for the MK-6
and MK-6a to hit by a maximum of 20%.
M-1d (arm rocket): The M-1 is equivalent to the Alliance arm rockets. This air-to-ground missile was originally designed for use by flying
Disrapan to destroy ground-based targets. It is small, light, and has a
payload respectable enough to make lightly armored targets think twice.
Ironically, this weapon was originally designed for use against rebels and
anti-government demonstrators. Range: 100 meters. Speed: 200m/s.
M-2f (arm rocket): The M-2 is a long-range missile with a lighter
payload than the M-1. Range: 200 meters. Speed: 250m/s.
M-4c (arm rocket): The short-range weapon is designed for urban
combat. It is relatively slow moving and is capable or turning two 90degree angles before the maneuvering thrusters run out of fuel. The
weapon is heat seeking and locks onto the heat signature of any target
where it is aimed. ECCM rated at 20%. Range: 50 meters. Speed:
150m/s.
M-19m (arm rocket): One of the older weapon systems in the
Disrapan armory, this laser guided long-range missile has been a standard weapon of the TC troops for the last 20 years. The TC is slowly
phasing out laser guide munitions in favor of intelligent, self-guided
weapons. The missile comes with its own UV painting laser, which must
be aimed and held on the target for the duration of the missiles flight.
The painting laser is aimed like a normal beam weapon and has the
same statistics as LL-40 but does no damage. Despite its age and the thirteen previously released variants, the M-19 is still one of the most reliable weapons the Disrapan possess. Range: 500 meters. Speed: 300m/s.
MK-4 (Reflex Missile): The standard issue medium missile for
Disrapan TC troops, the MK-4 is a no-frills weapon system designed for
use against personnel in heavy armor at medium range. The weapon
has been criticized for its short range. Typically personnel in heavy
armor can afford weapons systems that they can bring to bear before
the MK-4 can be used. Range: 1000 meters. Speed: 600m/s.
MK-5 (Reflex Missile): A heavier payload missile built off the MK-4
frame, the MK-5 also features increased range, at the cost of speed.
Range: 2000 meters. Speed: 400m/s.
MK-6 (Reflex Missile): The dreaded MK-6 is a perfect example of the
Disrapan weapons design philosophy. The Trade Consortium military
was facing attacks by rebels whose guerilla tactics were becoming
increasingly effective against the TC troops. As a result, the TCWD was
commissioned to develop a weapon that would prove more effective
against the rebels. Two years later their special weapons division devel-
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oped the MK-6. Designed for urban combat, once the MK-6 locks onto
its target, it will pursue that target until it is destroyed. The MK-6 can
achieve speeds of 200 m/s but is also capable of hovering and even
turning around corners. The MK-6 tracks targets by a combination of
visual, IR, UV, and radar signatures. Targets that are able to change their
shape, color, size, temperature, and radar signature (-20% for each signature that is changed) may be able to elude the MK-6. If the MK-6 loses
its target, it will search or lay dormant until a suitable match is found.
MK-6 missiles are exorbitantly expensive but can lay dormant for up to
six years while waiting for its target. The missile is assumed to have an
INT of 60. ECCM rated at 40%. This missile is capable of traveling up to
2000 meters before exhausting its fuel.
MK-6a (Reflex Missile): Identical to the standard MK-6 in most
respects, the a-variant can be programmed to search for a range of targets. Any target that fits the search criteria will be attacked. The MK-6a
has an artificial intelligence of 45. ECCM rated at 40%.
MK-7 (Reflex Missile): This anti-armor missile is equipped with a
shaped-charge flux implosion warhead that reduces the THR of any target struck by 50 points when determining penetration. Range: 8km.
Speed: 500m/s.
MK-9b (Reflex Missile): This missile has a 20% chance to pass
through flux shields unhindered. Supposedly an e-variant exists which
is equipped with a primitive dispersion unit capable of passing through
armor and Whe defensive fields. Range: 20km. Speed: 800m/s.
MK-15 (Reflex Missile): This heavy payload missile is designed for
use against hardened targets and vehicles. Range: 100km. Speed:
1,000m/s.
DUL WEAPONS
The Duls amazingly potent combat matrix abilities and preference for
melee weapons greatly reduced their advances in weapon design. As a
result, Dul weapon design is decades behind anybody else in Zenax.
When the Dul require modern weaponry, they typically purchase it from
their allies, rather than use devices of their own design. The Disrapan
and Razaa both have contracts with the Dul to provide them with
weaponry. Regardless, the Dul manage to get a hold of just about any
weapons they need via the Klee.
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Shooter: The Shooter is a massive dust gun designed for taking out top
of the line Whe mechanized battle armor. When the weapon fell short of
its goal, it was relegated to the role of a heavy support weapon. Ironically,
the weapon excels at eliminating just about anything else it hits.
Grounder: The Grounder is a dust gun designed for taking out Whe wearing heavy armor. The particle stream generated by this weapon is capable
of penetrating anything short of the toughest mechanized battle armor.
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Most Razaa weapons were originally designed to take out other Razaa,
and these weapons are no exception. In order to eliminate an opponent
that can heal almost as fast as you hurt him, you have to come up with
some pretty devastating weapon systems. Unlike Alliance disintegrators,
the Razaa Continuous Effect Disintegrators (CEDs) continue to attack
the target, for up to what can sometimes be several seconds after the
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initial attack. Razaa have been known to cut off a body part to keep their
entire body from being disintegrated.
Game Notes: *CEDs damage is applied directly to AI just like with
normal disintegrators. CEDs do triple damage to organic tissue - I suggest you dont get hit by one. After a hit, roll to determine how many
rounds the target will continue to be disintegrated. After the damage listed for each CED is the maximum number of rounds the weapon will continue to effect its target. For example, a CED that does 3-12 x 5 will do
3d4 points of damage each round for a maximum of 5 rounds. After
scoring a hit with this disintegrator, roll 1d6 (ignoring rolls of 6) to
determine how many rounds they will continue to disintegrate the target.
If, for example, you roll a 4, then 3d4 points of damage will applied to
the targets AI or body points for four rounds - including the initial hit.
Once an armor section is struck, it will absorb the damage until it
is reduced to zero integrity. Any remaining damage is passed onto the
body area below that armor section as normal. If the disintegrator continues to damage the next round, this new damage is divided evenly
between the characters body points (and then tripled) and the AI of any
armor adjacent to the targeted area.
Flux shields are effected by the initial hit of a CED but do not suffer
the continuous attack effect. Whe defensive fields on the other hand are
subject to continuous disintegration. If a defensive field is totally disintegrated, the remaining damage is transferred to a random area on the
target to spread normally.
CEDs cost 500 credit per shot to reload. Spare batteries cost 10
credits and have an encumbrance equal to the minimum damage of the
weapon. Encumbrance listed for the weapon includes the encumbrance
of the battery.
Example: A character with 50 body points who is wearing armor (AI 5) is struck
in the left leg by a CED. The disintegrator does 10 points of damage for two rounds.
For the first round the armor on the left leg takes 10 points of damage. It is reduced
to 0, and the remaining 5 points are tripled and then applied to the characters body
points. This leaves the character with 35 body points (5 x 3 = 15. 50 - 15 = 35).
Note that the character can save himself further damage by severing his left leg
from his body - a common Razaa tactic to avoid total disintegration.
The next round the disintegrator does another 10 points of damage. Half of this
damage (5 points) is applied to the abdomen armor (reducing it to zero) since
it is the body section attached to the left leg. The other half of the damage (5
points) is tripled and applied to the characters body points reducing his current
body points to 20.
Wargun: The first and most popular of the Razaa CEDs, the wargun is a
sturdy weapon that is capable of vaporizing even the largest Ram Python
in a single shot- the perfect weapon for getting rid of the pesky regenerating Razaa. The wargun suffers from the same range restrictions as all CEDs
and is built to take abuse. However, it is quite heavy. Produced under contract by Weapons Development Corp. for the Razaa government.
Foebender: The foebender is a noted improvement over the first generation CEDs, at it has increased power output, but suffers from limited duration in its continuous effect. This unit is also equipped with a
larger power pack. Another WDC weapon.
XG-1: An amazing weapon, this CED is capable of hitting targets out to
50 meters. In addition, this incredibly durable disintegrator is capable
of putting out heavy point damage under the right conditions.
Defensive Systems Engineering corporation beat out WDC for the contract to produce high-yield CEDs for the Razaa government. WDC has
accused Defensive Systems of stealing their technology. Whatever the
case, they have obviously produced a better weapon than any of the
WDC models.
BFG-1: The BFG-1 is another well-built Razaa weapon that is designed
for prolonged disintegration of an unfortunate target. It has horrible
range and is quite heavy due to its enormous power pack. The BFG-1 is
the Razaa answer to Whe defensive fields. One shot and the defensive
field begins to break down, during which time the shooter hides and
bides his time until the field collapses. Another disintegrator made by
Defensive Systems.
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TaZiZa: A fully automatic plasma launcher, this weapon can empty its
magazine in 5 seconds. The translation of TaZiZa is quite offensive and
cant be listed here without offending any Razaa who might be reading it.
Whe Weapons
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Drak1: The Drak1 is the main line battle rifle for the Whe. In typical
Whe fashion, it trades range for a heavier punch. It can fire in semiautomatic (ROF 1) or fully automatic mode.
Drak2: The Drak2 is the heavy battle rifle used by the Whe. It is loaded
with the infamous Dagger shell which is almost an inch in diameter. The
Drak2 also doubles as an anti-material rifle against lightly armored
vehicles (and yes, of course, the rare Ram you might encounter).
Rumor is that the Whe developed this weapon after their encounter with
the Razaa marines. The Drak2 affects heavy armor.
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faster than you can feed it. Most Whe machine gun crews are trained to
fire in short, controlled bursts. An even rarer (10%) version of this
weapon was meant for sniper work and has a single-shot mode and
+05% in all range brackets. This weapon affects heavy armor.
DY8: This massive rifle is designed to be anchored to a suit of mechanized armor (body mounted) and carried onto the battlefield by a single soldier. The Whe typically arm these soldiers with supplemental
weapons on quick draw harnesses to use while they are waiting for the
BY8 to recharge between shots.
The most feared weapon in the Whe arsenal is the infamous Mass
Doubler. A Mass Doubler is a weapon that projects a shielded projectile at near-light speeds toward an unsuspecting target. Able to pierce
almost any material object it strikes, the only defense against these
weapons is a flux shield.
Like many new weapons in the Whe arsenal, these weapons were
developed using stolen Aktai technology. The Mass Doubler combines a
standard Whe projectile weapon and Whe Wall Gun with Aktai shielding
technology. The Whe have been attempting to develop a functional nearlight speed projectile for the past twenty years. However, they have been
unsuccessful since Whe shields are ablative and need a constant supply
of energy to be regenerated. However, Aktai shield technology uses nonablative, self-sustaining fields which can be used to shield and propel the
projectile. Mass Doublers are still extremely rare in the Whe arsenal, as
they have not fully reverse engineered the Aktai shielding units. As a
result, all Whe Mass Doublers still use stolen Aktai shield generators.
Some Whe mass doublers are equipped with stolen Aktai quantumtunneling devices that allow the user to see through solid objects to sight
their target. These devices are rare but do not require a receiver (sensor-sphere) to be positioned behind the target as with Klee x-ray scopes.
The Whe are currently developing large-scale Mass Doublers for
use on their spacecraft. Successful attempts to test large-scale mass
Doublers have ripped the atmosphere off two Whe weapons test moons.
Game Notes: A Mass Doubler projectile will penetrate nearly any
material object it strikes. Because Mass Doubler projectiles are moving
so fast and are so small, they can not transfer all of their impact energy into the target. The damage listed for a Mass Doubler is applied to
all objects it strikes. However, if the projectile hits a flux field or Aktai
energy field, multiply the damage by 10 and apply this damage to the
field. This is done because these shields are capable of absorbing all of
the projectiles energy and thus must bear the full brunt of its tremendous impact. If the flux shield collapses, the Mass Doublers normal
damage is applied to the target. (This method can also be used to determine if a Mass Doubler projectile can pierce a massive target, like a
mountain or planetary body. First, multiply the maximum damage the
Mass Doubler is capable of by 10. If this number exceeds the AI of the
object, the Mass Doubler will pass through the obstruction.)
Remember to apply the damage done by the Mass Doubler projectile to ALL intervening objects, much like a grav sheer. For example, if an
armored target is struck, first apply ten times the normal damage to the
flux or energy shield, if any. If the flux shield collapses, then apply the
normal damage to the armor absorption and the targets body points.
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JDU6: It can never be too big. These are words to live by if you are a
Whe weapons designer. The JDU is an enormously huge rail gun that
fires a projectile the size of a coffee can! The JDU was designed to take
out practically anything the Whe infantry comes upon but is primarily
used as a support weapon. Reduces THR by 3 points for determining
penetration. It is generally carried into the combat zone by a team of
three Whe soldiers, though it only takes one to aim and fire the weapon.
74
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Traj: Now the Whe arent renowned for reliable weapons, but the Traj
goes beyond unreliable. The Traj has been known on occasion to literally blow itself to pieces. This happens when the field alignment sensors
are jarred out of place by the kick of firing on fully automatic. Any shot
that is fired after the sensors are knocked out of alignment will hit the
inside of the gun barrel ripping it off and damaging the alignment
assembly (If a 50 - 75 is rolled after exceeding the malfunction number). As the weapon charges for the second shot, the field becomes
deformed and the weapon explodes (If a 76+ is rolled after exceeding
the malfunction number). The Traj is capable of firing in semi-automatic (ROF 1) or fully automatic mode.
Mij2: An improvement on the original Mij series, the Mij2 two has been
nick-named the thumper because of the earth shattering thud created when the weapon is fired.
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WHE AMMUNITION
WHE VEHON
The Whe military employees a myriad of special purpose Personal Defense
Projectiles called Vehon. The Vehon is an aerodynamic disk that can be
thrown like a grenade or set in place like a mine. Vehon can contain a
number of specialized payloads including smoke, acid, and even explosives. In addition, Vehon come with an equally large selection of detonation methods and anchors that allow them to adhere to various surfaces.
Game Notes: Vehon are available with the same specialized ammunition types as Whe projectile weapons. The Vehon 1 can be thrown a
maximum of 1/3 of ones strength in meters. The Vehon 2 can be
thrown a maximum of 1/4 of ones strength in meters. The Vehon 3 can
be thrown a maximum of 1/6 of ones strength in meters.
* Tech Level and Availability varies with proximity fuse and anchor type. Use the
highest TL and AV rating of the fuse and anchor used for the Vehon being made.
WHE FUSES
FUSES
TL
AV
COST
Impact Fuse
x1
x3
Pressure Fuse
UC
x1
Proximity Fuse
VR
x5
Timer
x1
Proximity Fuse: A Vehon with this fuse is equipped with a motion detector. Any object that comes within 5 meters of the Vehon detonates the
device. The user has 5 seconds to clear the area after arming the device.
Timer: A timer detonator can be set for between 5 seconds and 72 hours.
Impact Fuse: After arming the device, this fuse will detonate the Vehon
after a violent impact.
Pressure Fuse: After arming the device, pressure on the Vehon will
cause it to detonate. The pressure sensitive fuse will detonate when the
weight on the Vehon exceeds detonation weight. The detonation weight
can be set for any weight between 10 and 300 kilograms.
Metal Detector Fuse: This fuse will detonate the Vehon if a metallic object
comes within 5m. The Vehon will not arm if a metal object is within 5m.
WHE ANCHORS
ANCHOR
WHE AMMUNITION
This ammunition works in Whe projectile weapons (rifles, pistols,
machineguns) and rail guns, unless noted otherwise in the weapons
description. These rounds modify the effects of the weapon but have
tradeoffs in other areas. Encumbrance listed is for 50 rounds.
WHE AMMUNITION
PG.
STANDARD AMMUNITION
71
ENC
AV
Drak1
COST
8
Drak2
12
UC
60
Drak2A
12
UC
60
Dramier1
10
45
Emis6
JDU6
20
20
Machier7
10
45
Mazz3
Tramie8
Ud9
Waks4
UC
XK8
VR
350
Yulu7
UC
AV
COST
UC
Anti-personnel
+1
x7 per box
Chemical attack
Concussion
x7 per box
+2
VR
TL
AV
COST
Magnetic Anchor
UC
x2
Incendiary
UC
x7 per box
Sticky Anchor
UC
x2
Flash
UC
Bio-Bond Anchor
VR
x5
Freezer
Material-bond Anchor
VR
x10
Glue
x8 per box
Hologram
VR
Nuclear
VR
+2
VR
Sonic Blast
+1
StarShot
+2
VR
Surgeon
x5 per box
Disintegration
Petrifaction
Smoke
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Acid: This round does double integrity damage but is nullified completely by corrosive protection. It does normal damage to flesh.
Petrifaction: This round covers the target in a rigid, opaque, stonelike material. The amount of square meters that is covered with this
material is equal to the damage done by the weapon divided by 10. The
integrity of the material is equal to the damage done by the weapon. The
threshold of this material is 8. Though the target encased by the material is not harmed, they will eventually suffocate. It is unlikely the victim
will be able to break free from their shell as it is very tough. In addition, there is no room to move inside the shell so it is difficult to strike
it with any force. Without a weapon in hand to cut the shell the victim
must make a STR check at -120 to free themselves. This check can only
be made once. Damage from additional petrification rounds add to the
integrity of the material created during the first hit. Threshold does not
increase with multiple hits.
Anti-personnel: This explosive round is designed to damage soft tissue. It does +3 points of damage to soft targets, but add two points to
any armor threshold when determining damage.
Chemical Attack: This round explodes on contact with a solid surface
releasing a chemical-laden cloud that irritates the skin and can cause
temporary blindness. The target is entitled to a SMR vs. Chemical with
the damage done by the round as the penalty to the SMR. A successful
SMR means the target can ignore the effects.
Damage from the chemical is subtracted from the targets AGL and all
skill checks for the duration of the chemicals effects. If the eyes are
exposed to the chemical, double the damage done by the round and subtract it from the targets visual modifier. These effects last 1d4 minutes and
can not be countered by rinsing the effected area with water. However, a
counter-agent is available to Whe soldiers that reduces the duration of the
blinding and burning effects by half. The diameter of the chemical-laden
cloud (in centimeters) is equal to damage multiplied by 3.
Concussion Rounds: Designed to affect armored opponents. Damage
is translational and ignores threshold.
Disintegrator Rounds: These rounds do double damage to organic tissue. If the round hits armor, all damage is applied to the armors integrity.
Incendiary: Reduces armor threshold by 1 and +1 to damage. Will set
flammable materials within 1 meter on fire.
Flash: The flash round blinds anyone who fails an SMR check vs. Radiation
attack. The damage done by the round is subtracted from the characters
SMR as a penalty. The bigger the round, the bigger the flash. The range of
the flash (in meters) is equal to the damage done by the weapon.
Freezer: The freezer round has the same effects as a frost gun (Lock-NLoad). If the SMR vs. Cold is failed, lose an amount of Agility equal to half
the damage done by the attack (round up) until the armor thaws out.
Glue: The effects of this round is similar to a web generator. The area
hit is immobilized and may be stuck to nearby objects. The damage
done by the weapon is subtracted from the STR of the target when
attempting to escape. Alternatively, the BM may use the results for a Web
Generator (Lock-N-Load) hit for more realism.
Hologram: This round emits a pre-programmed holographic image just
above the round for a length of time (in minutes) equal to the maximum
damage. The hologram can have an apparent size (in cubic meters)
equal to the maximum damage of the weapon.
76
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Smoke: This round functions the same as the Smoke Generator round
for Mag guns (Lock-N-Load). The diameter of the cloud (in meters) is
determined by the damage done by the weapon. Divide the damage by
5 to determine the length of time the cloud will last (in minutes).
Duration varies with weather conditions at the BMs discretion.
Sonic Blast: This round functions the same as the Super Sonic Pulse
round for Mag guns (Lock-N-Load). The size of this round does not
effect the SMR check.
Starshot Ammo: Originally developed as an anti-armor round for use
against personnel, this round has found its way into the Whe specialops troops for a more sadistic role in combat. The StarShot ammo was
designed as a response to the low kill rates of standard Whe projectile
weapons against armored personnel. The StarShot is an armor-piercing
projectile that contains multiple secondary munitions inside a primary
shell. The number of secondary munitions varies with the type and size
of the round used. However, these munitions generally are miniature,
low-speed rockets with explosive warheads. Once the main projectile
pierces the armor, the secondary munition rockets are simultaneously
launched from the main shell. Unable to piece the armor from the
inside, these rockets literally bounce around the inside of the armor
until they lodge in an extremity. Once there, they explode. The tissue
damaged caused from the combination of these boring rockets and
their warheads all but guarantees a disabled opponent.
Lately, the Whe spec-ops troops have been using a modified version
of the StarShot round called the sufferer, which does not launch its
secondary munitions until the target attempts to move. Once hit the
round emits a telltale hum, which lets the unfortunate victim know what
has hit him. When attempting to break into an enemy facility, the Whe
will block communications and immobilize the guards with these specialized StarShot rounds. This way the guards must remain motionless
at their post, giving the appearance that nothing is wrong. By the time
the internal facility security realizes why the guards are at their posts but
not responding to radio calls, it is too late.
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CEDEUN ARMOR
Multiple versions of the StarShot round exist. The Whe have also
developed a round that allows marching guards to continue to walk a
pre-designated route without exploding. Additionally, many Whe special-ops teams, if given the proper time, will record guard radio transmissions and repeat these transmissions if the guards are contacted
after they are immobilized.
Game Notes: After the initial impact of the StarShot round, any movement by the target will cause the secondary projectiles to fire. 1d4 projectiles will be launched (random hit locations) ignoring armor. Each projectile will do 1/2 the damage normally caused by the weapon. (Rumors
abound that a variant of the round exists that will launch an additional two
projectiles doing 1/4 damage if the target continues to move).
Surgeon: The surgeon round is an insidious weapon designed to tie up
the resources of the enemy. The round is designed to wound an opponent rather than kill him. It does normal damage for determining penetration but only half damage to soft tissue. In addition, it is designed to
lodge in the victim rather than pass through him. When the round is
removed from the victim, it has an 80% chance to detonate, doing 2d8
points of damage to everything within a 2 meter radius. No one knows
what triggers the rounds detonation. It could be movement, contact
with metal surgical tools, or exposure to air. The sick joke is that the
surgeon round was named after its intended target. Using this round,
the Whe have removed a soldier from the combat zone, tied up two
other soldiers who have to carry him off the battlefield, and have a good
chance of killing a highly-trained surgical team to boot.
ARMOR
Unlike Alliance armors, each suit of armor produced in Zenax will usually come with a helmet designed for use with that particular suit of
armor. The helmets have the same ELE, EMP, FIR, CLD, and CRT statistics as the armored suit to which they are matched. All helmets should
be assumed NOT to be open face unless the description specifically
states otherwise. The stats for all armor listed in this section are for a
Size Class 4 suit.
Remember that total AR and AI of the arm section of the armor is
divided equally between the arm and wing for Disrapan armor.
Most Aktai armored suits come with a wide variety of sensors and scanning equipment. The suit is, of course, highly customizable in appearance. The suit has a helmet with the following statistics: THR 12, AI 20,
AR 10, and an ENC of 2.
Cedeun Armor
All suits of Cedeun armor can be modified for work in a gravity environment, like on the surface of a planet. These suits cost twice as much
as an equivalent Zero-G model. In addition, the availability should be
increased one level, making a G-equipped suit more difficult to find.
High-G suits have four mechanical legs that support the Cedeun and
give it a movement rate equal to 8/8/64. The Cedeuns body does not
extend into the legs, so weapon hits that penetrate the leg armor does
not do body damage. The AI and AB listed for the leg section is divided
by two to determine the AI and AB for each mechanical leg. If the
Cedeun purchases standard armor there are no leg sections. High-G
suits add 2 to the Cedeuns size class when determining bonuses to hit
the Cedeun. If the suit loses one leg its movement rate is reduced by
half. Losing two legs makes the suit immobile.
Environmental Suit: The Cedeun environmental suit is a lightly
armored suit with built in environmental containment. As Cedeun rely
primarily on flux shields for protection, the Environmental Suit is really meant to keep out the air and pressure that is harmful to these creatures. Even though the Cedeun are accustomed to working in a weightless vacuum, their environmental suits are made to be lightweight, in
case the Cedeun is forced to enter a gravity environment. The
Environmental Suit includes a helmet with the following statistics: THR
8, AI 6, AR4 and an ENC of 5.
Environmental Suit 2 (Heavy Armor): The Environmental Suit 2 is
a more heavily armored version of the basic environmental suit. Unlike
the basic suit, this version is made to endure the rigors of combat and
can take substantially more punishment. Like the basic Environmental
Suit (and all heavy armor), this version includes environmental containment. The Environmental Suit 2 includes a helmet with the following statistics: THR 11, AI 20, AR10 and an ENC of 10.
Aktai Armor
The Aktai typically do not wear armor but rely on a combination of
Energy and Flux shielding to protect them during combat. If the Aktai
needs to use armor options, they can be attached to either an armor
belt (space 20) or a backpack/harness (space 40). If the Aktai needs
to be suited up to mount multiple options for serious combat, they
will wear a protective armor suit with the following stats.
Aktai Armor: The standard issue Aktai armor really serves more as a
substructure for mounting armor options than for protection. It has little potential for absorbing concussive blows and still relies on flux technology for protection against more modern weaponry. The suit has a
respectable threshold, which can help stop enemy fire that breaches the
Aktais protective shields. The suit can be environmentally sealed at a
moments notice and comes standard with corrosive protection. Aktai
armored suits can be equipped with twice the number of armor options
(double total space) normally allowed for a suit of armor of its size.
BEYOND
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PG.
77
ARMOR INTEGRITY
TYPE
Aktai Armor
ARMOR ABSORPTION
100
100
CEDEUN ARMOR
PG.
50
100
16
LEGS ENC
16
10
ELE
EMP
FIR
CLD
TL
AV
COST
140
140
100
100
UC
100,000
77
ARMOR INTEGRITY
TYPE
16
ARMOR ABSORPTION
THR CHEST ABD ARMS LEGS CHEST ABD ARMS LEGS ENC
ELE
EMP
FIR
CLD
TL
AV
COST
Enviro. Suit
12
12
12
16
16
16
10
15
15
100
100
VC
6000
Enviro. Suit
40
40
20
40
40
40
20
40
20
95
95
100
100
5-6
VC
150K
Stealth Suit
15
82
82
41
82
100
100
50
100
40
75
29
100
100
VR
1.0M
Heavy Suit
50
100
100
50
100
100
100
50
100
100
80
50
100
100
0.5M
THR CHEST ABD ARMS LEGS CHEST ABD ARMS LEGS ENC
ELE
EMP
FIR
CLD
TL
AV
COST
L-DA
4/7
10
10
20
50
50
50
4-6
VC
15,000
M-DA
6/12
12
75,000
H-DA
12/15
26
SH-DA
25/30
86
DISRAPAN ARMOR
PG.
79
ARMOR INTEGRITY
TYPE
DUL ARMOR
PG.
ARMOR ABSORPTION
10
12
12
12
12
12
20
20
10
20
20
60
95
85
4-6
26
13
26
28
28
14
28
10
100
90
100
87
5-6
UC
350K
86
43
86
110
110
55
110
120
105
100
100
20.0M
ELE
EMP
FIR
CLD
TL
AV
COST
80
ARMOR INTEGRITY
TYPE
ARMOR ABSORPTION
THR CHEST ABD ARMS LEGS CHEST ABD ARMS LEGS ENC
Chestplate
22
22
VC
3,000
Ceremonial
20
20
10
20
20
20
10
20
12
50
60
65
65
4-5
150K
Armored Suit
12
40
40
20
40
40
40
20
40
100
90
100
100
5-6
UC
300K
Soul Prism
25
100
100
50
100
100
100
50
100
120
105
100
100
N/A
KLEE ARMOR
PG.
80
ARMOR INTEGRITY
TYPE
ELE
EMP
FIR
CLD
TL
AV
COST
16
10
10
10
40
40
1,500
18
18
14
14
14
13
70
40
75
70
4-5
12,000
24
12
24
16
16
16
13
50
50
80
40
VR
500K
80
80
40
80
36
36
18
36
16
90
85
85
85
5-6
UC
280K
88
88
44
88
60
60
30
60
80
90
90
90
1.0M
COST
Toughie
16
16
Meanie
18
Savior
24
Strong Stuff
15
Tough Stuff
30
RAZAA ARMOR
PG.
81
ARMOR INTEGRITY
TYPE
ARMOR ABSORPTION
THR CHEST ABD ARMS LEGS CHEST ABD ARMS LEGS ENC
ARMOR ABSORPTION
THR CHEST ABD ARMS LEGS CHEST ABD ARMS LEGS ENC
ELE
EMP
FIR
CLD
TL
AV
Zad-hide
12
12
12
12
12
12
35
60
20
14K
Armored Suit
24
24
12
24
16
16
16
30
90
90
100
60
VC
150K
Battlesuit
12
30
30
15
30
24
24
12
24
40
99
80
120
60
200K
Warsuit
18
60
60
30
60
60
60
30
60
100
100
120
90
UC
400K
Command
Suit
35
100
100
50
100
80
80
40
80
120
120
140
99
1.5M
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DISRAPAN ARMOR
WHE ARMOR
PG.
82
ARMOR INTEGRITY
TYPE
ARMOR ABSORPTION
THR CHEST ABD ARMS LEGS CHEST ABD ARMS LEGS ENC
ELE
EMP
FIR
CLD
TL
AV
Tracklar
20
20
10
20
60
60
4-5
VC
450
Akfu
24
24
12
24
10
10
10
12
30
45
45
4-5
3000
Nak
40
40
20
40
30
30
15
30
20
90
70
85
80
4-5
95,000
Duy
11
50
50
25
50
100
100
50
100
30
100
90
90
100
5-6
UC
450,000
Jduy
25
100
100
50
100
100
100
50
100
100
100
100
100
6-7
UC
1.0M
Yun
75
500
500
250
500
500
500
250
500
100
100
100
100
6-7
VR
15.0M
COST
Disrapan Armor
Disrapan armor is designed to be lightweight, durable, and laser resistant. A small layer of a highly reflective material is hidden just underneath the polymer shell that covers the armor. Any laser that pierces the
polymer shell hits the laser reflective material and is, hopefully,
bounced off the armor.
Because most Disrapan want to be able to fly in combat, they prefer
light or no armor and rely primarily on Flux technology for protection. All
Disrapan helmets are equipped with anti-blinding mechanisms that protect
the user from being blinded by bright light. These devices, when they work,
are effective against blinding lasers, UV scramblers, IR strobes, Cedeun
light-based attacks and weapons, and similar devices. Threshold for
Disrapan suits is listed in the following format THR #/#, for example, THR
15/20. The second number is the suit's threshold verses Laser weaponry.
L-DA: L-DA or Light-Duty armor is a very light weight, polymer-based
armor designed for the Disrapan military by Disrapan Armor Corp
(DAC), a subsidiary of the Trade Consortium Weapons Division. The
armor does not cover the Disrapan wings and is light enough that the
user can still fly unaided. The armor has a threshold of 4 against all
non-laser attacks and a threshold of 7 verses lasers. In addition, its
non-metal composition makes it resistant to Mag Gun rounds and
Attractor-Repressors. Mag Gun rounds have only a 25% chance to stick
to this armor, and AR beams do one quarter of their normal damage.
This armored suit also includes a 6 shot arm rocket rack (arm rockets
H-DA (Heavy Armor): Most Disrapan will forgo using heavy armor if
at all possible. Its size and weight eliminates one of their best advantages: the ability to fly. To account for this, the Disrapan military commissioned DAC to build a suit of heavy armor that would allow the user
to fly using his wings. After 5 years of trying, DAC concluded that it
couldnt be done. So they created the next best thing. The current H-DA
armor allows the Disrapan to use their wings to steer and maneuver the
suit in flight, but propulsion is provided by a series of small rockets that
cover the suit. This armored suit also includes a 6 shot reflex missile
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Dul Armor
Since Dul are fiercely individualistic and they have no standing military,
suits are often customized to suit the wearer. In addition, most Dul prefer to go without armor, relying on their matrix and martial arts abilities to keep them out of harms way. Only when the Dul warrior expects
to encounter fierce resistance will he don armor. The armors listed
below are examples of what characters are likely to encounter when
dealing with or playing a Dul character. As previously mentioned, these
examples are by no means exhaustive and literally hundreds of other
varieties of armor exist for the Dul.
Chest Plate: If a Dul wants a bit of extra protection, he will often wear
a simple chest plate. This armor provides only partial coverage, protecting only the chest and abdomen.
Ceremonial Armor: If you want
to look good on the battlefield,
you better buy a suit of ceremonial armor. This armor is handcrafted by talented armor smiths,
highly ornate, and decorated with
the symbol of your family and life
path(s). The armor is often
brightly colored and complete
with must-have accessories like a
cape or other suitable fashion
statement. The ceremonial suit
comes complete with a really
fancy helmet, which has the following statistics: THR 5, AI 12, AR
10 and an ENC of 3.
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BATTLELORDS
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Armored Suit: This formfitting, lightweight armored suit can take a beating and is far more functional than ceremonial armor. It too comes in a
variety of colors. Flight systems are a must have for most Dul and come
half price when purchased with this suit. Helmet stats: THR 9, AI 16, AR
20 and an ENC of 4.
Soul Prism: Soul-armor is one of the most powerful and sought after
artifacts in all of Zenax. When a powerful Dul warrior is near death,
sometimes he will use the Soul Bind matrix to inhabit a nearby material object (usually a suit of armor or a melee weapon). The warriors
soul resides inside the object until it is destroyed, and the soul is freed.
In some cases, the warriors soul has been imprisoned in a material
object by a powerful foe. In either case, the person generating the
matrix will often choose the highest quality item available, but sometimes choices are limited.
Anyone touching Soul Prism armor can telepathically communicate
with the soul that resides within, should the soul wish to converse.
Remember that the warriors soul may not like you or be ecstatic about
his present condition. The soul can imbue the user of the armor with its
power points and matrix abilities as long as the recipient is in or touching the armor. In addition, the soul can relate any of its memories to the
armors user should it desire to do so. This might include instructing the
user in skills of which that soul has knowledge. There have been rumors
of powerful Soul armors actually taking over the mind of the suits wearer in order to carry out some plan requiring a physical body. See the
Matrix chapter of this book for more information on this topic.
Klee Armor
Because of the Klees neutral status and lack of enemies, very little money
was spent on military R&D. As a result, Klee armor is years behind much
of their other technology, despite the competition between armor design
firms. The Klees current nomadic nature and lack of resources have not
helped the development of their weapons and armor.
Like Klee weapons, there were dozens of competing companies that
created armor for the Klee military before the exile. Currently, few if any
armor design companies exist. Designs and specifications vary widely
among armor, but for the most part Klee armor is typically heavy for its
size and trades threshold for absorption regardless of manufacturer.
The suits listed here are the ones that will be most commonly encountered (most are standard military issue) but represent only a small fraction of those available to the Klee.
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RAZAA ARMOR
Toughie: Despite its name, the toughie is anything but tough. This
ultra-light duty armor provides limited full-body protection. Standard
issue for all Klee trade fleet police, the toughie was produced by Armor
Systems Lite and was widely available before the exodus. Toughie armor
does not come with a helmet.
Meanie: Miltec corporation won the lowest bid for the coveted title of
infantry armor producer. To fulfill their contract, they produced the
Mark2, heavy grade infantry defense suit, or the Meanie as it is more commonly called. The Meanie cant take much punishment, but its thick
enough to save your bacon from small arms fire. The meanie gets its name
from the toothy grin painted on the jaw section of the helmet. The toothy
helmet has the following statistics: THR 5, AI 10, AR 4 and an ENC of 2.
Razaa Armor
Because of the Razaas ability to regenerate, they do not put as much
importance on armor as other species. However, the destructive capabilities of Razaa weaponry eventually required even the toughest of
Razaa to don protective armor. Razaa armor is typically heavy, emphasizing threshold over absorption and integrity.
Zad-hide: The Zad-hide armor is actually made from the armor plated
skin of the Zad, an animal native to the Razaa home world. The armor is
easily identified by its deep red color and bumpy texture. Fresh Zad hide
will regenerate 20 points of AI or AR damage before finally dying. Zadhide armor is made by a number of manufacturers, so prices and quality vary from suit to suit. The Zad-hide armor includes a helmet with the
following statistics: THR 4, AI 8, AR 12 and an ENC of 2.
Savior: The Savior armor was jointly developed by Miltec and Armor
Systems Development Inc. along with some help from the Cedeun. The
suit uses a limited version of Cedeun stealth technology. The savior is
equipped with a one-time, short term, cloaking and stealth system that
Armored Suit (Heavy Armor): This Razaa Armored Suit offers better
protection than Zad-hide, despite its lighter weight. Like all Razaa
armor, these suits are designed for tropical climates and dont deal well
with intense cold. This armor includes a helmet with the following statistics: THR 8, AI 12, AR 10 and an ENC of 6.
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Warsuit (Mechanized Battle Armor): The warsuit was the first suit
of armor developed by the Razaa with strength enhancing capabilities.
The actuators in the suit were not intended to lighten the suit but rather
to help support the weight of newer and heavier weapons being developed. Built by Hakida Armor, this armor includes a helmet with the following statistics: THR 15, AI 20, AR 25 and an ENC of 8.
Command Suit (Mechanized Battle Armor): Built on the Warsuit
chassis, the Command Suit is reserved for high-ranking officers who
wish to enter the battle zone. Occasionally it is given to outstanding
Razaa warriors. This armor includes a helmet with the following statistics: THR 28, AI 30, AR 45 and an ENC of 12.
Whe Armor
Tracklar: The Tracklar is the standard armored suit for light combat
duty. It is comfortable and can easily be stripped down to its component
parts. For instance, if a soldier only wants an armored vest, he can
remove the leg and arm armor leaving just the chest plate. This allows
for soldiers to wear as much or as little armor as they want. Despite its
versatility, the Tracklar is only light duty armor and cant take much
punishment before folding. The Tracklar includes a lightweight helmet
with a removable faceplate and the following statistics: THR 5, AI 10, AR
4, and an ENC of 2.
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Akfu: The Akfu armor is the main line, full-body armored suit geared
for medium duty. When an opponent thinks of a Whe, the Akfu armor
is what most people picture. This is what the majority of Whe soldiers
wear when not destined for the front lines. The Akfu includes a helmet
with the following statistics: THR 7, AI 12, AR5 and an ENC of 3.
Nak (Heavy Armor): Nak is the Whe assault armor designed for short
engagements where high power weapons are expected. Many Whe
strike teams wear Nak armor. The Nak armor is famous for the built in
talons in the right gauntlet and the detachable laser sword, which can
be anchored in various places on the outside of the suit. The Nak
includes a helmet with the following statistics: THR 10, AI 20, AR 15 and
an ENC of 5.
Duy (Heavy Armor): The Duy armor is designed for front-line heavy
combat units in long-term combat. It comes complete with an internal
nutrient dispenser and waste processor for prolonged stays in the
armor. It also features a searchlight mounted on the shoulder. The Duy
includes a helmet with the following statistics: THR 15, AI 25, AR 50 and
an ENC of 6.
Jduy (Mechanized Battle Armor): The Jduy is the heavier version of
the Duy armor, complete with mechanized endoskeleton. Whe marines
that are assigned a suit of Jduy armor serve as a walking weapons platform. Generally suits of Jduy are deployed in teams as heavy fire support or as escorts for vehicles. The Jduy has the same features as the
Duy armors. The Jduy includes a helmet with the following statistics:
THR 25, AI 25, AR50 and an ENC of 8.
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ARMOR OPTIONS
Yun (Mechanized Battle Armor): The Yun armor is a brand new
armored suit, which has just recently started to see service. Until its first
recorded appearance, many had speculated that the Whe were not
capable of producing such an impressive armored suit. It is so large
that the soldiers limbs only extend about half way into the appendages.
The Yun armor is easily recognizable buy its dome- shaped helmet and
bulky appearance. The Yun is a very rare piece of hardware, and any
soldier wearing it will be armed to the teeth. The Yun includes a helmet
with the following statistics: THR 50, AI 50, AR100 and an ENC of 10.
ARMOR OPTIONS
OPTION
10
Anti-Meson Field
10
AMS
4-5 C 200K
Atmospheric Processor
4-5 P
Cloaking Device
Klee
Disrapan, Whe
8000
All
30 6-7 VR 5.0M
Cedeun
250K
Aktai
ECCM Module
2.0
40K
Flight System
30
25
150
Gravitic Compensator
(minor)
10
12
1.0M
Aktai
Gravitic Compensator
(major)
24
50
VR 3.0M
Aktai
2.5
3 UC 1000
10
10
C 10.0K
Regenerating
VR
Self-Sizing
C 8000
Whe
Sensor Suite 1
Whe
Sensor Suite 2
14
5 UC 14K
Sensor Suite 3
4 UC 25K
Stealth System
Waste Processor
4 UC 50K
Rebreather
AMS: Most AMS units function identically to Alliance anti-missile missiles. The effectiveness of an AMS unit varies from model to model. The
500K
Radar Detector
Anti-Meson Field: These Klee built anti-meson fields nullify any attack
by anti-armor particle beams. In addition, these fields also nullify flux
interference generators, though this was not the function for which they
were designed.
Nutrient Dispenser
Dispersal Unit
Laser Detector
The following armor options are available to any race, at the BMs discretion. (The following list of armor options are identical to their
Alliance counterparts.) Ablative Liner, Altimeter, Auto-Doc, Auto
Injector, Body Flares, Camouflage Unit, Carrying Case, Combat Shield,
Corrosive Protection, Displacement Device, Emergency Exit, Emergency
Ejection, Gills, Grappling Hoist, Gyro Stabilizers, HIC, Hover Jets, IR
Dampener, IR Discriminator, Insulation (EMP), Jet Packs, Laser Shield,
O2 Supply, Protection (all), Quick Draw, QSU, Rad-Liner, Shield,
Skalers, Smoke Generator, Systems Analyzer, Systems Repair Unit,
Talons, Thermal Generator, and Thermometer. Options that are not listed above are only available if they are listed below. Those items listed
below are only available to the species listed.
23
SPECIES
Combat Shield
FOF Transmitter
ARMOR OPTIONS
A-Grav System
0 UC 45K
Cedeun,
Disrapan, Dul
100
All
100
Whe
All
**
Whe
Razaa
8000
Whe
Whe
2.0M
Cedeun, Klee
Whe
most common units are twelve shot devices that have a 50% chance to
shoot down incoming missiles. Normally Alliance systems can only target arm rockets and reflex missiles. However, most Zenax AMS units
can also shoot down any large, slow moving projectiles like grenades,
mag gun rounds, artillery shells, SAMS, and anti-tank missiles. By doubling the price (and lowering availability one level), the effectiveness of
an AMS can be increased by 10%, to a maximum of 70% effective.
These units can target up to 4 incoming threats simultaneously. Missile
speed is 200m/s. Most AMS units are Disrapan or Whe in origin.
Reloads cost 10K per missile.
Atmospheric Processor: The atmospheric processor allows toxic
atmospheres to be refined into a breathable atmosphere inside the
users armor. Not all atmospheres can be refined to the point of being
breathable, and the processors or Atmo units are often coupled with
rebreather apparatus. The effectiveness of these units varies widely.
Typically Disrapan units are the most efficient.
Cloaking Device: A Cedeun built cloaking device. When activated the
device generates a -100 ECM penalty and renders the armor completely
invisible (-200 to sighting checks). Sighting and ECM penalties are
reduced by half if the suit is used in the atmosphere. In addition, the suit
will only function for 5 rounds before shorting out permanently. All items
outside the suit, including weapons and equipment, remain visible.
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FIELD GENERATORS
badly. Normally armor that is not the same size class as your character
cannot be worn at all. Self-Sizing armor negates both of these penalties
as long the current user is humanoid and within one size class of the
armor. The Self-sizing option reduces the THR of the armor by 1 point
and also reduces space available in the armor by 50%.
Sensor Suite 1: Usually one Whe in an infantry group will be equipped
with a Sensor Suite 1. This suite includes passive night vision (light amplification), active (50m) and passive IR, and passive UV optics, all with a
3x optical zoom. Note: At least one space must be allocated to the helmet.
All Whe special forces personnel will be equipped with this sensor suite.
Sensor Suite 2: Geared for environmental mapping and scientific
studies, Sensor Suite 2 is equipped with the same optics as SS1 but
includes the following equipment: Auto mapper, magnetic compass,
Vibrorod (200m range), and a chemical sniffer that can identify the
molecular structure of most airborne materials. Note: At least one space
must be allocated to the helmet and the leg. The Vibrorod cannot be
used while the soldier is moving.
Sensor Suite 3: Sensor Suite 3 is the ultimate combat sensor package
for the Whe soldier. Designed for heavy combat, this suit includes the
same optics as SS1 but features a 10X zoom. The suite also features a
motion detector, radar detector, laser detector, and sonic amplifier. The
crown in the jewel of this sensor suit is the radar system. It can be hoisted up to 5 meters in the air on a retractable antenna pole and has a
range of 20 km. This sensor suite will be included in at least one suit of
mechanized armor in a Whe heavy assault team.
Stealth System: A modification of the cloaking system used in the Cedeun
stealth suit, this cloaking device can be installed in any Klee or Cedeun
armor with a little work. Less finicky than the model in the stealth suit, this
cloaking device is fairly reliable but far less effective. When active, the
cloaking device renders the user invisible to radar (-50 ECM penalty), IR,
UV, and visual detection (-100 to sighting checks). The effectiveness of the
cloaking device is not hindered by the presence of an atmosphere.
Every square centimeter of the armors surface must be covered in
a highly reflective film. When the cloaking device is not in use, the
armor is fairly easy to spot (+40 to sighting checks). The reflective film
melts too easily to offer any protection from beam weapons.
Though Cedeun are immune to the effects of the cloak, other
species using the device must make a Radiation SMR for every round in
use or lose 1d4 body points. If the user takes more than 6 points of
damage, there is a 20% chance of permanent neurological damage
(reduce IQ and INT by 1d10). The device will only function for a total
of 10 rounds before shorting out and requiring repair. Damage to the
armor's surface causes the stealth coating to chip off. As a result, each
point of integrity damage the armor suffers eliminates 1 point of the
ECM and sighting penalties generated by this armor option.
Waste Processor: The waste processor refines reusable nutrients and
water from the characters waste products. A waste processor adds 50
food units per month to any nutrient dispenser installed in the armor.
Using a waste processor, a character can remain in his armor for as
long as he has breathable air and food. This is not to say that he or she
will be comfortable over long periods or able to sleep in the armor.
FIELD GENERATORS
Defensive Fields (Whe)
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SIZE
ENC
TL
AV
COST
SPECIES
Defensive Field 1
FIELD GENERATOR
40
10
14
100K
Whe
Defensive Field 2
80
12
5-6
200K
Whe
Defensive Field 3
150
14
UC
500K
Whe
Defensive Field 4
500
20
6-7
600K
Whe
Defensive Field 5
3000
12
40
VR
800K
Whe
TL
AV
COST
SPECIES
3 point field
30s
1hr/point
UC
10K
Aktai
5 point field
24s
1hr/point
UC
20K
Aktai
8 point field
18s
2.5hr/point
50K
Aktai
12 point field
12
15s
4hr/point
14
VR
500K
Aktai
15 point field
15
12s
5hr/point
12
30
VR
1.0M
Aktai
25 point field
25
9s
10hr/point
15
50
2.5M
Aktai
FIELD STRENGTH
SIZE
ENC
TL
AV
COST
SPECIES
50
UC
200K
Aktai
100
UC
500K
Aktai
Aktai
500
10
12
UC
1.0M
1000
20
UC
2.0M
Aktai
100
6-7
200K
Disrapan
250
6-7
500K
Disrapan
500
6-7
UC
1.0M
Disrapan
1000
UC
2.5M
Disrapan
2000
3.0M
Disrapan
4000
10
VR
8.0M
Disrapan
Armor Shield
25
5-6
50K
Razaa
Barrier Shield
50
5-6
80K
Razaa
Battle Shield
100
10
10
5-6
100K
Razaa
War Shield
500
15
15
5-6
UC
500K
Razaa
1500
30
30
6-7
3.0M
Razaa
Missile Shield
PLASMA FIELDS
FIELD STRENGTH
ECM
SIZE
ENC
TL
AV
COST
SPECIES
FIELD GENERATOR
50
25
4-6
50K
Cedeun
80
40
5-6
100K
Cedeun
100
50
5-6
UC
200K
Cedeun
250
80
5-6
400K
Cedeun
500
80
VR
800K
Cedeun
PPRD-678D
40
20
4-5
UC
75K
Klee
Bamcore 780
60
30
4-5
100K
Klee
120
60
10
4-5
VR
200K
Klee
Bamcore Super
DISNTEGRATION FIELD
FIELD GENERATOR SIZE ENC
TL
AV
COST
SPECIES
Disintegration Field
5-6
UC
100K
Aktai
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FIELD GENERATORS
Disintegration Field (Aktai)
A favorite defensive system of the Aktai military, Disintegration Fields
are cheap and effective, despite some major drawbacks. These fields
work by modulating a common disintegrator through some rather exotic emitters, which wrap the energies around the user. Any material
object that comes into contact with the field is disintegrated.
These defense fields will stop most projectiles including rail gun
and gauss shells, particle weapons, and even plasma. Disintegration
fields will not stop very large projectiles, like anti-tank weapons. The
fields will also disintegrate the surrounding air rendering sonic
weapons useless. However, these fields will not stop weapons that do
not involve matter or are energy based. A/R beams, Beam weapons,
Energy weapons, T-bolt generators, MTWs, Force weapons, and even
the shielded projectiles of a Mass Doubler are all immune to the protective properties of a Disintegration Field. Despite these major drawbacks, the fields are still very popular.
Inactive disintegration fields can be kept almost indefinitely, as their
power source does not discharge over time. The life-span on these units
is measured in centuries. Active units will last for about 3 months
before needing a recharge. These units take 3 minutes to recharge
using an Aktai power source. Isnt Aktai technology grand?
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BATTLELORDS
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MEDICAL EQUIPMENT
For the most part, medical equipment is similar to the medical equipment with which Alliance soldiers would be familiar. The tools may not
be recognizable, but they do the same jobs as their Alliance-equivalents.
The one exception to this rule is rapid healing devices. BRIs do not exist
in Zenax, but their counterparts are detailed below.
Whe Heal Cubes: These small metal cubes are imbued with a Whe
matrix that restores damaged body parts to their original form, healing
1d8 points of damage in the process. To use a heal cube, simply unwrap
it and place it on the damaged area. Any cybernetics in the healed area
are expelled as a side effect. In addition, a heal cube can also be used to
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PERSONAL EQUIPMENT
MEDICAL EQUIPMENT
ITEM
Whe Heal Cube
ENC
TL
AV
COST
SPECIES
N/A
UC
4000
Whe
12K
Aktai
Cellular Regenerators
-Hand-held
-Paramedic
-MASH
-Hospital
Jump Stick
UC
50K
Aktai
180
600K
Aktai
1200
VR
4.0M
Aktai
4K
All but
Whe
UC
device is excruciatingly painful. Heart attacks resulting from the pain and
shock are not uncommon. After injection, victims must make a system
shock check at -50 or pass out from the intense pain. Regardless of
whether the system shock check is successful, the screaming is inevitable.
Rolling double zodd (double zeroes) results in a heart attack and death.
Giving a patient an additional jump stick is almost unheard of. A second
jump stick administered in the same day requires the victim to make a
system shock at -75 to remain conscious. If the system shock roll is failed
by more than 50 points, the victim dies. A third jump stick injection practically guarantees death. For a third injection the System shock to remain
conscious is a -100 penalty. Victims knocked out by a jump stick injection remain unconscious for a number of rounds equal to the total body
points healed by jump stick injections in the last 24 hours, including the
most recent injection. Failing the system shock roll by more than 25
results in death. Jump Sticks do not work on the Aktai.
Though the Razaa didnt want the jump stick to fall into the hands of
their enemies, knowledge of the device eventually made its way to their
enemies and allies. Rather than face invasion by friend and foe alike, the
Razaa agreed to sell the device, be it at a very healthy markup, to everyone
but the Whe. Fortunately, the fluid contained inside a jump stick is a genetically engineered and modified version of Razaa blood, so it impossible to
duplicate. Jump sticks are so expensive but in such demand that they are
often rationed to military troops and offered as payment to mercenaries.
PERSONAL EQUIPMENT
ITEM
ENC
TL
AV
COST
500
0/25
25K
Cedeun Talkbox
Whe Hover Board
PERSONAL EQUIPMENT
Cedeun Talkbox: The talk box is a device that can be worn by a Cedeun,
which allows them to communicate with air breathers without using
their matrix abilities. The talk box fits over the Cedeuns light-emmitting
organs and translates the flashes into verbal communication via a speaker
on the talk box. The talkbox is transparent so a Cedeun wearing one can
still communicate with other Cedeun. For covert missions an opaque cover
can be fitted over the talk box. The talkbox is designed to be attached to
the outside of Ceduen armor or envirosuit helmet faceplate. It comes complete with volume control, and your choice of 100 different voices. Double
the price and you can get a talkbox equiped with a radio transmitter
(range: 3km) if you want to talk to your buddies who are out of ear shot.
Whe Hover Board: Standard issue to every Whe grunt, it is what can
only be described as a hover board. This device is about the size of a
large skateboard, but instead of wheels it has an A-grav unit which allows
it to float. The board can support up to an ENC of 400 and still remain
floating. Soldiers wearing mechanized battle armor are too heavy for a
hover board to support their weight. The boards are highly maneuverable and capable of reaching speeds of 100kph using small rockets. The
board itself has an ENC of 25 when the A-grav unit is not activated. Hover
Boards are notoriously difficult to master and untrained users must
make an Agility check at -30 just to remain standing.
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4 MATRICES
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CHAPTER 4
Matrices 4
ACUUM CONTROL
MATRICES
The Cedeun live and work in the vacuum of space, and their
matrix control powers allow them a level of added luxury in this
most hostile of environments. The Cedeun use the matrix powers
to harvest minerals, travel through space, and create their massive cities inside asteroids.
Unlike Alliance and Whe matrix controllers, Cedeun matrix controllers do
not wear an indicator of rank. When facing a Cedeun matrix controller, there
is no way to determine his power level. In the small, close-knit asteroid
colonies, the Cedeun know the powerful among them on sight. A Cedeun will
often describe his level of experience by comparing it with a star or other space
phenomenon. The larger and more impressive the phenomenon, the more
powerful the matrix controller is.
Cedeun do not have to pay their mentors cash for advancing in level.
Payment for training is often in the form of errands or tasks that the trainee
must perform for his mentor.
IN THIS CHAPTER...
Vacuum Control Matrices &
Advancement
Combat Matrices & Advancement
Matter Control Matrices &
Advancement
1 Power Point
Camouflage
Generation Time: 5 sec
Range: Target
Boost: 1 minute per point
Duration: 1 minute
SMR: Bio (if living target)
Area of Effect: 5 meters
This matrix camouflages everyone and everything within the area of affect
to match the surroundings. Targets receive a +60 to avoid detection attempts.
Find Radiation Source
Generation Time: 1 sec
Range: 50 meters
Boost: 10 meters per point Duration: Instantaneous
SMR: None
Area of Effect: 20 meter rad.
This matrix allows the user to locate the nearest radiation source. The matrix
controller specifies the type of source he is looking for by intensity or frequency.
Mineral Scan
Generation Time: 3 sec
Range: 5 meters
Boost: 5 meters per point
Duration: 3 minutes
SMR: None
Area of Effect: 20 sq. meters
This matrix allows the user to determine the mineral composition of any
material. In addition, the percentages of the minerals in any given specimen of
material can also be determined.
Radiation Shield
Generation Time: 2 sec
Range: 10 meters
Duration: 10 minutes
Boost: 2 m2/point
SMR: None
Area of Effect: 10 cu. meters
After generating this matrix, everyone in the area of effect receives an additional +100 to all Radiation SMRs.
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4 MATRICES
2 Power Points
Detect Matter
Generation Time: 3 sec
Range: 5,000 km
Duration: Instantaneous
Boost: 10,000 km2/ point
SMR: None
Area of Effect: 10,000km3
This matrix allows the user to detect matter in space. After generating this matrix, the user will immediately be aware of size and location
of any material object in range that is larger than a basketball. This
matrix is useful for finding asteroids to mine or cloaked spacecraft. The
matrix does not work unless the user is in space.
1 POWER POINT
Camouflage
2 POWER POINTS
Detect Matter
Project Null
Atmosphere Bubble
Radiation Shield
4 POWER POINTS
Danger Sense
TK
Read Thoughts
Dimensional Teleport
Teleport Object
Fracture
Generation Time: 5 sec
Range: 50 meters
Boost: 1d8 AI/point
Duration: Instantaneous
SMR: None
Area of Effect: Target
This matrix allows the user to create a crack in any material. Often
Cedeun use this matrix for mining or to reveal a vein of minerals in
rock. However, the matrix works quite well against ship hulls or armor.
The matrix does 1d8 points of integrity damage to the target. If the target is not equipped with a QSU (or equivalent device), a large crack will
appear. Cedeun have been known to crack the armor right off Whe
soldiers. This matrix has no effect on living creatures.
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6 POWER POINTS
Cloak
Shield Mind
Create Cavern
Generation Time: 10 sec
Range: 20 meters
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: 10m3
This matrix allows the user to create a large cavern in any solid
material that is larger than 10m x 10m x 10m. This matrix is generally
used to create a shelter on an asteroid for emergencies. The material
displaced to create the cavern is ejected into space.
Teleport (Self)
Radar
Sleep Shell
3 Power Points
Fracture
Zero-G Flight
5 POWER POINTS
Drill
3 POWER POINTS
Create Cavern
7 POWER POINTS
Gravity Well
8 POWER POINTS
Wormhole
Communication
9 POWER POINTS
Stargate Creation
Mind Link
Teleport (Large Object)
Teleport (Self)
Generation Time: 5 sec
Range: 50 meters
Boost: 5 meters per point
Duration: Instantaneous
SMR: None
Area of Effect: Self
Using this matrix, the controller can teleport himself and small items
on his person, up to 100 encumbrance, up to 50 meters away. The matrix
has a 50% base accuracy, plus 05% per level of the matrix controller.
There is no chance that the user will be teleported into a solid object.
Zero-G Flight
Generation Time: 3 sec
Range: Self
Boost: 1 minute per point
Duration: 3 minutes
SMR: None
Area of Effect: Self
This matrix allows the user to fly in a zero gravity environment. This
matrix does provide enough lift to allow the user to fly in a normal or high
gravity environment. The user may change direction at will and increase
or decrease their velocity by up to 5 m/second every round. Remember,
if youre moving at 15 m/second, its going to take you 3 rounds to stop!
4 Power Points
Radar
Generation Time: 7 sec
Range: Self
Boost: 1,000m per point
Duration: 1 minute
SMR: None
Area of Effect: 1,000m radius
Radar generates a radar wave that detects objects in a 1,000 meter
radius from the controller. Objects that are hidden behind other structures (from the controllers line-of-sight) will not be seen by the radar.
Sleep Shell
Generation Time: 3 sec
Range: Self
Boost: 1 THR/point
Duration: 12 hours
SMR: None
Area of Effect: Self
This matrix allows the user to generate a protective shell around
himself. The field has a threshold and AI equal to the level of the matrix
controller. The shell is air tight and opaque from the outside, though
the user can see out from the inside. In addition, the shell is camouflaged to match its surroundings (-30 to sighting checks).
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Read Thoughts
Generation Time: 1 sec
Range: 2 km
Boost: 1 km per point
Duration: 10 rounds
SMR: None
Area of Effect: Target
Using this matrix, a Cedeun can read the surface thoughts of another
individual. The target individual must be seen by the matrix controller in
order for it to be successful. Cedeun will often flash their location to
others of their kind to identify themselves and their location. Then both
Cedeun will generate this matrix and communicate with each other mentally at long distances. This matrix does not work on unwilling targets.
Dimensional Teleport
Generation Time: 3 sec
Range: 10m
Boost: None
Duration: Instantaneous
SMR: Mental
Area of Effect: Target
This matrix allows the user to teleport a target across space by means
of dimension jumping. Targets may be teleported up to 10,000 km away.
Phase nullification units, flux shields, or similar devices do not prevent
dimensional teleportation. Objects larger than 25m3 may not be teleported.
Unwilling targets are entitled to a Mental SMR to avoid being teleported. Living creatures that are teleported must make a Bio SMR or
suffer 1d4 body points. Characters that fail the SMR by rolling double
zeroes go permanently insane. Characters that have been dimensionally teleported often report seeing strange beings for a split second while
between dimensions. A Cedeun can not teleport away pieces of an
object. If the Cedeun is not capable of teleporting the entire object it
will not be transported to the new location. As always, the BM is the
final arbitrator of what exactly constitutes an object.
6 Power Points
Danger Sense
Generation Time: 3 sec
Range: Self
Boost: 10m/point
Duration: 5 rounds
SMR: None
Area of Effect: 20m
This matrix increases the users senses to an almost supernatural
level. Once generated, the user can not be taken by surprise from
attacks that originate from closer than 20 meters away. For each additional point spent to generate this matrix, the maximum range of the
matrix may be extended by 10 meters.
TK
5 Power Points
Cloak
Generation Time: 3 sec
Range: Target
Boost: +2 ECM/point
Duration: 5 rounds
SMR: None
Area of Effect: Target
Probably one of the most used Cedeun matrices, the Cloak matrix allows
the Cedeun to render an object invisible to most forms of detection. Cloaked
objects are invisible and can not be detected on radar or using IR or UV
optics. Only Sonar or Omega-pulse scanning will reveal a cloaked object.
The ECM and penalty for Sighting Check when detecting a cloaked
object is equal to the controllers level multiplied by two. Each additional point spent generating the matrix increases this penalty by two points.
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7 Power Points
8 Power Points
Gravity Well
Generation Time: 10 sec
Range: 1km
Boost: 0.5 G per point
Duration: 1 minutes
SMR: None
Area of Effect: Up to 100 sq. m
This matrix can be used to create an artificial gravity field of 0.5 G.
For every point spent to generate the matrix, the magnitude of the gravity
field is increased by 0.5 G. For every G above one, subtract 15 points from
the characters Strength. If the characters strength is reduced to zero, he
can no longer stand or move. The character takes 1d4 Body Points of
damage for every 10 points by which his Strength is exceeded. Weapons
and equipment take 1d4 points of damage for every 1.0 G above 10.0.
The Cedeun often use this matrix to immobilize passing vessels for
pirate attacks. At high power levels, the gravity well matrix is capable of
disrupting the travel of ships using FTL drives, which are passing
through the area. Aktai Gravitic Compensators will cancel out damage
from this matrix as if it were an LGA attack.
Wormhole Communication
Generation Time: 1 hour Range: 100,000 km
Boost:1 minute/point
Duration: 1 minute
SMR: None
Area of Effect: up to 10 km radius
This matrix allows the user to generate a nanoscopically small
wormhole through space. Individuals at either end of the wormhole can
communicate with each other as if they were standing right next to each
other for the duration of the matrix.
Mind Link
Generation Time: 20 sec
Range: Touch
Boost: 1 Year/point
Duration: 1 Year
SMR: None
Area of Effect: Target
This matrix allows the user to mentally link with another intelligent
being. Once established, the link does not have a range limitation and
is maintained over extreme distances. Once linked, the user can feel
strong emotions from the target. The matrix user also has a vague idea
of the targets location. By successfully making a Mental SMR, the
matrix user is able to view cloudy glimpses of what the target sees or
communicate with the target as if he were standing nearby. A failed SMR
indicates that the user can not communicate with the target or see
through the targets eyes for 2-40 hours. Failed SMRs also indicate that
the user receives a bad headache for his efforts.
The link lasts for 1 year but can be increased by 1 year for each
additional power point spent to generated the matrix. The link can be
terminated at any time by either the matrix controller or the target.
There have been reports that this matrix can be cast on unwilling targets who dont have the ability to break the link.
Teleport (Large Object)
Generation Time: 10 sec
Range: 10km
Duration: Instantaneous
Boost: 1,000 m3/point
SMR: None/Mental
Area of Effect: 1,000m3
This matrix allows the Cedeun matrix controller to teleport any
object that is smaller than 1,000 cubic meters in size. Objects may be
moved up to 10,000 meters from their original location instantaneously.
Objects that are equipped with phase nullification or similar devices are
immune to this matrix. Living creatures in the area of effect may make a
Mental SMR to avoid being teleported. Each additional power point
spent to generate the matrix allows the user to move an additional 1,000
cubic meters of material. Cedeun often use this matrix to move mineral
rich asteroids to more secure locations. A Cedeun can not teleport away
pieces of an object. If the Cedeun is not capable of teleporting the entire
object it will not be transported to the new location. As always, the BM
is the final arbitrator of what exactly constitutes an object.
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9 Power Points
Stargate Creation
Generation Time: 10 hours Range: 100,000 km
Boost:1 billion km/point Duration: 3 days
SMR: None
Area of Effect: up to 10 km radius
Using this matrix, a Cedeun can create a star gate, though which
ships can reach far off destinations instantaneously. For every point
spent generating this matrix, the stargate can transport items 1 billion
kilometers in distance.
VACUUM CONTROL ADVANCEMENT TABLE
LEVEL
XP
SYMBOL
POWER POINTS
0-750
Void
751-2,000
Comet
2,001-4,000
Asteroid
4,001-7,000
Planetoid
7,001-12,000
Proto-planet
12,001-20,000
Planet
21,001-34,000
Proto-star
34,001-55,000
Blue Star
55,001-85,000
White Star
10
85,001-130,000
Yellow Star
11
130,001-200,000
Orange Star
12
200,001-310,000
Red Star
13
310,001-650,000
Subgiant
14
650,001-1.2M
Red Giant
15
1.2M-2.2M
Supergiant
16
2.2M-4.0M
Nova
17
4.0M-7.0M
White Dwarf
18
7.0M-9.5M
Neutron Star
19
9.5M-12.0M
Blackhole
20
12.0M-14.5M
Pulsar
21
14.5M-16.0M
Nebula
22
16.0M-20.0M
Galaxy
23
20.0M-25.0M
Minor Cluster
24
25.0M-30.0M
Major Cluster
25
30.0M+
Universe
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Though there are a large number of Dul matrices, a Dul Matrix controller
has access to a very limited number of matrices, based on his style of
hand-to-hand combat. In addition, Dul matrices span the whole gamut
from energy matrices, empath matrices, and even healer matrices. Any
matrix that has a combat application is likely to find its way into the repertoire of a Dul warrior. However, the Dul are typically less proficient at
these matrices than a matrix controller that is specialized in these areas.
A Dul can learn one matrix per energy bracket, based on their fighting style. If the Dul fails to learn the matrix for that energy bracket, then
it is very difficult to learn later.
The Dul claim that almost anyone can learn the matrix abilities that
they possess. Masters of many of the Dul fighting styles comment that
Dul matrix abilities are the result of intense training and force of will
rather than some biological mechanism.
The same Dul matrix will differ in appearance and casting technique from user to user. Like a fighting style, the visual effects of a
matrix or the way it is generated is as unique as a finger print and can
COMBAT MATRICES
1 POWER POINT
2 POWER POINTS
3 POWER POINTS
Blitz
Berserk
Empathy
Charge Weapon
Blend
Leap
Energy Sheath
Energy Blast
Levitation
Fatigue Resistance
Field of Protection
Iron Palm
Fly
Increase Strength
Lightning (Self)
Focused Attack
Numb Senses
Running
Lethal Attack
Paralyze
Sense Power
Life Sense
Speed of Tralule
Speed Striking
Lightning Blast
Triangulation
Power Shield
Transfer Power
Read Mind
Undying Warrior
Sense Weakness
Vibe Strike
5 POWER POINTS
Cling
Generation Time: 5 sec Range: Self
Boost:20 minutes/point Duration: 20 minutes
SMR: None
Area of Effect: Self
Once generated, this matrix allows the user to cling to the walls and
ceiling, defying gravity. The user of this matrix can travel at their normal
rate in any direction, even up vertical surfaces or while upside down.
Empathy
Generation Time: 1 sec Range: Self
Boost:10 meter/point
Duration: 1 minute
SMR: Mental
Area of Effect: Target
This matrix allows the user to determine the type and strength of the
emotion being experienced by the target. Life forms that cannot have
emotions are immune to this matrix.
Leap
Cling
4 POWER POINTS
1 Power Point
6 POWER POINTS
Avoidance
Cloud Mind
Death Invulnerability
Durability
Heal (Other)
Impart Ability
Energy Snare
Hyper Throwing
Stasis
Freeze Blast
Reflection Shield
Trih Blast
Heal (Self)
Invisibility
Pain Immunity
Power Drain
Revenge
Sensory Block
Shadow Warrior
Smart Missile I
Suicidal
Teleportation
7 POWER POINTS
8 POWER POINTS
9 POWER POINTS
Death Touch
Bind Soul
Imprison Soul
Smart Missile II
Mind Control
Shield of Lana
Sacrifice
Trihs Finale
Fists of Doom
Lightning (Self)
Generation Time: 3 sec
Range: Self
Boost: +1 dam/point
Duration: 9 Seconds
SMR: None
Area of Effect: Self
The character using this matrix is able to surround his body in a
sheath of electrical energy. Anyone or anything touching the field is
struck for 1d4 points of damage. Anyone in armor must check to see if
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it shorts out as described in the Electrical Discharge matrix on page
168 of the Battlelords rulebook.
Running
Generation Time: 2 sec
Range: Self
Boost: +5 sprint/point
Duration: 5 minutes
SMR: None
Area of Effect: Self
This matrix allows the user to run at fantastic speeds. For every point
spent generating this matrix, five points may be added to the users sprint
number. If running at faster than normal speed, the character must make
an Agility check with a penalty equal to their current sprint value or fall.
Sense Power
Generation Time: 1 sec
Range: 20 m
Boost: None
Duration: Instantaneous
SMR: Mental
Area of Effect: Target
An ability unique to the Dul, this matrix allows the user to determine
the number of power points currently possessed by the target. The base
chance for success is 20% plus 5% per level of the matrix controller.
Speed Striking
Generation Time: 4 sec
Range: Self
Boost: None
Duration: 3 seconds
SMR: None
Area of Effect: Self
Once generated, this matrix allows the user to double the number
of hand-to-hand attacks he normally receives.
2 Power Points
Blitz
Generation Time: 3 sec
Range: Self
Boost: +1 dam/power pt.
Duration: 30 seconds
SMR: None
Area of Effect: Self
This matrix increases the damage done in hand-to-hand combat at
the cost of the users accuracy. The matrix increases the characters
Damage Bonus by +2 but reduces the users chance to hit by 10%. The
matrix controller can increase his damage bonus by an additional +2
by spending a power point. However, this decreases accuracy by an
additional 10% for every point spent.
Charge Weapon
Generation Time: 5 sec
Range: Touch
Boost: +1 damage/point
Duration: 1 minute
SMR: None
Area of Effect: Target
Using this matrix, a Dul warrior can charge a melee weapon with a
damaging energy. For every power point spent, an additional point of
damage is added to the damage normally done by the weapon.
Energy Sheath
Generation Time: 3 sec
Range: Self
Boost: +1 dam/point
Duration: 9 Seconds
SMR: None
Area of Effect: Self
This matrix surrounds the user in a skin-tight field of energy. The
energy field is strong enough to disintegrate any small material objects
that come in contact with the field. The field does 2d8 damage to anything that touches it. This is sufficient to destroy most small projectiles
(bullets, knives, arrows, etc.).
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Fatigue Resistance
Generation Time: 5 sec
Range: Self
Boost: 1 minute/point
Duration: 10 minutes
SMR: None
Area of Effect: Self
This matrix allows the user to remain conscious and continue fighting after their body points reach zero for the duration of the matrix.
Once generated, the user can fight until they reach deaths door.
Fly
Generation Time: 5 sec
Range: Self
Boost: 50kph/point
Duration: 10 minutes
SMR: None
Area of Effect: Self
This matrix works in the same fashion as the Energy Controller
matrix of the same name found on page 170 of the Battlelords rulebook.. However, users of the Dul version of this matrix can only boost
speed, not duration. Note that the matrix controller will take one point
of damage to each body area for every 50 kph above 200 kph. This damage is incurred each combat round spent flying at speeds above 200kph.
Focused Attack
Generation Time: 3 sec
Range: Self
Boost: +5 %/power point
Duration: 30 seconds
SMR: None
Area of Effect: Self
The opposite of the Blitz, this matrix increases the chance to hit with
any hand-to-hand attack by 10%. However, it reduces the users damage
bonus by 2 points. The matrix controller can increase his chance to hit
by an additional 5% by spending another power point. However, this further decreases the characters damage bonus by an additional point.
Lethal Attack
Generation Time: 3 sec
Range: Self
Boost: None
Duration: 6 seconds
SMR: None
Area of Effect: Target
Once generated, this matrix causes normally non-lethal attacks.
Hand-to-hand attacks (not weapon attacks) launched by the target
(punches, etc.) to cause real damage.
Life Sense
Generation Time: 1 sec
Range: Self
Boost: 5 meter/point
Duration: 1 minute
SMR: Mental
Area of Effect: 20 meter rad.
Using this matrix, the user can find the location of any life form
within a 20 meter radius. The matrix does not identify type of life form,
only its location and size.
Lightning Blast
Generation Time: 2 sec
Range: 50m
Boost: 2 damage/point
Duration: Instantaneous
SMR: Electrical
Area of Effect: Target
This matrix is identical to the 1st Bracket Energy Controller matrix
called Electrical Discharge on page 168 of the Battlelords rulebook.
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Power Shield
Generation Time: 1 sec
Range: Self
Boost: 10 AR/point
Duration: 30 seconds
SMR: None
Area of Effect: Special
This matrix allows the user to create a shield of energy, which can
be used to block attacks. The shield will possess 10 points of absorption for every power point spent to generate it. The shield can be used
to block physical attacks as well as energy-based attacks. The user simply puts the shield in front of the body area he wishes to protect. Any
attack aimed at the shielded area that was launched from in front of the
character is blocked. The shield does not protect from attacks that originate from the side or behind the character.
Read Mind
Generation Time: 1 sec
Range: Self
Boost: 10m/point
Duration: 1 minute
SMR: Mental
Area of Effect: 20m radius
This matrix is identical to the 1st Bracket Empath on page 159 of
the Battlelords rulebook.
Sense Weakness
Generation Time: 10 sec
Range: 10 m
Boost: None
Duration: Instantaneous
SMR: Mental
Area of Effect: Target
This matrix allows the user to determine one physical weakness
possessed by the target. What exactly constitutes a physical weakness is
left up to the Battle Master. This matrix has a 10% base chance for success, plus 3% per level of the matrix controller.
3 Power Points
Berserk
Generation Time: 1 sec
Range: 10m
Boost: 1 round/point
Duration: 5 rounds
SMR: None/Mental
Area of Effect: Self or Target
This matrix can be used to place the user or a target (within 10 meters)
into a berserker rage. Unwilling targets are entitled to a Mental SMR.
Blend
Generation Time: 5 sec
Range: Self
Boost: 1minute/point
Duration: 2 minutes
SMR: Mental
Area of Effect: 100 sq. m
This matrix allows the user to blend in with a crowd. As long as the
matrix controller acts in a fashion similar to those around him, he will
blend seamlessly into the crowd. If the matrix user acts differently from
the others present, anyone actively looking for the matrix controller is
entitled to a Mental SMR to identify the user.
Energy Blast
Generation Time: 5 sec
Range: 50m
Boost: 1d8 damage /pt.
Duration: Instantaneous
SMR: None
Area of Effect: Target
One of the most devastating Dul matrices, the energy blast matrix
allows the user to generate a powerful energy beam. The beam has a
range of 20 meters and does 1d8 points of damage. An additional 1d8
points of damage are done to the target for each power point spent. The
base chance to hit with the energy blast is 20% plus 3% per level of the
matrix controller. The beams size, shape, and color is unique to each
controller. An energy blast is affected by threshold and absorption.
Field of Protection
Generation Time: 2 sec
Range: 5m radius
Boost: 1 round/point
Duration: 1 round
SMR: None/Mental
Area of Effect: Self
This matrix generates a protective force bubble, which acts just like
a flux shield but is visible to the naked eye. The bubble can surround
the user or be enlarged to surround the user and anything within a 5
meter radius. The bubble generated by the Field of Protection matrix
has a number of points equal to 10 times the users level. For example,
a 20th level energy controller would be able to generate a flux bubble
using this matrix that would offer 2,000 points of protection.
Increase Strength
Generation Time: 3 min
Range: Self
Boost: +1 dam/point
Duration: 2 rounds
SMR: None
Area of Effect: Self
This matrix increases the Damage Bonus of the user on a point-forpoint basis for the duration of the matrix.
Numb Senses
Generation Time: 4 sec
Range: 20 meters
Boost:-10 mod. per point
Duration: 5 minutes
SMR: Mental
Area of Effect: 20 meter rad.
Anyone in the area of effect of this matrix, except the matrix generator, will have all of their sensory modifiers reduced by 40. For
instance, the visual modifier of the target will be reduced by 40%. The
chance for a Mazian to detect a target via vibration will also be reduced
by 40%. For each additional point used to generate the matrix, the sensory modifiers of the targets are reduced by an additional 10%.
Paralyze
Generation Time: 3 sec
Range: Touch
Boost: 1 minute/point
Duration: 1 minute
SMR: Biological
Area of Effect: Target
This matrix allows the user to paralyze the limb of an opponent simply by touching it. The limb is paralyzed for the duration of the matrix.
If the chest is paralyzed, the target will be rendered completely paralyzed. The duration of the matrix can be increased by 1 minute for every
power point spent beyond those used to initially generate the matrix.
Rumors abound that practitioners, using the Matrix Control skill, are
able to paralyze specific organs in a target.
Speed of Tralule
Generation Time: 3 sec
Range: Self
Boost: -1 initiative/point
Duration: 6 seconds
SMR: None
Area of Effect:
This matrix increases the characters perceptive abilities and reaction
time, reducing the users initiative for the duration of the matrix. For every
point spent to generate this matrix, the users initiative is reduced by 1 point.
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Triangulation
Generation Time: 1 sec
Range: Self
Boost: 1 round/point
Duration: 1 round
SMR: None
Area of Effect: 1,000 sq. meters
This matrix allows the user to instantaneously determine the exact
path a projectile aimed at him or her will take before the attacking
weapon is fired. For the duration of the matrix, the character may use
the dodge maneuver against ranged attacks inside the area of effect of
the matrix. This matrix will also allow the character to catch or attack
incoming projectiles fired from inside the matrixs area of effect by making a successful hand-to-hand or weapon skill check. When attacking or
catching projectiles, characters may ignore any penalties for the speed
of the projectile but not penalties for its size. Note that catching things
like plasma is not recommended, and attacking things like mass doubler
projectiles is generally ineffective. The Battle Master, of course, has the
final decision as to the effects of catching a projectile or attacking it.
Transfer power
Generation Time: 1 sec
Range: Self
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Self
Using this matrix, a character can sacrifice body points for additional power points. Once generated, the matrix temporarily increases
the number of power points. Upon generating, the matrix controller
takes 2d8 points of real damage. In return, the matrix controllers current power points total increases by the amount of damage done. Once
these power points are spent, they are gone and the matrix controllers
power point total returns to normal. Note, it is entirely possible for the
matrix controller to consume his own body, resulting in his own death
if his body point total drops below his or her Deaths Door.
Undying Warrior
Generation Time: 5 sec
Range: Self
Boost: 10 minutes/point
Duration: 1 hour
SMR: None
Area of Effect: Self
This matrix allows the user to temporarily lower his Deaths Door
rating. Once generated, the users Death Door is lowered by 2d4 points.
Vibe Strike
Generation Time: 1 min
Range: Touch
Boost: None
Duration: 2 rounds
SMR: None
Area of Effect: Target
Once generated, this matrix converts all hand attacks used by the
character into concussive (translational) attacks, hence ignoring any
Threshold the target might possess.
4 Power Points
Avoidance
Generation Time: 2 sec
Range: Self
Boost: 30 seconds/point
Duration: 30 seconds
SMR: None
Area of Effect: Self
This matrix allows the user to increase his reaction time against
attacks. For the duration of the matrix, the characters Defensive
Modifier is doubled.
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Durability
Generation Time: 2 sec
Range: Self
Boost: 1 round/point
Duration: 5 rounds
SMR: None
Area of Effect: Self
This matrix allows the user to temporarily increase his body points
by 2d4 points for the duration of the matrix. The characters SMRs,
excluding Mental SMR, are also increased by 2d8 points for the duration of the matrix.
Energy Snare
Generation Time: 2 sec
Range: 6 meters
Boost: +1 damage/ point
Duration: 1 minute
SMR: Bio
Area of Effect: Target
The matrix allows the user to generate an energy tendril, which can
be used like a whip (see Lock-n-Load). In addition to its entangling
capabilities, the energy whip does one point of damage for every two
power points used to initially generate the matrix. The damage from the
energy snare ignores threshold and does double damage to the target if
the whip contacts exposed (i.e. unarmored) flesh.
Freeze Blast
Generation Time: 3 sec
Range: 40 m
Boost: +1 dam / point
Duration: Instantaneous/1hr.
SMR: None/Bio
Area of Effect: Target
This matrix allows the user to project a cone of freezing cold
toward a target. The cold beam has the same effect as a frost gun and
does 2 points of damage for every level of the matrix controller.
Alternatively, the user can generate a non-damaging version of the
freeze blast. The damage done by this type of blast is subtracted from
the targets Bio SMR as a penalty. If the target fails the SMR check, they
are frozen in stasis (equivalent to a cryo injection) for up to one hour.
Heal (Self)
Generation Time: 3 sec
Range: Self
Boost: +1 BP/point
Duration: Permanent
SMR: None
Area of Effect: Self
The matrix controller is capable of healing 1d6 points of damage to
his own body, including critical hits, using this matrix. Each additional
point spent generating the matrix heals an additional point of damage.
Invisibility
Generation Time: 2 min
Range: Self
Boost: 1 min/point
Duration: 1 minute
SMR: Special
Area of Effect: 50m radius
The matrix works the same as the Empath matrix of the same name
found on page 162 of the Battlelords rulebook. However, the duration
is only 1 minute.
Pain Immunity
Generation Time: 3 sec
Range: Self
Boost: 1 minute/point
Duration: 5 minutes
SMR: None
Area of Effect: Self
Once generated, this matrix allows the user to ignore the effects of
pain. No system shock rolls are required for critical hits, and the user
does not receive any initiative penalties for being wounded. In addition,
the user can not be forced to do things against his will out of pain com-
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pliance. Note that though the user feels no pain, he still suffers injury.
For instance, even though you cant feel that your leg is shattered, you
still cant walk on it. By the same token, even though you dont feel the
pain from that ruptured spleen, you will still bleed like a stuck pig.
Power Drain
Generation Time: 3 sec
Range: 5 meters
Boost: None
Duration: Instantaneous
SMR: Biological
Area of Effect: Target
This matrix allows the user to draw the energy (i.e. power points)
out of a living target. For every power point spent to generate the
matrix, 2 power points can be sucked out of the target. Power points
removed from the target regenerate normally the next day.
The attacker can attempt to temporarily add these power points to his
total. For every power point drawn out of a target, there is a 5% chance
for the matrix to fail. If the matrix fails, the user takes an amount of damage equal to the number of power points drawn out of the target. This
damage is subtracted directly from the users body points, ignoring armor
or shielding of any type. If the matrix is a success, the power points are
added to the attackers total pool of power points until they are spent. This
matrix has no effect on targets that are not matrix controllers.
Smart Missile I
Generation Time: 1 sec
Range: 50m
Boost: +1 dam/point
Duration: 30 seconds
SMR: None
Area of Effect: Target
The matrix user is capable of creating a sphere of destructive energy, which he can direct to a target mentally. The spheres do one point of
damage per level of the matrix controller. The chance for spheres to hit
is equal to 50% plus the level of the energy controller plus any bonuses
for high Intuition. As long as the sphere does not travel more than 50
meters from the controller, he may direct it wherever he wishes for the
duration of the matrix. The sphere moves at a maximum speed of 10
meters/second and may hover if the user desires. The matrix user can
simultaneously control a number of spheres equal to his level without
penalty. Each additional sphere reduces the chance to hit (of all the
spheres) by 5%. The spheres dissipate upon hitting a material object.
Suicidal
Generation Time: 2 sec
Range: Self/10 m
Boost: 1 round/point
Duration: 3 rounds
SMR: None/Mental
Area of Effect: Self
This matrix can be used to place the user or a target within 10 meters
into a suicidal rage. Unwilling targets are entitled to a Mental SMR.
Revenge
Generation Time: 1 sec
Range: 50m
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
This matrix functions the same as the Energy Controller Matrix
called Bluerazors Vengeance on page 78 of Galactic Underground.
Sensory Block
Generation Time: 3 sec
Range: 1 meter
Boost: 1 round/point
Duration: 2 rounds
SMR: Biological
Area of Effect: Target
The user of this matrix is able to temporarily disable one of the targets natural senses for the duration of the matrix. Cybernetics are not
affected by this matrix.
Shadow Warrior
Generation Time: 5 sec
Range: Self
Boost: 1 round / 2 points
Duration: 3 rounds
SMR: None
Area of Effect: Self
This unique matrix allows the user to turn his body into an intangible, ghost-like form. The user becomes translucent (-20 to sighting
checks) and is able to pass through all material objects unhindered.
Additionally, all physical attacks pass through the user of this matrix
without effecting them, including mass doubler projectiles and plasma!
Only attacks of pure energy are able to affect the user when in shadow form. Attacks to which the user is vulnerable include: thunderbolt
generators, beam weapons, and neuro weapons. Their movement rate
is unchanged when in this form. Only if both combatants are using the
shadow warrior matrix can they attack each other. This matrix has no
effect on any weapons, armor, or equipment carried by the user. These
items are left behind when using the Shadow Warrior matrix.
Teleportation
Generation Time: 1 sec
Range: 20 m
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Self
This matrix is the equivalent of the energy controller matrix named
Displacement found on page 170 in the Battlelords main book.
5 Power Points
Cloud Mind
Generation Time: 5 min
Range: Self
Boost: 1 min/point
Duration: 2 minutes
SMR: Special
Area of Effect: 10m/100m
This matrix works in exactly the same way as the Empath matrix
called Pass Unnoticed on page 163 in the Battlelords main book, but
the duration is only 2 minutes.
Heal (Other)
Generation Time: 1 min
Range: Touch
Boost: +1 BP/point
Duration: Permanent
SMR: Bio
Area of Effect: Target
The matrix controller using this matrix is capable of healing 1d8
points of damage, including critical hits, to whomever he touches. Each
additional point spent generating the matrix heals an additional point of
damage. The target is entitled to a Bio SMR if they do not wish to be healed.
Hyper Throwing
Generation Time: 1 min
Range: Self
Boost: None
Duration: 1 minute
SMR: None
Area of Effect: Self
An interesting matrix, Hyper Throwing allows the matrix controller
to turn normal objects into deadly weapons. Once generated, this matrix
allows the user to throw objects at very high velocities. Thrown objects
do an amount of damage equal to their encumbrance. Most thrown
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objects are destroyed on impact with the target (BMs discretion).
Characters are not able to throw objects they could not normally
lift, nor can they throw objects farther than they normally could. The
base chance to hit with a thrown object using this matrix is equal to
50% plus 5% per level of the matrix controller.
Reflection Shield
Generation Time: 3 sec
Range: Self
Boost: See Description
Duration: 3 rounds
SMR: None
Area of Effect: 2 meter disk
This unique matrix allows the user to generate an energy shield
capable of reflecting an energy-based attack back at the shooter. The
shield has no effect on projectile weapons and only reduces plasma
damage by half. The shield is capable of reflecting 10 points of energy
back at the attacker. Any excess damage is applied directly to the characters body points, ignoring armor. For each additional point spent to
generate the matrix, another five points of energy may be reflected.
6 Power Points
Death Invulnerability
Generation Time: 1 sec
Range: Self
Boost: See Description
Duration: 1 Minute
SMR: None
Area of Effect: Self
This matrix was developed by the Dul warrior named Trela. The
matrix allows the user to expend all of his remaining power points to
make himself nearly invulnerable to attack for the duration of the
matrix. For every power point spent to generate the matrix, the users
Deaths Door is increased (lowered) by one point. Additionally, two
body points are added to the users current total number of Body Points
for each power point spent to generate the matrix. Finally, the users
natural body threshold is increased by one point for every point spent
to generate the matrix. What is the cost for all this invulnerability? After
Trela used this matrix to save his daughter from dozens of his enemies,
he died. After the duration of the matrix has elapsed, the user expires.
Impart Ability
Generation Time: 1 hour
Range: Touch
Boost: 1 year/point
Duration: 1 year
SMR: Mental
Area of Effect: Target
This matrix allows the user to impart the knowledge of another
matrix the user knows to another character. If the target is not a matrix
controller, his level will be considered the same level as the matrix controller that imparted the knowledge to him. The matrix can be stored for
up to 1 year in the users memory, but once it is used, the matrix if forgotten. The duration of the matrix can be increased by 1 year for every
power point spent beyond those used to initially generate the matrix. The
base chance of success is 20% plus 3% per level of the matrix controller.
The target is entitled to a Mental SMR if they wish to resist the process.
Stasis
Generation Time: 10 sec
Range: Self
Boost: 2 days/point
Duration: 1 week
SMR: None
Area of Effect: Target
This matrix functions in the way as the Healer matrix named
Cryogenic Freeze on Page 183 in the Battlelords main book, with the
exception that the matrix has a range of Self.
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Trih Blast
Generation Time: 10 sec
Range: 10 meters
Boost: 2d4/point
Duration: Instantaneous
SMR: Bio at -20
Area of Effect: Living Target
Named after the Dul who developed it, this matrix allows the user
to generate a powerful blast of energy that can pass unhindered through
material objects in its path until it reaches a living target. The blast generated by this matrix will ignore armor and other material objects, but
it is still affected by Flux shields. In addition, the blast only effects living
targets. A Trih blast does 1d4 points of damage and has a 3% chance to
hit per level of the matrix controller.
7 Power Points
Death Touch
Generation Time: 10 sec
Range: Touch
Boost: None
Duration: Instantaneous
SMR: Biological
Area of Effect: Target
This matrix allows a character to launch an almost instantly lethal
attack using his or her bare hands. The first person touched by the
character (including himself) after generating this matrix must make a
Biological SMR or die.
Smart Missile II
Generation Time: 3 sec
Range: 100m
Boost: +1 dam/point
Duration: 3 minutes
SMR: None
Area of Effect: Target
The matrix user is capable of creating a sphere of destructive energy,
which he can direct to a target mentally. The sphere does two points of
damage per level of the matrix controller and ignores threshold. The
chance for a sphere to hit is equal to 50% plus the level of the energy controller plus any bonuses for high Intuition. As long as the sphere does not
travel more than 100 meters from the controller, he may direct it wherever he wishes for the duration of the matrix. The sphere moves at a maximum speed of 20 meters/second and may hover if the user desires. The
matrix user can simultaneously control a number of spheres equal to his
level without penalty. Each additional sphere reduces the chance to hit (of
all the spheres) by 10%. The spheres remain intact and controllable for
the duration of the matrix, regardless of the number of objects they strike.
8 Power Points
Bind Soul
Generation Time: 3 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
This matrix is the equivalent of the Empath Disciple matrix, with the
limitation that the user is only allowed to implant their knowledge and
power into an inanimate object. Once the Duls soul is bound to the
object, the user of the object has access to all of his matrices and power
points (which regenerate normally) should the soul allow it. The soul
retains its IQ, Charisma, and Intuition statistics, along with its skills,
matrices, personality, and memories. The soul can telepathically communicate to any intelligent life form that touches it. If the object is
destroyed, the soul is freed.
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The Matrix user can increase the number of body points delivered
to the dead target by joining hands with willing participants. Each of the
participants will permanently lose 1d10 body points, which are used to
further increase the targets body point level.
Fists of Doom
Generation Time: 2 sec
Range: Touch
Boost: None
Duration: 1 Combat Round
SMR: None
Area of Effect: Target
Once generated, the users normal hand to hand damage is changed
to heavy points for the duration of the matrix.
9 Power Points
Imprison Soul
Generation Time: 2 hours
Range: Touch
Boost: None
Duration: Permanent
SMR: Mental
Area of Effect: Target
The most hideous of Dul matrices, Imprison Soul allows the user to
rip the soul from his target and imprison it within a material object.
Anyone touching the object can attempt to access the imprisoned souls
powers and abilities. By successfully making an IQ check with a penalty equal to the souls IQ, you can telepathically command the soul to follow your command. The soul can recall any memory from its past, and
give instruction in skills it knows, or generate any matrix it knows. The
soul retains its IQ, INT, and CHA scores, skills, and matrices, as well as
its power points which regenerate normally. Generally, the first command given to an imprisoned soul is often to do no harm to its captor.
XP
POWER POINTS
TITLE
COST
0-1,000
Beginner 1
1,000
1,001-3,000
Beginner 2
1,000
3,001-5,000
Beginner 3
1,000
5,001-8,000
Beginner 4
2,000
8,001-12,000
Beginner 5
2,000
12,001-18,000
Beginner 6
2,000
18,001-28,000
Beginner 7
5,000
28,001-40,000
Beginner 8
5,000
40,001-60,000
Beginner 9
5,000
10
60,001-90,000
Student 1
10,000
11
90,001-150,000
Student 2
10,000
12
150,001-240,000
Student 3
10,000
13
240,001-420,000
Student 4
25,000
14
420,001-700,000
Student 5
25,000
15
700,0001-1.1M
Intermediate 1
25,000
16
1.1M-2.0M
Intermediate 2
50,000
17
2.0M-3.5M
Intermediate 3
50,000
18
3.5M-6.0M
Intermediate 4
50,000
19
6.0M-8.5M
Intermediate 5
100,000
20
8.5M-11.0M
Master 1
1,000,000
21
11.0M-13.5M
Master 2
1,000,000
22
13.5M-16.0M
Master 3
5,000,000
23
16.0M-20.0M
Grand Master
5,000,000
24
20.0M-25.0M
Founder
5,000,000
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It has been rumored that a soul can attack and attempt to control the
user of the item in which he or she is imprisoned. The IQ check for
such an attack is carried out in an identical manner to the one detailed
above, only the penalty is equal to the IQ of the items user.
Shield of Lana
Generation Time: 5 sec
Range: Self
Boost: 1HP/point
Duration: 3 rounds
SMR: None
Area of Effect: Target
Lana was a famous Dul fighter 50 years ago renowned for being able
to withstand any damage his opponents could dish out. Once generated,
this matrix allows the user to generate a 5 HP flux shield. For each additional point spent to generate, the matrix adds another HP to the flux shield.
Trihs Finale
Generation Time: 5 sec
Range: 100m
Boost: 1HP/point
Duration: Instantaneous
SMR: None
Area of Effect: Target
Once generated, the matrix allows the user to shoot a blast of energy
at an opponent. The blast does an amount of damage equal to half of the
users hand-to-hand damage multiplied by 100. For every power point
spent, the user may increase the amount of damage done by 100 points.
2 POWER POINTS
3 POWER POINTS
Change Color
Create Shield
Change Opacity
Change Conductivity
Detect Movement
Create Wall
Change Luster
Friction Control
Poison Touch
Change Texture
Glow
Shatter
Glue
Make Brittle
Join
Temperature Control
Magnetize/
Demagnetize
Mark Object
pH
Sharpen
4 POWER POINTS
5 POWER POINTS
6 POWER POINTS
Disintegration
Change State
Bond Lock
Projectile Weapon
Petrify
Decrease Density
Disintegration II
Space Bubble
Rearrange
Sonic Beam
Time Bomb
7 POWER POINTS
8 POWER POINTS
9 POWER POINTS
Bond Reinforce
Duplicate
Combination
Dispersal
Fission
Create Matter
Invisibility
Increase Density
Fusion
Permanency
Shrinking
Repair Object
(Complex)
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Mark Object
Generation Time: 1 sec
Range: 20m
Boost: 1day/point
Duration: 1 day
SMR: None
Area of Effect: Target
The matrix can be generated on a particular object or person to
mark it. Once marked, the matrix controller will instantly realize when
he comes within 20 meters of the marked object, though its exact position will not be known.
pH
Generation Time: 2 sec
Range: 5m
Boost: 1 pH/2 points
Duration: Permanent
SMR: None
Area of Effect: Up to 2 liters
This matrix functions in exactly the same way as the Mutzachan matrix
of the same name found on page 76 of the Galactic Underground.
Sharpen
Generation Time: 1 min
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
This matrix can be used to sharpen the surface of any object to the
point where it can be used as a cutting blade. If used in combat, the
damage done by the sharpened object depends on the size and weight
of the object (just like normal edged weapons). BMs should choose the
sword or knife that is closest in size and weight to the object when
determining the damage it will do. Remember that even though you may
have a very sharp table, its not the easiest thing to fight withunless
youre Jackie Chan. In addition, the matrix does not change the density
of the material. Even though you can make a soft material like aluminum sharp, it will still bend or break when hitting a harder material.
This matrix has no effect on already sharp weapons, unless you wish to
make the dull surfaces, like the flat of the blade, sharp.
2 Power Points
Create Shield
Generation Time: 1 sec
Range: Touch
Boost: 2 minute/point
Duration: 1 minute
SMR: None
Area of Effect: Target
The matrix allows the user to convert any raw material that is touched
into a hand-held, circular shield with an integrity and threshold equal to
the threshold of the target material. See Create Wall matrix.
Detect Movement
Generation Time: 3 sec
Range: Self
Boost: 1 minute/point
Duration: 5 minutes
SMR: None
Area of Effect: 20m radius
The matrix allows the user to detect movement in his area. The
matrix only works if the user is in an atmosphere or underwater.
Friction Control
Generation Time: 5 sec
Range: 40 meters
Boost: +/- 20 ENC/point
Duration: 1 minute
SMR: None
Area of Effect: 20 meter radius
This matrix allows the user to decrease the friction in a general area.
For every power point spent to decrease friction, 20 points may be temporarily subtracted from the encumbrance of every object within the
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4 MATRICES
effected area if the object is being slid along the top of another surface
or the ground. The objects weight does not actually change but the
adjusted encumbrance may be used in place of the objects actual
encumbrance value.
While moving through an area of reduced friction, a character or
ground vehicle will not be able to alter its speed or change its direction
of movement without an Agility or driving check. Entering or leaving an
area of reduced friction also requires that an Agility or driving check be
made to keep from falling or losing control of the vehicle. The penalty
for any Agility check or driving skill check made in the affected area is
equal to the current amount of encumbrance reduction in the area. If
the character fails his Agility check, he falls or slides into a wall. If the
driver of a ground vehicle fails their driving check then the vehicle spins
out of control. If the character or vehicle is on a slope, it will slide
uncontrollably downhill. Climbing talons and other gripping devices
may help the character maneuver (BMs discretion).
If the new encumbrance value of an object is reduced to zero or
below, then the object becomes effectively frictionless. Objects that are
frictionless will slide in the direction of any slope or remain in motion in
a straight line, if moving on a level surface.
When attempting to pick up or otherwise grip an object in an area of
decreased friction, a Manual Dexterity check must be made with a penalty equal to the current amount of encumbrance reduction in the area.
CREATE WALL
WALL MATERIAL (PER 0.1M IN THICKNESS)
AI
THR
250
Concrete
200
Flex Steel
1000
Brick
Clay (per 2.5cm)
Glass
Sheet Rock
40
Steel
500
Titanium Steel
800
150
Glow
Wood
Make Brittle
Generation Time: 1 sec
Range: 5m
Boost: 1 minute/point
Duration: Instantaneous
SMR: None
Area of Effect: 1 cubic meter
By generating this matrix onto a target, it can be made brittle.
Reduce the integrity of the object by 1d4, plus an additional 1d4 for
each level of the controller for the duration of the matrix.
Temperature Control
Generation Time: 1 sec
Range: 10m
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: 5 cubic meters
This matrix functions the same way as the Mutzachan Temperature
Manipulation matrix on page 169 of the Battlelords main rulebook, except
it only affects a single object of no more than 5 cubic meters in size.
Poison Touch
Generation Time: 3 sec
Range: Touch
Boost: 1d8 damage/point
Duration: Instantaneous
SMR: Bio
Area of Effect: Target
The matrix controller is able to generate materials that are poisonous to his target and deliver them via physical contact. The matrix controller must be able to touch skin to skin for this matrix to work. The
poison does 1d8 points of damage on a failed SMR. A successful SMR
reduces the damage by half. The SMR of the target is reduced by 03%
per level of the matrix controller. The Matrix user is immune to the poison they generate with this matrix, and the poison only remains active
for the duration of the matrix after which it becomes inert.
Shatter
Generation Time: 2 sec
Range: 20m
Boost: 04%/point
Duration: Instantaneous
SMR: None
Area of Effect: Target
This matrix functions in the same way as the Chatilian Shatter matrix
found on page 69 of the Galactic Underground 1.
3 Power Points
4 Power Points
Change Opacity
Generation Time: 10 sec
Range: 5m
Boost: 1 minute per point
Duration: 10 minutes
SMR: None
Area of Effect: Target
The matrix allows the user to change the opacity of an object. An
object that is opaque can be made transparent or translucent. A transparent object can be made opaque or translucent. Translucent objects
can be made opaque or completely transparent. In this case, the trans-
Disintegration
Generation Time: 6 sec
Range: Touch
Boost: +1 dam/point
Duration: Varies
SMR: None
Area of Effect: Target
Using this matrix, a matter controller can destabilize the molecular structure of an object causing it to disintegrate. The matrix has a
chance to succeed equal to 4% per level of the controller. It does 4-16
points of damage to the integrity of an inanimate target or body points
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5 Power Points
Change State
Generation Time: 8 sec
Range: 10m
Boost: 1min/pt.
Duration: 1 min
SMR: None
Area of Effect: Target
This matrix allows a Whe controller to change the physical state of an
object. Solids may be turned into gases or liquids; liquids may be made
solid or turned into a gas, and gasses may be made solid or into a liquid.
The matrix is limited to 2d6 points of material integrity that can be converted. Note that this matrix does not change the physical properties of
the material in any state. This is important because changing those prison
bars into a liquid or gas in order to escape will require that they be several thousand degrees, and this may be hazardous to your health.
Petrify
Generation Time: 4 sec
Range: 10 m
Duration: 5 days x level
Boost: 10 m2/point
SMR: None
Area of Effect: 10m2
This matrix surrounds the target in a hard stone-like shell. The shell
has a Threshold equal to the level of the matrix controller and an Integrity
equal to the users level multiplied by five. Though the target encased by
the material is not harmed, they will eventually suffocate if they have an
open face helmet. Targets with rebreathers and nutrient injectors who are
unable to free themselves may survive for months before finally expiring,
assuming the material doesnt dissolve on it own (reaches maximum
duration). It is unlikely the victim will be able to break free from their
shell as it is very tough. In addition, there is no room to move inside the
shell so it is difficult to strike it with any force. Without a weapon in hand
to cut the shell the victim must make a STR check with a penalty equal to
120 plus the threshold of the material to free themselves. The user of this
matrix may cover up to 10 square meters with the hard material. For
every additional power point spent generating the matrix, the user may
cover an additional 10 square meters. The material lasts for a length of
time equal to 5 days multiplied by the matrix controllers level.
Reshape
Generation Time: 5 Min
Range: Touch
Boost: 30sec/point
Duration: 5 min
SMR: None
Area of Effect: Target
This matrix functions exactly the same as the Mutzachan matrix
Shape found in the main Battlelords book on page 172.
Sonic Beam
Generation Time: 5 sec
Range: 50m
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
This matrix functions exactly the same as a Sonic Disruptor found
in the weapons section of Lock N Load.
6 Power Points
Bond Lock
Generation Time: 10 sec
Range: Touch
Boost: 1 min/point
Duration: 1 minute
SMR: None
Area of Effect: Target
This matrix freezes the molecular structure of an object or living
creature so that it can not be manipulated or changed . If the target is
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a living being, it can not heal any injuries for the duration of the
matrix, either through natural healing or through other means. If a living target is under the effects of this matrix for longer than a minute,
a System Shock check is required. The System Shock check has a
penalty of -30 for each additional minute of exposure to the matrixs
effects past the first minute. Failure indicates that the target has died.
Decrease Density
Generation Time: 20 sec
Range: 10 meters
Boost: -1 AI/EC per point
Duration: Permanent
SMR: None
Area of Effect: Target
Using this matrix, a controller can decrease the density of an inanimate object. The Integrity and Encumbrance of an object is reduced by
one point for every point the matrix controller burns generating this
matrix. If the objects AI is reduced to zero or less, it crumbles into dust.
Permanency
Generation Time: 1 hr
Range: Special
Boost: None
Duration: permanent
SMR: None
Area of Effect: Special
This matrix makes the effects of any matter control matrix permanent.
Repair Object (Complex)
Generation Time: 10 Min
Range: Touch
Duration: Permanent
Boost: 10 m3/point
SMR: None
Area of Effect: 10 cubic m
This matrix functions in the same way as Repair Simple Objects, but
it can be used on complex machines and living beings. It repairs 1d8
points of lost integrity or heals 1d8 body points.
Disintegration II
Generation Time: 10 sec
Range: 30m
Boost: 1m/point
Duration: Varies
SMR: None
Area of Effect: Target
This matrix functions identically to the standard Whe Disintegration
matrix, only it works at range.
Rearrange
Generation Time: 10 min
Range: Touch
Boost: 1pt of AI/point
Duration: Permanent
SMR: None
Area of Effect: Target
This matrix not only allows the user to reshape raw material but
also to change its composition. Up to 2d10 Integrity may be added or
subtracted from the raw materials existing AI score. This matrix has no
effect on living targets.
7 Power Points
Bond Reinforce
Generation Time: 10 Sec
Range: 10m
Boost: 1 minute/point
Duration: 5 min
SMR: None
Area of Effect: Target
This matrix strengthens the molecular bonds in the target. The target
is immune to the effects of disintegrators, disruptors, the dispersal/molecular dispersion matrices, and the effects of the MDD-24 (Lock-N-Load,
espionage equipment). In addition, the target can not be moved by displacement or teleportation, though dimensional jumping still works.
Dispersal
Generation Time: 2 sec
Range: 50m
Boost: None
Duration: Instantaneous
SMR: Chemical
Area of Effect: Target
This matrix works in a similar fashion to the Mutzachan Molecular
Dispersion Matrix on page 172 of the Battlelords rulebook.
Invisibility
Generation Time: 3 sec
Range: Touch
Boost: 1 min/point
Duration: 5 minutes
SMR: None
Area of Effect: Target
This matrix works the same as the Mutzachan Improved Invisibility
matrix on page 78 of the Galactic Underground.
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8 Power Points
Duplicate
Generation Time: 3 min
Range: 5 meters
Boost: None
Duration: Permanent
SMR: Bio (if a living target) Area of Effect: Target
This matrix allows a matrix controller to create an exact duplicate
of any material object. Remember this is a MATTER control matrix, so
duplicated objects will not have any energy. Living beings that are duplicated become lifeless, and duplicated batteries are always empty,
though functional. Limited to a total of 50kg per level of the controller.
Fission
Generation Time: 5 sec
Range: 5km
Boost: None
Duration: Instantaneous
SMR: Bio (living target)
Area of Effect: Target
The matrix controller is able to start an uncontrollable nuclear fission reaction that explodes like an atomic bomb. The blast does 75HP
to anything within 2500m and damage drops by 25HP for each 1,000m
after that. Any object without a Flux shield can be used as the raw material for the reaction. Shielded targets still take damage if they are in
range. Unless the matrix controller is in deep space, there is always
enough fuel for the reaction.
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9 Power Points
Combination
This matrix is identical to the Mutzachan Matrix Combination
(Major) on page 175 of the Battlelords rulebook.
Create Matter
Generation Time: 30 min
Range: 10km
Boost: 1 day per point
Duration: 1 day
SMR: None
Area of Effect: Target
The matter controller is able to create matter without access to any raw
materials. The matter controller can create 1d8 integrity points of non-living matter for each level of the controller. The created matter may take any
shape the controller wishes and may be made out of any material.
Fusion
Generation Time: 2 sec
Range: 3,000km
Boost: None
Duration: Instantaneous
SMR: Bio (if living target)
Area of Effect: Target
This matrix starts an uncontrollable nuclear fusion reaction that results
in a nuclear explosion, causing 2,000HP to anything within 1km of the blast
site. Damage drops 1HP for each additional 10 meters. Any object without
a Flux shield can be used as the raw material for the reaction. Shielded targets still take damage if they are in range. Unless the matrix controller is in
deep space, there is always enough fuel for the reaction.
XP
MATERIAL
POWER POINTS
TITLE
COST
0-1,000
Hydrogen
Air Commander
1,000
1,001-2,500
Helium
Wind Commander
1,500
2,501-5,000
Lithium
Water Commander
2,000
5,001-9,000
Beryllium
Earth Commander
4,000
9,001-15,000
Boron
Fire Commander
6,000
15,001-25,000
Carbon
Plasma Commander
8,000
25,001-40,000
Nitrogen
Commander
10,000
41,001-62,500
Oxygen
Secondary Commander
13,000
62,501-80,000
Fluorine
Prime Commander
16,000
10
80,001-110,000
Neon
Garrison Commander
20,000
11
110,001-170,000
Sodium
General
25,000
12
170,001-300,000
Magnesium
Secondary General
30,000
13
300,001-600,000
Aluminum
Prime General
40,000
14
600,001-1.0M
Silicon
Planet General
50,000
15
1.0M-1.5M
Phosphorus
Mage
60,000
16
1.5M-2.5M
Sulfur
Secondary Mage
80,000
17
2.5M-5.0M
Chlorine
Prime Mage
100,000
18
5.0M-7.5M
Argon
System General
120,000
19
7.5M-10.0M
Potassium
Skirmish Mage
140,000
20
10.0M-12.5M
Calcium
Battle Mage
160,000
21
12.5M-15.0M
Scandium
War Mage
180,000
22
15.0M-17.5M
Titanium
Power Mage
200,000
23
17.5M-20.0M
Vanadium
Sector General
220,000
24
20.0M-22.5M
Chromium
Quadrant General
240,000
25
22.5M-25.0M
Manganese
Species Controller
260,000
26
25.0+
Iron
Species General
280,000
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CHAPTER 5
Zenax 5
HE
ZENAX GALAXY
IN THIS CHAPTER...
The Zenax Galaxy
Its the Little Things That Get You
Travel in Zenax
Travel Hazards
The Authorities
Whe Invasions
Unexplored Space
The Fallen
Those That Have Come Before
Devastated Planets and Extinct Races
Places to Visit
Dealing with the twelve or more alien species that you know about is hard
enough, but running into dozens more that youve never seen before can get
confusing. Without the aid of a single governing body like the Alliance, none of
these alien races are likely to have anything standardized among them. For all
you know, that white flag of surrender you are waving at the Whe may be an
insult to their commanders mother. Just keep in mind that gestures, phrases,
and standards that you take for granted are not valid here.
Language
The Aktai had long ago developed a way to permanently implant genetic memories into many different organic life forms. These genetic memories can also
be designed to pass from parent to offspring. Many species were terrified by the
possible application of this technology as a weapon. As an act of good faith, the
Aktai translated all of the known languages available to them and made these
available to every friendly species as genetic memory injections. Most species,
including the Whe, who were friendly to the Aktai at the time, accepted the
Aktais gift. As a result, almost every individual in Zenax has the ability to speak,
write, and understand the languages of every other species.
Characters from the Alliance who are injected with the Aktai serum will be
able to speak, read, and write the languages of Zenax natives. Alliance characters can have the Aktai develop a custom genetic memory injection for their
species that will allow the Zenax natives to speak their languages. The Aktai will
be more than happy to do this for the chance to increase their knowledge of a
new alien species. Alliance characters need only stop by any Aktai outpost and
consent to a genetic sample in order for the Aktai to produce the injection. The
Aktai have vowed never to develop genetic memory injections for any other use
than understanding foreign languages.
Many races, most notably the Klee, have developed secret languages that
are not encoded in the Aktai injections.
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Exchange Rates
Listed below are various
exchange rates of currency
between the species of Zenax.
The Battlemaster should feel free
to change these rates as needed.
Currency
Aktai
Cedeun
Disrapan
Dul
Klee
Razaa
Whe
Rate
200
5*
20
1
**
15
N/A
Money
Aktai
Once the Aktai had an open border policy, but now they fiercely patrol
their borders in search of the next Whe assault. The Aktai have become
so aggressive that they have been known to use their impressive technology to safely debilitate a suspicious ship in order to search it before
allowing it to continue on its journey. Though a clear violation of Klee
trade agreements, the Aktai seem to care little for any inconvenience
they might cause. The Aktai are still a benevolent race; they just dont
like visitors.
TRAVEL IN ZENAX
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Cedeun
Unlike other species, the Cedeun do not announce the boundaries of
their space, nor do they announce their presence. The Cedeuns cloaking abilities make them invisible to anyone in their space. As a result,
travelers are little threat to the Cedeun, and they are not bothered terribly by intrusions into their territory. In fact, much of the supposedly
unclaimed space in Zenax is actually occupied by hidden Cedeun cities.
The Cedeun have spread so far across space that many asteroids in
space, claimed by other races, are actually inhabited by Cedeuns.
Should the Cedeun deem an intruding ship a threat, they can literally swarm the unsuspecting ships hull and destroy it with limpet
mines. Shielded ships are blasted into pieces by asteroid-mounted gun
emplacements that uncloak at point-blank range.
Disrapan
The Disrapan have an open border policy. Though they patrol their borders, they allow non-military vessels to pass freely into and out of their
space. Military vessels can travel through Disrapan space if they have
special permission or a Disrapan navy escort. Despite their open border policy, Disrapan planets and space stations are always guarded by
military vessels incase of trouble.
Dul
The Dul claim no territorial space other than the local space around
their home world. In addition, the Dul are protected from Whe aggression by both the remote location of their planet and a strip of Disrapan
owned space that separates the Dul from the Whe.
Klee
Like the Cedeun, but for different reasons, the Klee do not have an
established territory to lay claim to since their home world was
destroyed by the Whe. The Klee usually establish a trade treaty with
friendly nations. One of the standard terms in these treaties is that the
nomadic Klee fleets are allowed to claim a perimeter of space around
their fleet as their own, much like a roving embassy. As a result, the Klee
ships do not have to declare their cargo or crew compliment when
close to their fleet. The Klee are also allowed to establish a defensive
perimeter around their fleet with the few military vessels they possess.
Razaa
The Razaa do not like visitors to their space. They keep to themselves,
and they expect others to do so as well. Ships, other than those belonging to the Klee, are rarely allowed in Razaa territory.
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Whe
The Whe heavily guard the borders of their space using a combination
of patrol ships, cruisers, and self-propelled mines. They do not tolerate
incursions into their space for any reason. Non-Whe ships must have
special permission to enter Whe space or face destruction if discovered.
Occasionally, the Whe will tolerate the presence of a Klee trader fleet
along the border of their space.
Trade
Trade of goods among cultures is common and a booming business.
Because of the trade routes and treaties first established by the Klee with
their neighbors, free trade has become safer and more profitable.
Major trade routes are now patrolled by the local authorities to prevent
pirate attacks, and huge spaceports have been erected to facilitate
trade. [20] This has opened up opportunities for smaller traders and
smugglers looking to make a profit in newly opened trade areas.
Klee, their establishments are never what you would call top notch.
Your typical Klee bar is a seedy, rough and tumble kind of place where
fights are as common as the haggling. These Klee bars and clubs are a
good place for a merc team to find their next assignment and an even
better place to buy information. Ironically, the restaurants the Klee
reserve for fleet crew are quite nice and family oriented.
TRAVEL HAZARDS
Pirates [14]
Without the Alliance, there are no galactic police, and with no police
around there is no one to protect you from the scourge of deep space:
Pirates! Piracy is rampant in deep space, and any ship can be attacked
at any time. Only by traveling in large groups along heavily traveled
trade routes can one hope to avoid pirate attacks. However, in recent
years the pirates have been getting better armed and more aggressive,
even attacking small Klee trade fleets.
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Wormholes
The Marshals
The Zenax galaxy is ripe with wormholes and tears in the space-time
continuum. Most of the wormholes are just short-distance tunnels that
drop unsuspecting travelers on the other side of Zenax. A few, however,
will transport travelers out of Zenax and to parts unknown. [15]
Defense Nets
Space is just too vast for a nation to protect all of its territory with patrol
ships. In order to help monitor the borders of space, massive defense
nets have been erected to monitor ships that enter and leave claimed
space. [18] Some of these defense nets are simply hidden scanning outposts that record ships as they pass. Others are active defense nets,
which alert intruders that they are entering held territory and can take
action against intruders who persist in violating a nations sovereign territory. Yet other defense nets are automated attack systems that destroy
any vessels that wander into range. Defense nets with offensive capabilities are generally located well inside the territorial border of the
species that built them to prevent territorial disputes.
THE AUTHORITIES
On civilized worlds finding the police is not a problem, despite the
rumor about them never being around when you need them. On most
outposts and colony worlds, there will be an appointed or elected sheriff who may or may not have deputies. How tough the sheriff is depends
on the amount of funding the town provides for him. Most sheriffs are
ex-mercs or ex-law enforcement officers who are smart enough and
well-armed enough to handle anything short of an organized threat.
Pirate attacks and heavily armed mercenary bands are generally beyond
the ability for most sheriffs to repel.
In cases where sheriffs need a hand, they can call upon one of two
sources. In most cases, colonies or outposts are owned by the species
that built them. Sheriffs on these colony worlds can call in the marines
- literally. The colony owners are not opposed to sending in the armed
forces to repel a threat to their interests. Colonies that are at high risk
for attack may even be issued a patrol ship or military garrison to
insure their safety.
Independent colonies or outposts have a much rougher time of it.
Like a town in the American old West, these colonies are usually
defended only by the sheriff, his deputies, and the inhabitants. This
assumes that the sheriff can encourage the inhabitants to fight for their
colony. To complicate these matters, the sheriff and his equipment are
usually paid for by the taxes collected at the colony. Lets face it, no one
with any money is going to travel to the fringe of known space to live on
a backwater colony world unless they are desperate for excitement or
are starting a new business venture. As a result, the sheriff of an independent colony is often ill-equipped to defend the colony against a serious threat.
Customs [17]
Customs on planets, outposts, and spaceports will generally search
and/or scan visitors for any unauthorized or illegal goods and weapons.
Depending on where you are, banned materials may include drugs
(including medical supplies), equipment that can be used for terrorist
activities, armor, and of course, weapons.
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Weapons Control
Most civilized worlds will not allow armed crew off their ships. If customs officials discover that youre packing a lot of military grade hardware, you may not even be allowed to land. Its a different story on the
outposts and colony worlds. Law enforcement is few and far between, if
there is any at all. It is common for the local inhabitants to carry small
arms to defend themselves, their families, and their property. On some
of the rougher outposts, mercenary squads can be seen running around
in full battlearmor, packing anti-tank weaponry.
Smuggling
Smuggling has become a little bit easier now that free trade routes have
been established among nations. [19] Often smugglers will make runs
into protected territory to steal advanced technology and weapons, in
order to sell them to other cultures at a premium. On the way back,
smugglers will head toward a trade route outside of the territory theyre
fleeing. Once the smuggler reaches a foreign trade route, they are protected all the way to their destination. Without permission, the victimized species doesnt dare attack the smuggler in foreign territory. Such
an attack, especially on a trade route, might be viewed as an act of war.
WHE INVASIONS
[24] The Whe have invaded over 50 worlds, about half a dozen of which
were inhabited by sentient species. Generally the species were of a lower
Tech Level than the Whe and easily subjugated. Species conquered by the
Whe are usually indoctrinated into the Whe society as a slave class, and
their entire planets resources are put toward the growth and maintenance of the massive Whe military fleets. However, on occasion, a race
refuses to be enslaved by the Whe and continues their resistance against
the alien invaders, even after losing control of their planet. Unfortunately
for the rebelling aliens, the Whe cannot comprehend why a species
would not want to serve the greater good. If the Whe decide that a race
cannot be subjugated, then the entire species is destroyed, and the Whe
strip the planet of its remaining resources. This has earned the Whe their
vicious reputation and the hatred of many of their neighbors.
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superior technology has allowed them to fend off the Whe. So far only
the Aktai have been able to repel the Whe, but no one knows how much
of a drain this is on the Akais resources. The Whe Nactlar Victory
fleet still sits at the border of the Whe and Aktai space, regrouping for
another campaign against the Aktai.
UNEXPLORED SPACE
Ghost Ships
Ghost ships are relatively common in deep space, and some have even
been known to drift into claimed territory. Sadly, many of these ghost
ships are Klee vessels that attempted to escape the Whe attack on their
home world. Some of these vessels actually made it into deep space
before the Whe attack but never rendezvoused with the fleet. Without
the re-supply that would have been provided by the other ships in the
fleet, the refugees on board these vessels starved to death. Other Klee
ghost ships include vessels that were destroyed by the Whe or ships that
simply werent space-worthy enough to hold together in the rigors of
space after the exodus.
When these derelict ships are discovered, they encounter a number
of fates; these depend on who finds them. When discovered by neighboring militaries, these vessels are often returned to their people.
Pirates and looters scavenge any ghost ships they find, and still others
are claimed as legal salvage by explorers.
Of course, not all ghost ships are of Klee origin. Pirate attacks
ensure that derelict ships from just about every culture can be encountered from time to time. Occasionally an alien [16] or Alliance ship is
discovered drifting through space. These alien ships are of intense
interest to just about anybody that comes across them. The native
species of Zenax want them for the new technologies that can be salvaged from their hulls, and Alliance personnel want access to other
Alliance vessels for spare parts, ammo, and the data in the ships log
that might lead them back home.
The Aopdown
The Aopdown are a race of highly intelligent, aquatic beings that inhabit the planet of the same name. Though they are technologically
advanced (TL4), the Aopdown never choose to colonize other worlds.
Instead, the Aopdown choose to live in harmony with nature on their
home world and follow intellectual pursuits. Unfortunately, the
Aopdown had little chance in surviving the assault of a Whe colonization force. They quickly surrendered to their Whe conquerors rather
than be wiped out. The Whe primarily use the Aopdown for underwater
mining and farming.
The Daktar
The Daktar are an enslaved Tech Level 3 humanoid race with black
skin, no body hair, and white eyes. The Daktar are renowned for their
durability and are used by the Whe in hostile environments like mining
or EDC teams.
The Desiut
The Desiut are a peaceful TL 3 race that has accepted its role in Whe
society as historians and archivists. They are well-liked and well-treated by the Whe and are finding themselves placed in increasingly important roles in Whe society. Almost every Whe ship has a Desiut archivist
that records daily events for posterity. In addition, many logistics and
requisition positions in the military are staffed by the Desiut race.
The Triem
The Triem are a race of quadrupeds, which inhabited planet Beta
Prime. This TL 4 race fought the Whe to the bitter end. The Whe determined that the Triem could not be subjugated, and they were methodically exterminated by orbital bombardment of their home world and
colonies. Whe hunters have standing orders to kill all remaining Triem
on sight.
THE FALLEN
The following sentient races have been conquered, enslaved, or eradicated by the Whe. Some may be sympathetic to characters that oppose
the Whe, while others are quite content with their current situation.
Characters should not make the mistake of assuming that all species
that have been conquered by the Whe are unhappy and will aid the PCs.
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The Vewhig
The Vewhig are another race that has benefited from their inclusion into
Whe society. The Vewhigs planet, Astar167, was quickly annexed into
the Whe empire with no resistance during the early period of the Whes
expansion from their home world. The primitive (TL 2) and war-like
Vewhig saw the benefits of their masters powerful technologies and the
new experiences open to them. The physically powerful Vewhig serve as
basic laborers, though in recent years the Whe have taken to using them
as foot soldiers in high-risk missions.
The Xhem
The Xhem are a species of insectoid aliens who hail from the planet
Yujh. These TL 2 creatures are small quadrupeds, covered in multiple
tentacles and eyes. To the Whe the Xhem are the lowest of the low and
barely qualify as living beings. The Xhem are typically assigned to the
most hazardous duties in the Whe empire.
The Xuw
The Xuw were the biggest threat to the Whe; this TL 4 society was
renowned for successfully defending itself against alien invasions from
technologically superior opponents in the past. Rather than risk a prolonged confrontation, which might deplete their resources (better used
against the Aktai), the Whe launched multiple sneak attacks against the
Xuw on a major religious holiday. The Whe mercilessly wiped out every
Xuw planet using a combination of nuclear orbital bombardment and
warp bombs which had been stolen from the Aktai arsenal. Almost
the entire Xuw species was wiped out in a single day.
Warmongers Mercs
The most notable of these lost Alliance travelers are the famed
Warmonger Mercenaries. Warmonger Corporation, Inc. would routinely send hired merc teams into the rift to make scientific readings and to
see if anyone could make it to the other side. The CEO of Warmonger
Corporation, a cybernetic Ram Python appropriately named
Warmonger, offered to pay twenty million credits to anyone who could
get through the rift, make it back to Alliance space, and prove that they
did it. In 2263, a crazy Orion named Sam ORoark did just that.
Something ORoark brought back with him evidently intrigued
Warmonger so much that he sent his team of personal mercs into the
rift (the founders of Warmonger, Inc.) packed up with enough ordinance to destroy a small planet. They were never to be heard from
again. Rumors abound that even Warmonger himself went into the rift,
but his public appearances after the famed rift run have all but dispelled
that rumor.
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Arachnids, the captain and his crew have constantly met with bad luck
and an unusually high casualty rate. Eventually the team ran afoul of an
Arachnid Priest and ended up in Zenax. Though seeing another Alliance
citizen is generally a celebrated event, the captains appearance should
be taken as a very bad omen. His horrible luck follows him everywhere
that he and his legion travel.
PLACES TO VISIT
Spaceports
Spaceports are vast self-contained and usually armed cities that orbit
inhabited planets or are placed along major trade routes. Many species
place spaceports along major trade routes rather than allow ships into
the secured space around inhabited planets. This serves to create a
zone of protected space around inhabited worlds by keeping foreign
ships away. The Disrapan are the notable exception to this rule.
Spaceports are owned by the species that built them and are generally protected by several capitol ships to deter pirate attacks. Spaceports
serve as trading posts, general stores, and hotels. In addition, species
that own major spaceports have a lot of political clout with other
species. Should they relocate the spaceport or close it off to particular
ships, these unfortunate traders would arrive out of deep space with no
place to refuel and re-supply.
Spaceports are very expensive to run and maintain. While some are
floating luxury liners, others are barely space-worthy. Despite the differences among spaceports, they all have one thing in common: no
weapons are allowed onboard. Spaceport authorities have a lot of
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power to keep the peace over guests, and troublemakers are quickly
dealt with. Criminals are forcibly ejected from the spaceport, sometimes back to their ships and sometimes out the airlock. However, most
of the time, visitors to the spaceport stay out of trouble for fear of being
denied food and fuel.
The weaponry on a spaceport is powerful enough to handle all but
the largest capitol ships. Pirate attacks against spaceports are rare, but
they do occur.
Hapter 1: Hapter one is a newly finished Disrapan spaceport constructed at the intersection of two Klee trade routes just inside Disrapan space.
[24] The Hapter is guarded by a contingent of Disrapan destroyers and
other capitol ships. Like all Disrapan spaceports, Haptor One is controlled by the powerful Trade Consortium. It is a state-of-the-art facility.
Ziza Citadel: The Citadel is a mobile spaceport constructed by the
Aktai. This gleaming, almost crystalline monolith floats through Aktai
space. [25] The Aktai rarely allow visitors to come aboard the Ziza, and
its very presence is seen as a bad omen. Very little is known about Ziza.
Trid: Trid is a Razaa spaceport of fairly unique design. Trid is a giant
spinning hollow sphere that allows its inhabitants to live on the inside
wall of the sphere. The spinning provides the sphere with cheap artificial gravity, and a fusion reactor mounted in the center of the spaceport
provides an artificial sun. The Razaa have transplanted hundreds of
flora and fauna from their home world to the spaceport to provide a
more natural habitat to the Razaa that dwell there. Though Razaa find
Trid to be a wonderful stop over, other species may find the climate a
bit too hot and humid for their liking. As with the Razaa home world,
all visitors should take care not to be eaten by the local greenery.
Outposts
A number of small outposts exist around the periphery of territorial
boundaries. These outposts range from mining camps to government
funded colonies. Many governments allow individual citizens and sometimes corporations to stake a claim.
Mitron [26]: Mitron is a small independent mining town, built on a
remote moon out on the frontier. The reason so many miners risk their
lives out on the wild frontier is to strike it rich mining Mitronian crystals. These rare red-colored crystals can be used like batteries and are
able to absorb and emit large amounts of energy. Mitron is also inhabited by a race of small subterranean creatures that dont like the intrusion
of the miners. These intelligent but passive creatures live in immense
tunnel structures that run just underneath the surface of the moon.
This outpost is protected by the Mitronian Guard, which consists of
several experts who are supposed to be the best in their field. The
Mitronian Guard is equipped with state-of-the-art weapons and equipment from a variety of sources.
Trading Posts
Mazier Beta 5: One of the few permanent trading posts built by the
Klee, Mazier was constructed on a small moon, which sits on the border of Disrapan and Razaa space, far from the influence of the Whe.
Mazier is a stopping point for Klee and other ships getting ready to
make forays into deep space. Evidently, the Klee felt a permanent refueling depot was needed on the edge of deep space to allow their fleets
to travel as far as possible into deep space. No one knows why the Klee
risk such long distance trips into uncharted space, but their ships are
always depleted of fuel and supplies when they return.
Though primarily constructed as a Klee fuel depot, the Klee allow
others to refuel here for a price. In addition, Mazier also has a small
but well-stocked trading post where explorers can stock up on the
necessities before venturing out into the abyss.
Independent Worlds
ORierdens Dirtball: An ambitious Orion named Miles ORierden
made his living, previous to founding this world, as a Rift Runner. After
Miles successfully navigated through the Zenax rift, he decided that it
would be more fun to stay, rather than trying to find a way home.
Traveling for several years in a Klee merchant fleet, Miles eventually settled on a nearly uninhabitable rock of a planet near a remote trade
route. Using his Klee contacts, he set up supply lines and established the
first business on ORierdens Dirtball - a Bar. What did you expect? He
IS an Orion. ORierdens Dirtball has been growing ever since and has
developed into a small frontier outpost. ORierden charges a healthy
property tax to all who buy dirt on his rock.
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RIFT
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CHAPTER 6
Combat Rules 6
ASIC COMBAT
RULES
Initiative
IN THIS CHAPTER...
Basic Combat Rules
Making Attacks
Declaring Actions
Defending Against Attacks
Additional Combat Rules
Combat Order
Example of Comabt
Attack Techniques
Grappling Techniques
Throws
Special Techniques
Defensive Techniques
Mazian Combat Rules
Roll for initiative. The player with the highest initiative declares whether he
wishes to attack immediately or hold his initiative until later in the round. How
a character spends his actions each round is no longer declared. You can only
attack during your initiative, but you may defend at any time during the combat
round (assuming you have actions left).
Holding Initiative
If you choose not to attack during your initiative, you can choose to attack at a
later time in the same combat segment.
Tied Initiative
If two or more characters tie for initiative, then their attacks occur simultaneously.
Actions
A characters actions are equal to the number of attacks they would normally
receive. See Battlelords, page 194 and 195. A character has the same number
of actions to spend every segment/second. Actions that are not spent do not
carry over from segment to segment. Actions must be divided between attack
and defense and can not be reallocated until the next round. Actions allocated
for attack can only be spent during your characters initiative. Actions spent to
defend can be spent at any time during the combat round.
Actions spent performing any technique are lost, whether the attempted
technique was successful or not. Any actions that are allocated for defense can
be saved until the end of the segment to be used for defense. Actions that are
not spent by the end of the segment are lost. If something prevents the character from using held actions, those actions are lost.
For instance, Fabic the Eridani has 6 actions per segment. He is attacked before
his initiative and spends two actions defending. Fabic could have saved those two
actions and declared that he was not going to defend himself, hoping the attacker
would miss. Then during his initiative, he spends 3 actions attacking his chosen victim. Those actions are spent whether Fabics attacks were successful or not. Notice
that Fabic saves 1 action that he can use to defend himself in case he is attacked
after his initiative. If he does not spend this action before the end of the segment, it
is lost. If Fabic is attacked twice more before the end of the combat segment, he can
spend his last action to defend against one attack of his choice. At the beginning of
the next combat segment, Fabic once again starts out with 6 actions.
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Action Summary
Discharge Combat
Making Attacks
Declaring Actions: You must declare the type of attack technique your
character is using immediately before attempting a hand-to-hand
attack. You must declare the type of defensive technique your character is using immediately before attempting to defend against a hand-tohand or archaic weapon attack. You must declare whether your character is going to spend an action to defend against the attack, before the
attack roll is made. You may choose any technique that your character
knows. The techniques available to the character is be determined by
the martial art(s) the character knows. Most of the time a character
will not have access to all of the attack or defensive techniques listed in
the tables that follow.
Making Attacks: In order to make an attack, a character must first
choose an Attack technique from the lists on the following pages. Next
determine how many actions the technique requires. Techniques can be
carried over from second to second (and even into the next round) if the
attacker does not have enough actions to finish the technique in one second. Finally, the character must make his hand-to-hand skill check. Failed
attacks miss the target entirely, whether the target was defending or not.
Defending against attacks: In order to defend against an attack, a
character must first choose a Defensive Technique from the list below.
All Defensive Techniques require only one action to complete. Finally,
the character must successfully make his hand-to-hand skill check in
order to defend against the attack. If your attacker misses you, but you
declared that you were defending, actions spent on the Defensive
Technique are still lost. However, no skill check is necessary.
3 Seconds
Hand-To-Hand Combat
1 second segment
1 second segment
1 second segment
3 Seconds
Multiple Weapons
A character wielding multiple archaic hand weapons must divide his
attack actions among the weapons. Standard penalties for using multiple weapons skill applies. See Battlelords, page 197.
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Close Range
In order for you to perform certain attack techniques, you must be in
close range. Put simply, close range is the distance at which you can
launch attacks like knees, elbows, and biting.
There are several advantages and disadvantages to entering close
range. For attackers who like to strike and kick, it brings them into a
range where they can launch more devastating attacks, like elbows and
knee kicks. For fighters who like to grapple or wrestle, they can now
grab, throw, and joint lock their opponents. As a result, practitioners of
striking arts will generally avoid entering close range, while practitioners of grappling arts will try to get into close range. Once you enter
close range to launch an attack, you will suffer a -30% penalty to defend
against any grappling technique.
It is important to note that size and weight are a distinct advantage
when wrestling, throwing, and grappling - even more so than in striking
arts. You can always punch a Ram Python, but you cant always throw him!
Now, whether you hurt him performing either technique is another matter.
COMBAT ORDER
Order of combat:
Step 1) Roll for Initiative (required only once every combat
round/three segments)
Step 2) Character with lowest Initiative decides to attack or hold initiative
Step 3) Divide up remaining actions between attack and defense.
Step 4) Pick technique
Step 5) Declare Attack
Step 6) Target may choose to Defend (Select Defensive Technique)
Step 7) Roll to hit
Step 8) Roll to Defend
Step 9) If Attack is Successful, Determine Hit location
Step 10) If Attack is Successful, Determine Damage and Critical
Repeat step 4 through 10 with the current initiative holder
until you have spent all your attack actions.
Repeat steps 2-10 with the next lowest initiative holder.
EXAMPLE OF COMBAT
Two combatants are engaged in hand to hand combat. The combatants
have the following statistics:
Step 1) Roll for Initiative
First Mike and Fabics players roll for initiative. Mikes player rolls an
8, and Fabics player rolls a 4. Ok, so Mike has an initiative of 8, and
Fabic has an initiative of 2. The same initiative is kept for three segments and then re-rolled.
Step 2) Character with lowest Initiative decides to attack or
hold initiative
Fabic goes first; his initiative is lower, and he decides that he is going to
attack rather than hold his initiative.
COMBAT EXAMPLE
FABIC THE ERIDANI
Strength
STATISTICS
100
50
Agility
105
50
Body Points
17
Deaths Door
-21
-9
Initiative Modifier
-2
Number of Actions
+12
Hand-to-Hand
Level
3 (+12)
5 (+20)
Damage Bonus
2 (STR) + 1 (HTH) = 3
0 (STR) + 2 (HTH) = 2
-10
00
72
56
Joint Lock
Block
Hit Bonus
Defensive Modifier
System Shock
Attack Techniques
Defense
Techniques
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Step 8.1) Roll to Defend
Had Fabic failed his attack, Mike would not need to roll to defend.
However, he would still lose the action he declared he was spending on
defense. Since Fabic didnt fail his attack roll, Mikes player must now
roll to see if he successfully defends against Fabics attack.
Mike has a 45% chance to defend against Fabics attack, a base
chance of 25% for any defensive action, plus 4% per level of hand-tohand skill. Mike does not have an Agility bonus, and the standard block
does not have a technique modifier. Mike rolls a 55 and fails his attempt
to block Fabics attack.
Step 9.1) Determine Hit location
Since Fabic didnt declare that he was making a called shot, he needs
to roll for hit location. Fabic rolls a 62, striking Mike in the chest.
Step 10.1) Determine Damage and Critical
Next Fabic determines damage done by his attack. Since Fabic was performing a jab, he does 0.5 points of damage plus his Strength Bonus of
4, for a total of 4.5 points of (temporary) damage. Mike has 8 Body
Points, so every time he loses 2 Body Points, Mike receives a critical.
Thats 2 points of real damage or twenty points of temporary damage.
So far Mike has accumulated 4.5 points of temporary damage; thats
0.45 points of real damage. No critical hits yet.
Repeat step 4 through 10 with the current initiative holder
until you have spent all your attack actions.
Step 4.2) Pick Technique
Fabics next attack will be another jab, but this time he will make a
Called Shot at Mikes head in an attempt to stun him (See Stunning and
Critical Hits).
Step 5.2) Declare Attack
Fabics player tells Mikes player that Fabic is going to throw a jab at
Mikes head.
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poses. In addition, since Fabic is in Close Range, Mikes player knows
that Fabic will have a -30 penalty to defend against this Grappling Attack.
Step 5) Declare Attack
Mikes player tells Fabics player that Mike is going to attempt to put the
Eridanis arm in a joint lock.
Step 6) Target may choose to Defend (Select Defensive
Technique)
Fabics player is unaware that this is Mikes only remaining action and
chooses not to defend against Mikes attack. Since this combat segment
will end after Mikes attack, Fabic will lose his unspent action.
Step 7) Roll to Hit
Mike has a 50% base to hit, plus 20% for his five levels of martial arts.
However, Mike has two penalties to deal with. The first penalty is the
Called Shot to Fabics arm. This imparts a -50 to Mikes attack. In addition, it is very difficult to put a stronger opponent in a joint lock. All joint
locks have a bonus equal to the attackers Strength minus the Defenders
Strength (50 - 100 = -50). Unfortunately for poor Mike, Fabic is
stronger, so this bonus becomes a 50% penalty. Mike has a -30% chance
to succeed in this attack against Fabic. Only by rolling 01 can Mike succeed in his attack. Mikes player rolls a 15, and the attack fails.
Zen Rigeln among others. Races that do more than one point of damage or do real damage when attacking may substitute those damage
values rather than the ones listed below, when using the attacks with
which those values are associated. For example, a Cizerack could substitute its claw damage 1-2 (Real) when performing the Cross (basic
strike) rather than use the listed 1 point (Temporary) damage.
Where a table notes that damage done by a technique equals
strike that means the damage done to the target is equal to 1 plus any
bonuses the character receives for high strength. In all cases be sure to
add any bonues to damage from a high Strength statistic.
Note: When the damage for a technique is listed as strike that
means the damage done to the target is equal to 1 point plus any bonuses the character receives for high strength.
Strikes
This attack involves striking your opponent with the hand or elbow.
Strikes can be defended against using any successful Defense
Technique. All strikes require one action to perform.
STRIKES
STRIKES
Jab
Cross
ATTACK TECHNIQUES
Access to Techniques
As everyone knows, there is more than one way to attack and defend in
hand-to-hand combat. You character is unlikely to have knowledge of
every technique known. A characters hand-to-hand fighting style determines the number of techniques the characters knows and can perform. Untrained fighters have access to a very limited number of techniques. Characters should check the description of their particular style
of hand-to-hand combat in the Skills section to find out which techniques are available to them. Strikes, Kicks, Head Attacks, Grappling
Techniques, and Special Techniques are all considered Attacks and can
only be attempted during your characters initiative.
NOTES
0.5
+10
Hook
+20 to
block
Elbow
1d4
Close
Range
Jabs: Jabs are used to feel out an opponents weak areas, distract, and
open him up for a following attack. Jabs are fast and get a +10% to hit.
Cross: A Cross is your standard, no frills punch.
Hook/Tentacle Whip: Hook punches or tentacle whips are strikes
that are favored by the bar brawler and are used because of the
increased damage over a standard punch. However, hook strikes are
the easiest strike to block. A hook strike may be defeated by any successful Defensive Technique, which is performed at +20 verses this easily blocked attack.
Elbow strikes: Elbow Strikes are very effective weapons but require
that the attacker enter close range (see below) to use this type of attack.
Phentari cannot use Elbow strikes.
Head Attacks
These attacks involve using your head as a weapon. A favorite of
Mutzachans and dumber Ram Pythons everywhere. Head attacks can be
stopped using any successful Defensive Technique.
HEAD ATTACKS
HEAD
ATTACKS
Headbutt
Bite
NOTES
Close
Range
1R or 2 R
Close
Range
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Head Butt: You must be in close range to use this type of attack.
GRAPPLING TECHNIQUES
Grappling techniques include throws, submission holds, and any technique that requires that you grab your opponent. It is important to note
that grappling techniques can be performed while standing as well as
while wrestling on the ground.
Like any normal attack, your opponents may defend against an attack
in close range by using any Defensive Technique OR a grappling technique can be avoided by successfully performing a Strength check or
Agility check. The penalty for making a Strength or Agility check to avoid
a grappling technique is equal to one half of the attackers hand-to-hand
skill level multiplied by ten. For example, if you wanted to defend against
an attacker with 12 levels of hand-to-hand skill, the penalty for the check
would be 60% for a Strength or Agility check (12/2 = 6. 6 x 10 = 60%).
Kicks
These attacks, as everyone knows, involve hitting your opponent with
your legs. Generally legs are the most powerful appendage on the body,
and as a result, these attacks do more damage than strikes. Any successful Defensive technique can be used to stop a kick. Note that some
kicks require more than one action to complete. A pythons tail attack
counts as a kick.
KICKS
KICKS
NOTES
Kick
1d8
Knee kick
1d6
Close
Range
Spin kick
1d10
Jump kick
1d10
1d12
Kick: This is your standard, no frills kick. Best directed at the groin
or knee.
Knee Kicks: Knee Kicks are very effective kicks that must be launched
from close range. No more than three knee kicks can be attempted in
a single combat segment.
Spin Kicks: Spin Kicks are more powerful techniques compared to standard kicks but have the drawback of having to turn your back to your target, if only for a split second. Spinning kicks require three actions. If a
character performing a spinning kick is attacked during the first two
actions spent performing the kick, they cannot defend themselves.
Jumping Kicks: A Jumping Kick is a very powerful kick that allows you
to engage targets at a distance of up to one quarter of your sprint
attribute (in meters). Jumping kicks require two actions to complete,
and no more than two may be attempted in a single combat segment.
Jump Spin Kick: A Jump Spin Kick is about the flashiest kick youll
find. It takes the longest time to complete of any of the kicks and has
the benefits and limitations of both the spin kick and the jump kick.
Dont be on the receiving end of this kick.
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GRAPPLING TECHNIQUES
GRAPPLING
TECHNIQUES
NOTES
None
1/half
STR-STR
Close
Range
Joint Lock
Strike x 2
1/half
STR-STR
Close
Range
Throw
Strike x 2
STR-STR
Close
Range
Control
Control
A character may attempt to Control an opponent by making a successful hand-to-hand check. This simulates wrestling your opponent (you
can do this while standing too) into a position from which he can not
easily defend himself or counter-attack. This initial hand-to-hand check
has a bonus equal to the attackers Strength minus the defenders
Strength. If the defender has a higher Strength than the attacker, the
bonus will become a penalty.
Controlled opponents are at -30 to attack or defend, until they successfully break free (see above). To break free of a control a character
must make a successful hand-to-hand skill check (50% base, no technique modifier) with a bonus equal to your characters Strength minus
the controlling characters Strength. Again, if the controlling character
is stronger than the character being controlled this bonus will become
a penalty. This check is made at the normal -30 penalty for being controlled. Alternatively, you can just attack the controlling character, albeit
at a -30 penalty until hes had enough and lets go.
Controls do no damage and can be maintained from round to
round by spending half of the characters actions. Characters with one
action that wish to maintain the control can attempt no other maneuvers. Once successfully applied, no further hand-to-hand skill checks
are required to maintain a Control.
Joint locks
A joint lock (also called a submission hold) is a technique in which you
can control and/or cripple your opponent. The technique is a simple
one. You grab an opponents arm, leg, or head and force it in a direction it does not normally go. Joint locks include such techniques as arm
bars, head locks, wrist locks, ankle locks, and other submission holds.
Victims of a joint lock can be made to submit to the will of their attacker out of pain compliance. Joint locks are very difficult to get on oppo-
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nents who are much stronger than the attacker.
However, once an opponent is in a joint lock, it is
very difficult to escape.
ATTACKING: To perform a joint lock, the attacker must be in close range and make a successful
hand-to-hand skill check, targeting an arm, leg, or
other extremity with normal called shot penalties.
This initial hand-to-hand check has a bonus equal
to the attackers Strength minus the defenders
Strength. If the defender has a higher Strength than
the attacker, the bonus will become a penalty.
DAMAGE: A character that has successfully applied a
joint lock can either choose to damage the victim or
attempt to control the victim through pain compliance. If the character chooses to damage the victim
during the action in which the lock was applied, he
automatically does 2 points of real damage plus double any bonuses due to high strength to the
appendage that has been grabbed. If you choose to
damage the victim using the joint lock, you will lose
the joint lock and will be unable to maintain the lock
from round to round or attempt to control the victim.
CONTROL: If the attacker wishes to control the victim, the target in a joint lock must make a System
Shock check. The penalty for this check is 50% plus
the attackers hand-to-hand skill level. If the System
Shock roll fails, the target must follow the attackers
verbal orders or risk having their limb injured.
Characters controlled in this fashion can generally
be moved where the attacker wishes to put them
due to the intense pain. If the System Shock roll succeeds, the target may resist the pain for this round
and try to escape the lock (see below).
MAINTAINING: Once successfully applied, joint
locks can be maintained from round to round by
spending half of the characters actions. Characters
with one action that wish to maintain the joint lock
can attempt no other maneuvers. No further handto-hand skill checks are required to maintain a
successfully applied joint lock. Victims of a joint
lock are considered to be Controlled (See above).
ESCAPE: To escape from a joint lock, a character
must first make a successful System Shock roll as
detailed above. If they fail this System Shock, the
pain from the lock is simply too much for them to
overcome and try to escape. If the System Shock
check is successful, an offensive hand-to-hand
skill check (50% base, no technique modifiers)
can be made with a penalty equal to five times the
attackers level of hand-to-hand. Alternatively, the
character may attempt to muscle or twist his way
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out by making an Agility or Strength check with a penalty equal to the
attackers hand-to-hand skill level multiplied by 5.
ARMOR, CYBORGS, AND JOINT LOCKS: Joint locks will do no damage to characters with heavy or mechanized armor because of the
armors reinforced joints. Characters in light and medium armor may
subtract the THR of the armor from the damage done by the joint lock.
In addition, the THR of light and medium armor can be subtracted from
the attackers skill level when determining the penalty for skill checks
made against the joint lock. Characters in armor in a joint lock still suffer -30 to attack or defend while in a joint lock.
The THR of a cybernetic limb reduces the effectiveness of a joint
lock attack in the same fashion as armor. In addition, If you are attacking a cybernetic limb, the target can not be influenced through pain
compliance and is not required to make a System Shock check before
they can attempt to escape. Characters with cybernetic limbs in a joint
lock still suffer -30 to attack or defend.
THROWS
SPECIAL TECHNIQUES
SPECIAL TECHNIQUES
124
For Example: Lets say Mike, the Human, wants to throw Ugi, the Ram Python.
Ugi weighs 830 lbs. 830 lbs. is closer to 860 (STR 131-140) than 750 (STR 121130), so we can assume that you would need at least a strength of 131 to squat
830 lbs. Mike, the Human, has a Strength of 50. 50 - 131 = -81. So for the
throw, Mike has a penalty of -81 to his throw.
BATTLELORDS
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SPECIAL
TECHNIQUES
NOTES
Disarm
None
Called Shot
Fake
None
Trap
- 2 actions
Special
Called Shot
Con Dam.
half
Defense - STR
Close
Range
Special
-75/-125
(both eyes)
Weak Point
Attack
Choke
Eye Strike
Disarm
A character trained in disarming is capable of removing weapons from
opponents without injuring themselves in the process. A character need
only make a successful skill check with standard situational and Called
Shot penalties to disarm an opponent. The opponent has the option of
making a successful Defensive Technique roll or a successful Called
Shot with the weapon to the attackers limb to prevent being disarmed.
Disarms are much easier when controlling a grappled opponent. In
addition, an enemy held in a joint lock may be forced to release a
weapon if he fails his System Shock check.
Fakes
Fakes work the same way as a feint (See Battlelords rulebook). To perform a fake, the attacker must make a successful hand-to-hand attack with
a penalty equal to the attackers Intuition minus the defenders intuition.
Better Fakes - Optional Rule: Instead of the standard -20, use
the amount by which the attacker made his hand-to-hand skill check as
the penalty for the opponents next technique. If the fake fails, use the
amount by which the attack failed his skill check as the penalty for the
attackers next technique.
Trapping
A trap or trapping maneuver is when an attacker pins down an opponents blocking appendage, usually an arm, just long enough to launch
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an attack while the targets defenses are weakened. Traps are not like
joint locks or grappling, where the limb is actually grabbed and
restrained. Traps merely pin the opponents limb against his own body
so that it may not be used to attack or defend. Traps are easily escaped
from and are only meant to temporarily defeat an opponents defenses.
To perform a trap, a character must make a successful hand-tohand attack against the target with standard Called Shot penalties. This
requires one action. A trapping maneuver may be defended against
using any successful Defensive Technique.
A successful attack means that an opponent loses his next two actions.
If an opponent has already expended all of his actions, the target losses his
first action next round (or one half-action for non-HTH attacks).
temporary. When an characters Constitution reaches zero, he is unconscious. When an characters Constitution reaches a negative number
whose absolute value is equal to his original Constitution he is dead.
When fighting an alien, it is best to have knowledge of their martial
arts and anatomy. A perfect example of this is the fact that a Pythons
natural armor make it all but immune to chokes. Quadruple the threshold of armor when determining the damage reduction for a choke.
In order to maintain a choke from round to round, the attacking
character loses half of his actions but need not make additional handto-hand skill checks to maintain the hold.
Eye Gouge: An Eye Gouge is a weak point attack usable on most alien
races without knowledge of their anatomy. If a single eye is successfully attacked, then the targets visual modifier is permanently reduced by
half, and he loses use of that eye. If both eyes are successfully attacked
(-125% penalty), then the target character is permanently blinded. This
assumes that the species being attacked has only two eyes. Eye gouges
only require one hand-to-hand skill check with normal called shot
penalties (-75 or -125 for both eyes). A failed eye gouge does no damage. Eye gouges can be defended against using any successful Defensive
Technique.
DEFENSIVE TECHNIQUES
Defensive techniques prevent a character from being attacked. This
includes all forms of hand to hand and archaic hand weapon combat.
Remember that the base chance to perform a Defensive Technique is 25%,
not 50%. All Defensive Techniques require only one action to perform.
Blocks divert the path of the incoming attack. An attack is redirected
by simply pushing the strike or kick off course.
DEFENSIVE TECHNIQUES
DEFENSIVE TECH.
Block
Counter Strike
Dodge
Hard Block
None
Strike/2
+10
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CAMPAIGN GOALS
CHAPTER 7
IN THIS CHAPTER...
Battle Masters Section
Starting Your Campaign
Running A Campaign
Campaign Info
The Secrets of Zenax
Adventure Seeds
Quick Reference Charts and Tables
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RUNNING A CAMPAIGN
Long Term Goals
Even if you are really good at winging it as a Battle Master (my preferred
method), you will probably still want to set some long-term goals for the
campaign. As the BM, you must decide what the long-term goal of your
campaign will be. This will be based on the motivations of the characters in the campaign. Most characters will be interested to some extent
in finding a way back home, and this will probably be the primary, longterm goal for most campaigns. Other characters, like members of an
exploration team, may want to explore and document this new universe.
Still others, like corporate claim teams, may want to capture alien technology (or the aliens themselves) and bring them back for reverse engineering/dissection. Hey, this IS Battlelords! Your players could decide
that they want to conquer a small planet and run it with an iron first. The
possibilities are limitless, and you should discuss with your players what
theyre looking to get out of this campaign before starting.
Long-term goals (Campaign Goal)
Finding a way home
Finding a two-way portal that allows transit between the two universes
Exploration and scientific study
Fugitive retrieval
Fleeing the Alliance authorities
Establishing an independent colony
Establishing a personal empire
Establishing a corporate outpost
Baiting the Hook
If the Battle Master knows the characters will be intent on returning to
their old universe, he should provide them with hints and clues pointing them toward a possible way back. Though these may turn out to be
red herrings, this is a good excuse to get players to start exploring their
new home and start mingling with the natives. Alternatively, if the players are naturally inclined to explore their new universe, the BM should
not force them to seek out a portal home.
Getting there is half the fun.
It is important to remember that the adventures characters will have while
attempting to accomplish their long-term goal will probably be more fun
than actually accomplishing the goal. For example, if you allow characters
to return to Alliance space immediately after exiting the rift, then you wont
have much of a campaign. The long-term goal should only be accomplished at the end of the campaign, and only after a long, difficult journey
to get there. The more difficult you make it for the players to accomplish
their goal, the more rewarding it will be when they succeed.
Short Term Goals
Short-term goals are adventure hooks that make up the adventures and
subplots for characters as they progress toward their final goal. For
instance, if your players characters really want to get home, there are
probably certain things theyll have to do before they can obtain that
goal. They may require fuel for their ship, ammunition for their
weapons, and food for themselves before they can even think about
traipsing across the galaxy in search of a way back home. A nightly
adventure in your campaign may revolve around just getting something
to eat; getting home may not even be mentioned. Along the way the
characters are likely to encounter other life forms who may mean them
harm, but they may also encounter creatures that might be able to help
them. For example, a Klee may know of an ancient device hidden away
somewhere that can transport you anywhere in space. A rogue Whe may
have discovered a new rift, which might lead the characters home. By
providing characters with hints and leads as they explore, you can help
them obtain their final goal, while at the same time allowing them to
explore this new universe and fulfill more immediate needs - like food.
Short-term goals (Adventure Goals)
Finding food and water
Getting medical supplies
Getting medical attention for the wounded
Getting replacement weapons
Repairing the ship
Obtaining a lift to new world
Avoiding the Whe patrol ships
Scouring the Klee Trade ships for signs of Alliance technology
Settling internal disputes between characters
Fending off pirates
Exploring a ghost ship
Exploring their new universe
Obtaining a new ship
Obtaining star charts of the area
Obtaining spare parts for equipment (or alien equivalents).
Escaping from the Whe
Sneaking through the Whe battlefront
Trading for required goods at an outpost
Obtaining alien technology
Encountering a new alien life form
RUNNING A CAMPAIGN
Tough Life
If you want to make life for your characters a little easier, you may want
to steer them toward certain skills and equipment that they will need to
survive on their own in Zenax. The three words you need to keep
repeating to your players are alien technologies skill. This little skill
will come in really handy in a place where EVERYTHING you encounter
will be alien technology. Its expensive, but worth every skill point.
Other practical skill categories include Deep Space Operations,
Engineering, Journeyman, and Science skills. Characters will quickly
find that having skills in these areas is just as important as all those
Physical, Medical, and Weaponry skills with which Battlelords are normally equipped.
THE
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with the local inhabitants, scrounge their ruined ship for anything salvageable, find food and water, and possibly get a lift off planet before
the Whe come looking for them. The possibilities are endless.
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WEAPON REPAIR
REPAIR WEAPON
SKILL CHECK
PENALTY
-150
-50
-200
SKILL CHECK
PENALTY
-100
-100
-200
SKILL CHECK
PENALTY
-100
-100
-200
With blueprints
+50
Weapons
There are some major problems with weaponry that characters are
likely to discover in this new universe. First of all, there is no way to get
new ammunition for their old weapons. As plentiful - and fun- as 30mm
API ammo is back in Alliance space, no one in Zenax even knows what
30mm stands for! It is possible that given the specs, the right equipment, and a qualified munitions expert, characters could mass-produce
their own ammo. This is likely to be very difficult at best. Not only are
characters not likely to carry the proper tools with them to do it themselves, but trying to translate ammunition specs to an alien metallurgist
will be an adventure all its own. In addition, the only species that frequently uses projectile weapons, the Whe, do not use gunpowder.
Projectile weapons will not be the only arms to suffer problems. If
characters do not have a power supply to refuel their energy-based
weapons, these too will run dry quickly. Most characters will be able to
tap into the power supply on their ship to recharge weaponry, but if this
ship is destroyed or damaged, characters may have to jury-rig alien
power supplies to charge their equipment. Try not to blow yourself up
doing it.
Finally, unless one of your characters is proficient in weapons or
armor repair, damaged equipment may become useless equipment.
Characters are unlikely to run into a weaponsmith competent enough
to work on armament that is totally alien to them. So not only must
characters hoard their ammo, but they must be very careful not to damage their weaponry lest they lose it.
What this boils down to is that characters will have to conserve their
ammo and have a lot of mechanical prowess in order to maintain their
own weapons and equipment. A merciful BM might hint to players that
their characters might do well to invest in some repair and engineering
skills.
Another option available to players is obtaining alien weapon systems for their own use. With the way most Battlelords dish out death
and destruction, at some point in the future, it is almost inevitable that
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EQUIPMENT REPAIR
players will have to adopt an alien weapon system. Adopting an alien
weapon system has its own drawbacks. Unless a character is good with
alien technologies or is instructed on how to use the weapon, they may
not know which is the dangerous end. Trial and error with weapons of
mass destruction can prove hazardous to your health. At least with alien
weapons, recharging devices and ammunition will be more readily
available.
There is, however, one major problem with procuring alien
weaponry. Unlike the Alliance, the isolated and often warring cultures
that inhabit this universe tend to keep their weapon systems to themselves. The Whe are not likely to sell their newest top-secret weapon
system to their mortal enemy, the Aktai, for any price. In this hostile climate, the possibility for an open market for weapons sales between
alien races has been stifled. Unlike the Alliance, there are very few intergalactic weapons companies that sell their wares to whomever can pay
for them. However, this has led to industrial espionage among various
species and a thriving black-market in weapons, equipment, and even
supplies - mostly due to the industrious Klees support of such markets.
Armor
If you are playing Battlelords, your characters are going to get shot. Its
only a matter of time before someone with a gun decides that he doesnt like your face and tries to shoot you. If youre smart or lucky, you
will be wearing your best friend - your armor, which will hopefully save
your bacon. Now, assuming you survive, youve got to get your armor
repaired. There is one little problem: youre in unknown space and the
ARMOR REPAIR
REPAIRING LOST AI
Without proper materials
-100
-150
REPAIRING LOST AR
Without proper materials
Without proper tools
Without proper tools and materials.
REPAIRING LOST THR
Without proper materials
Without proper tools
Without proper tools and materials.
REPAIRING ARMOR OPTION
spare-parts youre looking for dont exist here. No flexsteel, no laserresistant ablative liner, no absorption polymers, nothing your characters need to repair their armor is available. Unless your characters have
a supply of spare parts for their armor systems, theyre out of luck. A
talented armorsmith may be able to utilize alien hardware to fix their
armor or find equivalent replacement parts.
Obtaining replacement armor is a big problem for player characters not from the Zenax universe. Species do not generally sell or trade
military equipment to other species, for fear of revealing military
secrets and losing a technological advantage over their enemies. As a
result, armor is generally tailor-made by a particular species for other
members of that species.
A character that is not a native of the Zenax galaxy who wishes to
have a new suit of armor will generally have to commission it to be custom made. Existing armored suits that are available on the open market will not fit the character. Having a suit of armor custom made is not
only prohibitively expensive, but the high-tech materials present in most
armor systems are simply not available to your average armorsmith.
Thus, characters may have to cobble their armor together from pieces
from existing suits. A few companies that are not affiliated with any particular government have access to the high-tech resources necessary to
construct state of the art armored suits, but prices for these suits are
exorbitant.
Supplies
Supplies are not nearly as large a problem as military hardware and
equipment. Everyone needs food and water, and there is a healthy trade
in such items, even between species, excluding the Whe.
Food and water will be the most common requirements for characters looking to trade. Unless they packed enough supplies for a long
haul, theyre going to run out of food and water sooner or later. Like
most non-military supplies, food and water are readily available at
spaceports, outposts, and through the Klee trader fleets. The problem
characters are more likely to face is a matter of basic biology. Or put
more simply, can I eat it? Pizza may taste great to a Gen-Human, but to
a Cedeun, it could be a deadly poison if ingested. Purified water is not
a problem, but be careful what you eat. Most food, with the exception
of some Cedeun and Razaa cuisine, is quite palatable, but just figuring
out what is safe to eat can be a whole new adventure for the PCs.
Spare Parts can also be acquired through trade, but as mentioned
above, finding spare parts for Alliance weapons and equipment is next
to impossible. Your best bet is to search the Klee trader fleets for what
you need. If anything has come through the rift before your arrival, the
Klee will have probably come across it in the past. Of course, it always
helps if you have an example of what youre looking for to show the Klee.
Energy Supplies
Alien power supplies are relatively common. There are fusion reactors
on every corner, and when yours breaks, you can always buy a new one
from a Klee. You just have to find someone intelligent enough to modify the power supply to recharge your weapon.
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tain items by trading goods or even services. For instance, a Klee black
marketer may be able to get you that rare, one-of-a-kind Alliance made
spare part that floated through the rift and landed on his table, but
youre going to have to make a milk run into Whe space and steal him
a Mass Doubler in exchange. Buying on the black market can be a dangerous thing. Double crosses are common, and some business men
are just as likely to slit your throat and take your suitcase full of money
rather than actually sell you the item you wanted to buy. In addition, it
is not uncommon for the original owners of items that characters purchased on the black market to come looking for them.
Regardless, at one point or another characters will be forced to
make a purchase on the black market just to survive. All you have to do
is let a local Klee merchant know what youre looking for, and he will
see that the appropriate party contacts you. Dont worry, they already
know where you are and how to get a hold of you.
CAMPAIGN INFO
Characters in your campaign will quickly discover that nothing is as it
seems in Zenax. You cant trust anyone, and everyone has an ulterior
motive. Somebody is always willing to pay more than you are for the last
item on the shelf. Sometimes the last item on the shelf is your only ticket home. Sometimes you are the last item on the shelf. There is always
opposition in Zenax, and characters will have to learn to put aside dislikes and disputes in order to survive. This is easier said than done
because characters are often of opposing moral, social, and religious
beliefs. Just like real life - only with bigger guns.
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ADVENTURE SEEDS
Adventure Seeds
These adventure seeds are here for a couple of reasons. The first reason is that they offer a wealth of opportunities for BMs to build scenarios for their player characters to play. Yes, I said build. These are just
adventure seeds. They only contain an idea for a possible adventure in
Zenax. In order to use them, you have to add more material to flesh
them out into a playable scenario. Again, you are only limited by your
imagination. Nothing that is written in this book is set in stone, and
these adventure ideas fall under that rule as well.
The other reason weve included these adventure seeds is that they
provide an insight into the working of Zenax to which your players will
not be privy. Many of the adventure hooks listed below will explain
much of what youve read in the Life in Zenax section of this book.
[3] A rogue Whe scientist has determined that the rogue phenomenon is a natural process by which the Whe gear down after repelling a
threat. However, the influence of the Aktai has convinced the Whe commanders that the rogues are a result of the Aktai interference. As a
result, theyre ignoring the warning signs to reduce their biologically
triggered aggression. If this process remains unchecked, the Whe will
overextend their resources, and their society will eventually collapse.
Though the characters may not mind the Whe empire crumbling
under its own weight, the Aktai government still feels responsible for
the carnage the Whe have caused. Will the characters somehow become
privy to a computer data chip that contains the scientific study that verifies the Whe scientists hypothesis? His dying words will inform the
characters that they must get the chip to the Aktai or their lives will be
in great danger. The characters, who will remain unaware of the chips
contents until the end of adventure, will be forced to fend off the Whe
hunters looking for the computer chip. Though the Whe dont believe
the scientists findings, they dont want any information falling into the
hands of their sworn enemies. In addition, characters may (at the BMs
discretion) have to survive attacks from the Whes enemies who dont
want the information to reach the benevolent Aktai for fear they may try
and help the Whe.
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ADVENTURE SEEDS
nomadic Klee wandering through Zenax that most races, excluding the
Whe, have standing orders to help Klee stragglers. Some have been living on remote, uninhabited worlds for decades without knowledge of
the Klee fleets or their attempts to rebuild their culture. Characters
exploring deep space may come across a Klee settlement, which may
not be aware of the activities of the rest of their species. These Klee are
likely to be hostile to just about anyone who discovers them, rather than
risk being surprised by the Whe.
Klee Anti-armor particle weapons: The Klee lack the technical
knowledge to construct such a complicated weapon system despite their
expansive knowledge of particle physics. In addition, with the core of
their scientists spread across the galaxy, such advanced technological
developments are difficult at best. Desperate for a way to fend off the continued attacks of the Whe military, the Klee became more daring. When
the opportunity presented itself to steal the Aktai anti-armor technology,
the Klee took the chance. They realized that with their knowledge of particle physics, they might be able to reverse engineer the Aktai technology.
If the Aktai were ever to discover the origin of the Klee anti-armor
technology, the Klee would be ostracized by the Aktai and lose a valuable
ally. Characters may become involved in stealing the Aktai technology or
be put in a moral dilemma when they discover the origin of the equipment.
[15] Wormholes: The Aktai use a space-based weapon system called a
warp device. These weapons cause their targets to blink out of existence.
A side effect of exploding Aktai warp devices is that they weaken the barriers between time and space. If enough detonations occur in a localized
area, they can cause a tear in space, creating an artificial and unstable
wormhole. For some reason detonations of warp bombs have been known
to cause space-time distortions light years away from the actual blast area.
A few high-ranking Aktai scientists are aware of this side effect but have
been ordered by their superiors in the military not to reveal this information. It is unlikely that characters will discover the true reason for the
abundance of wormholes in Zenax. However, these wormholes will always
be of interest to Alliance characters attempting to get back home. Unwary
explorers may risk traveling through these dangerous rifts or find themselves in the middle of an unnatural, mine-field of wormhole-filled space.
[16] Unexplored Space: While traveling through deep space in order
to avoid the Whe, the characters encounter an unidentifiable derelict
ship. It is drifting through deep space with no evidence of any crew or
power. Any Aktai in the group may be able to identify the writing on the
ships hull (Terrestrial Knowledge check at -50) as belonging to the
Raxe. The Raxe went extinct soon after the Aktai encountered the last of
their race. With the damage done to their ship by their Whe pursuers,
the characters have no choice but to board the ship while they make
repairs. Once onboard, the characters will discover that the ship is
totally abandoned, and the only thing aboard is a large metal cube in
the middle of an otherwise empty cargo bay. Inside the box is a creature so terrifyingly powerful that it caused the extinction of the entire
species. The Raxes last act of defiance against the creature was to sacrifice the remaining members of their species as bait to lure the creature into a trapa trap that the characters are now aboard. The creature, whose name was lost along with the Raxe, is a non-corporeal entity that has the ability to reproduce itself by feeding off energy. Material
weapons do not effect it, and every 50 points of damage from energy-
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[26] Mitron: Mitron is also home to a huge creature called the Scareth
that created the underground caverns the native Mitronians live in. The
Mitronians fear the miners activity will awaken the hibernating Scareth,
which is both highly intelligent and aggressive. The Scareth is the Zenax
equivalent in power to the SUCS2BU.
Running low on food and in an isolated section of Zenax, the characters are forced to raid the only outpost in the section for food and supplies. It just so happens that the outpost in question is a Whe base
camp.
Klee space station cities: With the help of the Cedeun, the Klee have
established a number of space station cities out in deep space.
Originally, these cities were crudely constructed of old ship hulls that
had been welded together and pressurized. Over time, the population
of these floating trash heaps migrated to safer Cedeun-made forts inside
hollowed out asteroids. These cities are filled primarily with civilians
and are far enough out of primary Zenax to be safe from Whe attack.
Regardless, if the Whe were to become aware of these cities, a longrange attack fleet would no doubt be dispatched to destroy this obvious
military regrouping site. The Klee maintain the tightest security to
keep this secret, and the safety of these cities is considered more
important than even the trade fleets.
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PG.
CON AGR
38
VEHICLE SKILLS
PG.
55
STR
MD
IQ
AGL
INT
CHA
Aktai
+20
-10
+20
-10
+20
-10
+10
+10
Cedeun
+15
+30
-15
-15
+10
-20
-10
+00
Disrapan
+10
-15
+00
+00/
+30
+07
+10
+00
-15
Dul
+15
-10
-10
+15
+15
+00
-10
-10
SKILL
P
4
25 3wk 12 MD
SKILL
Hover Board
25 2wk
WEAPON SKILLS
PG.
55
PS JA
JS
BC
AG
15
PS JA
JS
BC
10
Klee
+00
+00
+05
+00
+10
+05
+20
+30
Razaa
+25
+00
+00
+00
+50
+00
+20
+00
Aktai LGAs
25 4mo 30
IN
10
Whe
+10
+10
+00
+00
+10
+15
-15
-20
Aktai MTWs
25 3mo 25
IN
10
25 2wk 10 MD
10
Disrapan Lasers
25 2wk 10 MD
10
Klee Particle
Weapons
25 1mo 10 MD
10
Razaa Plasma
Weapons
25 3wk 12 MD
10
Whe Projectile
Weapons
25 2wk
MD
10
25 4mo 25 MD
10
25 3wk 12 MD
10
Whe Vehon
25 1wk
ST
10
25 4mo 20 MD
10
TER
MIL
PER
BAR
Aktai
+10
+00
+00
+00
Cedeun
+30
-20
-10
+00
Disrapan
+05
+00
-05
+00
Dul
-20
+10
-10
-10
Klee
+40
+10
+10
+20
Razaa
+00
+10
+00
+00
Whe
+10
+25
-05
-05
WHE FUSES
STR
IQ
AGL
CON
Aktai
50/150
50/150
50/150
50/150
Cedeun
41/130
01/110
01/100
45/135
Disrapan
35/115
15/115
45/145
25/115
Dul
21/150
05/150
39/150
21/150
Klee
11/100
11/115
15/110
31/120
Razaa
35/125
05/100
15/95
51/150
Whe
30/120
11/100
39/130
21/100
RACIAL PREFERENCE
PG.
Dul
Klee
Razaa
Whe
MENTAL SKILLS
SKILL
GTR
AV
COST
x1
x3
Pressure Fuse
UC
x1
Proximity Fuse
VR
x5
Timer
x1
COST
WHE AMMUNITION
PG.
75
ENC
AV
Drak1
Drak2
12
UC
60
Drak2A
12
UC
60
Dramier1
10
45
Emis6
JDU6
20
20
Machier7
10
45
Mazz3
Tramie8
Ud9
Waks4
UC
XK8
VR
350
Yulu7
UC
PG.
WHE
Disrapan
RAZAA
DUL
Cedeun
TL
Impact Fuse
STANDARD AMMUNITION
KLEE
DISRAPAN
CEDEUN
AKTAI
Aktai
75
FUSES
38
RACE
PG.
51
SC
1Y
50
PS JA
JS
BC
IQ
12
BEYOND
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PG.
54
JAB
CRO
ELB
HOO
BIT
HB
KIC
KNE
SPI
JUM
JSK
Attart
Brawling
Jus
Kel-na
Kius
Knell
Kne-na
Mazie
Na-De-Kah
X**
Na-nee
Nok-la
Rock Fighting
X**
Rock Wrestling
X**
Sue-ne-na
TKa
Taling
Tourt
Tra-el
Tre-la
Trus
Yelah
PG.
55
CNL
JL
TRO
DIS
FAK
TRA
WPA
BLK
CST
DOD
HBK
Attart
Brawling
X*
Jus
Kel-na
Knell
Kne-na
Kus
Mazie
Na-De-Kah
Na-nee
Nok-la
Rock Fighting
Rock Wrestling
Suw-ne-na
Tka
Taling
Tourt
Tra-el
Tre-la
Trus
Yelah
138
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
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AV
PG.
75
COST
Anti-personnel
+1
x7 per box
Chemical attack
Concussion
x7 per box
Disintegration
+2
Incendiary
UC x7 per box
Flash
Freezer
Glue
x8 per box
Hologram
Nuclear
Petrifaction
+2
Smoke
Sonic Blast
+1
StarShot
+2
Surgeon
ARMOR OPTIONS
OPTION
PG.
83
A-Grav System
10
Anti-Meson Field
10
4-5 C 200K
4-5 P
AMS
Atmospheric Processor
Cloaking Device
1
23
x5 per box
500K
8000
30 6-7 VR 5.0M
Exchange Rates
Ignore Field
(User not protected)
Anti-armor particle weapons
Neuro Cannons
Currency
Aktai
Cedeun
Disrapan
Dul
Klee
Razaa
Whe
Rate
200
5*
20
1
**
15
N/A
SPECIES
All but Dul
Klee
Disrapan, Whe
MEDICAL EQUIPMENT
All
Cedeun
ITEM
PG.
88
ENC
TL
AV
COST
SPECIES
N/A
UC
4000
Whe
Combat Shield
Dispersal Unit
250K
Aktai
-Hand-held
12K
Aktai
ECCM Module
2.0
40K
-Paramedic
UC
50K
Aktai
Flight System
30
25
180
600K
Aktai
1200
VR
4.0M
Aktai
4K
All but
Whe
FOF Transmitter
0 UC 45K
Cedeun,
Disrapan, Dul
150
Gravitic Compensator
(minor)
10
12
1.0M
Aktai
Gravitic Compensator
(major)
24
50
VR 3.0M
Aktai
2.5
3 UC 1000
Laser Detector
Nutrient Dispenser
Radar Detector
Rebreather
100
100
10
10
C 10.0K
Regenerating
VR
Self-Sizing
C 8000
**
All
Whe
All
Whe
Razaa
Whe
Cellular Regenerators
-MASH
-Hospital
Jump Stick
PERSONAL EQUIPMENT
ITEM
CREATE WALL
PG.
89
ENC
TL
AV
COST
500
0/25
25K
Cedeun Talkbox
Whe Hover Board
UC
PG.
104
AI
THR
250
Whe
Brick
5 UC 14K
Whe
4 UC 25K
Whe
Concrete
200
Cedeun, Klee
Flex Steel
1000
Sensor Suite 1
Sensor Suite 2
14
Sensor Suite 3
Stealth System
Waste Processor
4 UC 50K
8000
2.0M
Whe
Glass
Sheet Rock
40
Steel
500
Titanium Steel
800
150
BEYOND
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DEFENSIVE TECHNIQUES
3 Seconds
1 second segment
1 second segment
3 Seconds
STRIKES
PG.
STRIKES
121
Cross
+10
Hook
+20 to
block
Elbow
1d4
Close
Range
HEAD
ATTACKS
Bite
KICKS
PG.
KICKS
PG.
121
Headbutt
None
Strike/2
+10
Dodge
NOTES
Close
Range
1R or 2 R
Close
Range
122
DAMAGE #ACTIONS MODIFIERS
PG.
130
NOTES
0.5
HEAD ATTACKS
WEAPON REPAIR
Jab
None
Counter Strike
Hard Block
NOTES
125
Block
Hand-To-Hand Combat
1 second segment
DEFENSIVE TECH.
PG.
SKILL CHECK
PENALTY
REPAIR WEAPON
Without proper materials
-150
-50
-200
SKILL CHECK
PENALTY
-100
-100
-200
SKILL CHECK
PENALTY
-100
-100
-200
With blueprints
+50
ARMOR REPAIR
PG.
131
Kick
1d8
Knee kick
1d6
Close
Range
Spin kick
1d10
-100
Jump kick
1d10
-150
1d12
GRAPPLING TECHNIQUES
GRAPPLING
TECHNIQUES
PG.
None
1/half
STR-STR
Close
Range
Joint Lock
Strike x 2
1/half
STR-STR
Close
Range
Throw
Strike x 2
STR-STR
Close
Range
Control
SPECIAL TECHNIQUES
SPECIAL
TECHNIQUES
PG.
124
NOTES
Disarm
None
Called Shot
Fake
None
Trap
- 2 actions
Special
Called Shot
Con Dam.
half
Defense - STR
Close
Range
Special
-75/-125
(both eyes)
Weak Point
Attack
Choke
Eye Strike
140
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
REPAIRING LOST AR
Without proper materials
122
REPAIRING LOST AI
Without proper materials
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Defenses
For each level of the Shape Change skill a Mazian possesses, it receives
a 4% bonus to avoid Trapping Maneuvers or being thrown (requires
one action).
Unless in possession of an IFN, Mazians can only perform the
Dodge or Envelop defensive maneuvers.
Mazians take half damage from all hand-to-hand temporary damage
inflicted on them. This reflects the inefficiency of punching or kicking
a shapeshifting blob.
Bonuses
Mazians may add 2% to their Joint Lock, Throw, or Control attempts
for every level of the Shape Change skill they possess (this is in addition
to the 4% per level from the hand-to-hand skill).
Limitations
HIT
DAM
POD
DISARM PSEUDOPODS
BONUS ADJ
STRENGTH
+00
00
1
2
100%
+04
05
+08
+1
10
+12
+1
15
+16
+1
20
100%
+20
+2
25
50%
+24
+2
30
+28
+2
35
+32
+3
40
100%
50%
50%
2
75%
90%
75%
90%
+36
+3
45
10
+40
+3
50
11
+44
+4
55
12
+48
+4
60
100%
13
+52
+4
65
50%
14
+56
+5
70
15
+60
+5
75
75%
90%
75%
90%
16
+64
+5
80
100%
17
+68
+6
85
50%
18
+72
+6
90
19
+76
+6
95
20
+80
+7
100
100%
21
+84
+7
105
50%
22
+88
+7
110
23
+92
+8
115
24
+96
+8
120
25
+100
+8
125
142
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
75%
90%
75%
90%
100%
50%
Pseudopods: The number of pseudopods the Mazian can use effectively in combat. Each additional 'pod allows the Mazian an additional
attack per round.
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Combat Example: Ouzo the Mazian has a Strength of 50, and 13 levels of
HTH. In one combat round, Ouzo has the following options:
1.
Use 5 'pods to make five separate attacks (or defend against attacks),
each with an effective Strength of 25 and a +52 attack bonus.
2.
Use 4 'pods to make four separate attacks, each with an effective Strength
of 50 and a +52 attack bonus.
3.
Use 5 'pods on four attacks - 3 to make three attacks, and 2 to make one
attack. The first three attacks are made at +52, and the last is made at
+62. Each attack is made at an effective Strength of 25.
4.
5.
Use 5 'pods on three attacks - either 2 'pods alone and three in one attack,
or 1 'pod alone and 2 'pods each on two other attacks, each at a Strength
of 30. Attacks made with one 'pod are at +52, two 'pods at +62, and
three 'pods at +72.
6.
Use 4 'pods to make two attacks, two pods per attack at a Strength of 50
and a +62.
7.
Use 5 'pods to make two attacks - two pods on one attack and three on
another, both made with an effective Strength of 25. The first attack is at
+62, the second at +72.
8.
9.
As you can see, a skilled Mazian has many options open to it in combat,
and can choose to trade Strength for attack bonuses, or vice versa.
However, the blob in our above example may only choose one of the 9
options available to it option per action, Changing options requires
one action (see below).
Remember also that a Mazian is fluid. Upon making successful attacks
in one round with a certain number of attacks, the Blob may spend an
attack the next round to combine multiple pseudopods, potentially
increasing its Strength so it can better hold the Control, Joint Lock, or
Choke attacks that it previously made. Ouzo and his 13 HTH levels may,
for instance, attack in round one with 5 'pods to gain the attack bonuses, even though he must operate at 50% of his normal Strength. If successful, and if his opponent doesn't manage to break free before Ouzo's
next round, Ouzo may spend one attack to combine two 'pods into one.
He is now using only 4 'pods, and thus he may bring his entire Strength
to bear against his opponent. If he chooses to create a fifth 'pod later
on in the combat, he once again will be at an effective Strength of 25.
Defensive Techniques: Envelop
Without use of an IFN, a Mazian cannot use the Block, Counterstrike, or
Hard Block defensive techniques, as these require leverage that a
Mazian can't generate. But the Mazians have a defensive technique not
available to non-shapeshifters: the Envelop.
BEYOND
THE
RIFT
143
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144
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
INDEX
Additional IFNs
A number of more combat-oriented Mazians have started a small
Hypernet company called CombatFrames, and have begun producing
small IFNs designed specifically for fighting. They are producing new
models every day, and they do excellent custom work. Below are a few
standard models. As they can all be absorbed and reshaped within the
Mazian's body, all of them allow the Mazian to grapple as normal
(except, as noted above, the susceptibility to Locks and Control maneuvers). These new models can also be attached to regular IFNs. For
example, Ouzo may replace the foot of his regular IFN with the Spike,
thus increasing kicking damage in biped form. Or he might replace the
forearm of his IFN with the Lance for nifty results.
The Club: CombatFrames' basic model, the club is little more than a
mace on an IFN frame. By exposing the end of the Club while striking,
the Mazian can inflict d3 points of temporary damage, plus Strength and
HTH Skill bonuses.
The Spike: A half meter section of IFN framework with three 2-inch
long metal spikes at the end. The Mazian allows the spikes to protrude
from the end of its pseudopod when it strikes. The Spike inflicts d3
points of real damage, plus Strength and Skill modifiers to damage.
The Lance: In addition to being used to inflict damage on normal
strikes, the end of this IFN contains a spring-loaded stiletto. The Mazian
waits until it has successfully attacked with a Joint Lock, Control maneuver, Choke, or successfully defended itself with the Envelop defense. The
Lance is then pushed to the surface (right against the opponent's body)
and triggered, shooting a 6 inch blade into the opponent. If the
Lock/Control/Choke/Envelop has not been broken, the attack is automatically successful, inflicting 6d points of real damage, plus Skill
bonuses (Strength bonuses do not apply).
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EFFECTIVE RANGES
WEAPON EFFECTIVE RANGES
SYSTEM
HAND
WEAPONS
FUEL PUMP
LGA
FORCE
WEAPONS
MAGAZINE TYPE*
Blade
Launcher
20
N/A
Laser Lance
10
N/A
Llurk
25
AFP1
16
Finale
AFP2
18
Duster
100
External Magazine
AFP-S
18
Buster
75
External Magazine
Crusher
10
140
External Magazine
Squish
28
Shooter
75
External Magazine
Flattener
12
Vaporizer
250
External Magazine
Patty
45
Zapper
450
External Magazine
Adapt
35
Death2U
500
External Magazine
Diverse
75
Destructor
1,200
External Magazine
Able
130
30
Capable
115
Perfection
80
Terminous
50
AMTW2
30
1,800
65
5,500
Dis. Mode
AMTW5
MTW
Dis. Mode
AMTW7
Dis. Mode
75
AMTW10
8,500
Dis. Mode
40
CEDEUN
PARTICLE
WEAPONS
EAU1
55
EAU2
450
EAU3
550
CEDEUN
PLASMA
CANNON
AKS1
35
DJS1
20
SKS1
27
160
T3 Tac
DISRAPAN
HILD
BLINDING LASER
LL-20 B
ML3 TR
Type 3 TR
MiS 5
DISRAPAN
CUTTING LASERS TR 5
TR 8
CR 10
LL-20
DISRAPAN
IMPACT LASERS
DISRAPAN
NUCLEAR
LASERS
EFFECTIVE
RANGE
EFFECTIVE
RANGE
WEAPON
LL-30
LL-40
SYSTEM
WEAPON
Piercer
Penetrator
KLEE ANTIExploder
ARMOR
PARTICLE BEAMS Blaster
KLEE DUST
GUNS
KLEE PARTICLE
WEAPONS
Grounder
Wargun
RAZAA
Foebender
CONTINUOUS
EFFECT
XG-1
DISINTEGRATORS
BFG-1
TraZa
MakZa
RAZAA PLASMA
MigZa
WEAPONS
TragZa
TaZiZa
WHE PROJECTILE Tramie
Waks
WEAPONS
PISTOLS
Dramier
MAGAZINE TYPE*
140
External Magazine
External Magazine
250
External Magazine
800
External Magazine
1,000
External Magazine
26
50
18
200
External Magazine
500
External Magazine
300
External Magazine
175
External Magazine
75
External Magazine
170
External Magazine
230
External Magazine
700
External Magazine
1,500
External Magazine
400
External Magazine
2,000
External Magazine
2,000
External Magazine
1,500
External Magazine
WHE MASS
DOUBLERS
DY8
6,000
Internal Magazine
Kemde3
8,000
Internal Magazine
30
1,200
KuD9
10,000
Internal Magazine
30
Ud9
1,200
External Magazine
280
XK8
12,000
External Magazine
5,000
External Magazine
Mazz3
7,500
External Magazine
JDU6
1,000
External Magazine
160
Dij
50
2,000
Mij
45
Traj
35
Mij2
35
1,000
1,100
450
3,000
4,000
LL-50
5,000
XRL-1
8,000
XLR-1RF
8,000
BEYOND
THE
RIFT
145
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INDEX
A
146
BATTLELORDS
C
Campaign Goals 128
Campaign Info 132
Captain Catastrophe and his Legion of
Doom 114
Cedeun 19
Cedeun Armor 77-78
Environmental Suit 77
Environmental Suit 2 77
Heavy Suit 79
Stealth Suit 79
Cedeun Art gallery and laser light show
111
Cedeun Asteroids Cities 111
Cedeun Mining Colony 72 115
Cedeun Mining Outposts 111
Cedeun Particle Weapons 65
EAU1 65
EAU2 65
EAU3 65
Cedeun Plasma Cannons 59, 65
AKS1 65
DJS1 66
SKS1 66
Cedeun Salvage Yard 111
Chokes and Eye Gouges 125
Choosing the Character 38
Close Range 119
Combat Order 119
Combining Hand-to-Hand and Discharge
Combat 118
Control 122
Customs 112
D
Daktar 113
Defense Nets 112
Defensive Fields (Whe) 85-86
Defensive Field 1 85
Defensive Field 2 85
Defensive Field 3 85
Defensive Field 4 85
Defensive Field 5 85
Defensive Techniques 125, 140
Desiut 113
Devastated Planets and Extinct Races 114
Dimensional portal 128
Disarm 124
Disintegration Field (Aktai) 86-87
Disrapan (Impact)Lasers 67
LL-20 67
LL-30 67
LL-40 67
LL-50 67
OF THE
TWENTY-THIRD CENTURY
E
Energy Fields (Aktai) 86-87
Energy Supplies 131
Entry into Zenax 127
Example of Combat 119
Exchange Rates 110, 139
Experimental FTL drive 128
Knell 52
Yelah 52
Cedeun Martial Arts 52
Rock Fighting 52
Rock Wrestling 52
Disrapan Martial Arts 52
Na-de-kah 52
Dul Life Arts 52
Attart 52
Kel-na 52
Kne-na 52
Na-nee 52
Nok-la 53
Suw-ne-na 53
Tka 53
Tourt 53
Tra-el 53
Tre-la 53
Klee Martial Arts 53
Kus 53
Trus 53
Razaa Martial Arts 53
Mazie 53
Taling 54
Whe Martial Arts 54
Jus 54
Flux Shields (Aktai, Disrapan and Razaa)
86-87
Armor Protective System, Model 5 87
Armor Shield 87
Barrier Shield 87
Battle Shield 87
Energy Field Enhancement, Armored
87
Energy Field Enhancement, Major 87
Energy Field Enhancement, Minor 87
Energy Field Enhancement, Primary 87
Missile Shield 88
Protective Flight Module, Model A 87
Protective Flight Module, Model B 87
Protective Flight Module, Model C 87
Protective Flight Module, Model D 87
Protective Flight Module, Model E 87
War Shield 88
G
Ghost Ships 113
Grappling Techniques 122, 140
Fakes 124
Fallen 113
Fickle Finger of Fate Table 48
Field Generators 85
Fighting Style/Martial Art Technique List
54, 138
Fighting Styles & Martial Arts 51
Aktai Martial Arts 52
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INDEX
Llurk 62
Hapter 1 115
Head Attacks 121, 140
Holding Initiative 117
I
IFNs 144
Independent Worlds 115
Initiative 117
I Was Just Growing Up Tables 39
Aktai 39
Cedeun 40
Disrapan 41
Dul 43
Klee 44
Razaa 45
Rogue Whe 47
J
Joint locks 122
K
Kicks 122, 140
Klee 27
Klee Anti-armor Particle Beams 60, 69
Blaster 70
Exploder 69
Finale 70
Penetrator 69
Piercer 69
Klee Armor 78, 80
Meanie 81
Savior 81
Strong Stuff 81
Tough Stuff 81
Toughie 81
Klee Dust Guns 60, 70
Buster 70
Duster 70
Grounder 70
Shooter 70
Klee Particle Weapons 60, 70
Death2U 70
Destructor 70
Vaporizer 70
Zapper 70
Klee Trader Fleets 111
L
Language 109
M
Making Attacks 118
Marshals 112
Matrices 91
Matrices, Combat 95
Avoidance 98
Berserk 97
Bind Soul 100
Blend 97
Blitz 96
Charge Weapon 96
Cling 95
Cloud Mind 99
Death Invulnerability 100
Death Touch 100
Durability 98
Empathy 95
Energy Blast 97
Energy Sheath 96
Energy Snare 98
Fatigue Resistance 96
Field of Protection 97
Fists of Doom 101
Fly 96
Focused Attack 96
Freeze Blast 98
Heal (Other) 99
Heal (Self) 98
Hyper Throwing 99
Impart Ability 100
Imprison Soul 101
Increase Strength 97
Invisibility 98
Iron Palm 95
Leap 95
Lethal Attack 96
Levitation 95
Life Sense 96
Lightning (Self) 95
Lightning Blast 96
Mind Control 101
Numb Senses 97
Pain Immunity 98
Paralyze 97
Power Drain 99
Power Shield 97
Read Mind 97
Reflection Shield 100
Revenge 99
Running 96
Sacrifice 101
Sense Power 96
Sense Weakness 97
Sensory Block 99
Shadow Warrior 99
Shield of Lana 102
Smart Missile I 99
Smart Missile II 100
Speed of Tralule 97
Speed Striking 96
Stasis 100
Suicidal 99
Teleportation 99
Transfer power 98
Triangulation 98
Trih Blast 100
N
Nikasa 7 115
O
ORierdens Dirtball 115
Omotron Zeta Prime 115
Outposts 115
P
Personal Equipment 89, 139
CedeunTalkbox 89
Whe Hover Board 89
Physical Skills 51
Pirates 111
Places to Visit 114
Plasma Fields (Cedeun and Klee) 86, 88
Bamcore 780 88
Bamcore Super 88
Cedeun Model 1000 88
Cedeun Model 10000 88
Cedeun Model 5000 88
Cedeun Model 700 88
PPRD-678D 88
BEYOND
THE
RIFT
147
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INDEX
R
S
Secondary Statistics Comparison 38, 137
Secrets of Zenax 133
Skills 51
Smuggling 112
Spaceports 114
Special Techniques 124, 140
Stargate Travel 128
Starting your campaign 127
Strikes 121, 140
Stunning and Critical Hits (Optional Rule)
118
Supplies 131
T
Throws 124
Tied Initiative 117
Trade 111
Trading Posts 115
Trapping 124
Travel Hazards 111
Travel in Zenax 110
Trid 115
Triem 113
Triem Refugees 114
U
Unexplored Space 113
148
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Hologram 76
Incendiary 76
Nuclear 76
Petrifaction 76
Smoke 76
Sonic Blast 76
Starshot Ammo 76
Surgeon 77
Whe Vehon 61, 75
Bio-Bond Anchor 75
Impact Fuse 75
Magnetic Anchor 75
Material-bond Anchor 75
Metal Detector Fuse 75
Pressure Fuse 75
Proximity Fuse 75
Sticky Anchor 75
Timer 75
Whe Wall Guns 61, 74
Dij 74
Mij 74
Mij2 74
Traj 74
Wormholes 112
X
Xhem 114
Xuw 114
Z
Zenax Galaxy 109
Zenax Timeline 6
Ziza Citadel 115
Rift Running: You may not get rich but adventure is guaranteed!
Some have claimed that beyond the great Motaran Rift there are
other universes yet to be discovered. Universes with untapped
resources waiting to be exploited by the galactic mega-corporations
of the Alliance. The mega-corps are keenly aware that discovering
the secret to Rift travel could ensure their financial prosperity for
centuries to come and they are willing to pay handsomely for it.
Fortunately for them there are no shortages of Battlelords who are
willing to risk it all and enter the Rift.
Beyond the Rift lies the Zenax Galaxy, a whole new universe for
intrepid Battlelords to explore. Its like nothing youve ever seen
before. The safety of Alliance controlled space is a distant memory
and it will take all your skill and experience to survive. Once youre
on the other side, there are no Madd Mikes supply depots and no
one accepts your Galactic Gold Card.
The inhabitants of Zenax are used to encountering strange
aliens, so youre not likely to be dissected at least not right away.
The wormholes that litter the astral landscape ensure that ships from
Alliance space make their way into Zenax with some frequency.
Thousands of ships have been mysteriously lost in the Alliance
during stargate travel. Some of them end up in Zenax.
Zenax is populated by a wide variety of species, most notably the
aggressive Whe who have been waging war with almost every the
other species in the galaxy for over 50 years. Not all of the species in
Zenax are hostile. There are many benevolent races including the
robotic Aktai, whose superior technology has spared them from Whe
annexation. There are also the space-dwelling Cedeun and their allies
the entrepreneurial Klee, who wander Zenax in massive mercantile
fleets. The winged Disrapan constantly seek to expand their empire.
The Dul are wandering martial artists and scholars who are capable
of using their strange matrix powers in hand-to-hand combat. Lastly,
there are the massive Raaza, whose regenerative abilities and
quasi-religious worship of death make them formidable foes.
Zenax sits on the edge of the war. The Whe are amassing their
forces on the Aktai border in preparation for a new campaign that
will undoubtedly throw the entire area into turmoil. Though the
weapons of war will be different, theyre just as lethal as those in
the Alliance. Aktai gravitic accelerators utilize gravity to crush the
enemy; force manipulation weapons fire thin tendrils of solid energy
piercing their victims. Matter Transmission Weapons teleport away
portions of their targets. Nuclear lasers, anti-armor particle beams,
and mass doublers that fire projectiles at almost the speed of light,
are all in the hands of alien species that want to use them on you.
Some rift runners are simply trying to find a way home, and stay
out of trouble. Others have decided to stay and explore, or carve out
their own little kingdom. Most just fight to survive. The possibilities
are endless. Caught in the middle of it all, beyond the rift.
Hope you packed an extra pair of shorts.
ssdc.com
Tony Oliveira
FEATURING THE
SSDC7001