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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.

These Rift Runners are paid obscene amounts of money by their


corporate sponsors to enter the vortex and make scientific
measurements of the phenomenon. Not all of them return, but not
all of them meet their demise either. The truth is there are other
universes beyond the rift. . . and they have already been discovered. Discovered by those who never return. Trapped on the other
side. Trapped beyond the Rift.
Welcome to Zenax.

Check Out all of


SSDC's Products
Online at

ssdc.com

Tony Oliveira

Beyond the Rift features:


Detailed campaign setting beyond the boundaries
of the known universe
7 new and fully detailed player character races
I was just growing up tables for each new race
Over a dozen new alien weapon systems
New alien armor, armor options, defensive
systems, and equipment
3 new matrix disciplines and over 100 new
matrices, including new combat focused matrixes
Advanced hand-to-hand combat and martial arts
rules for any Battlelords game
New Mazian combat rules and Mazian hand-tohand skill
Dozens of scenario ideas for starting your Zenax
adventures
Rules for playing an extended campaign away
from Alliance controlled space

$19.95 (US) SSDC7001


ISBN 978-1-931320-04-7

Roleplaying In A Dangerous Future

FEATURING THE

SSDC7001

Enter the Zenax Galaxy

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A Battlelords Campaign Setting and Sourcebook

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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.

Back Cover Art:


Michael Osadciw

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

Printed in the United States of America


ISBN: 978-1-931320-04-7
SSDC Inc.

SSDC Art Director


Michael Osadciw

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

Aktai Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77


Cedeun Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Disrapan Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Dul Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Klee Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Razaa Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Whe Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Armor Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
Field Generators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Medical Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Personal Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Chapter 4: Matrices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Vacuum Control Matrices & Advancement . . . . . . . . . . . . . . . . . . . . . . . . . .91
Martial Arts Matrices & Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Matter Control Matrices & Advancement . . . . . . . . . . . . . . . . . . . . . . . . . .102
Chapter 5: Life in Zenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
The Zenax Galaxy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Its the Little Things That Get You . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Travel In Zenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Travel Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
The Authorities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Whe Invasions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Unexplored Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
The Fallen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Those That Have Come Before . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Devastated Planets and Extinct Races . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Places to Visit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Chapter 6: Advanced Hand-to-Hand Rules . . . . . . . . . . . . . . . . . . . . .117
Basic Combat Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Advanced Combat Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Combat Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Example of Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Attack Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Grappling Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Throws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Special Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Defensive Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Chapter 7: Battle Masters Section . . . . . . . . . . . . . . . . . . . . . . . . . .127
Starting Your Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127
Running A Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Campaign Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
The Secrets of Zenax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
Adventure Seeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
Quick Reference Charts and Tables . . . . . . . . . . . . . . . . . . . . . . . . .137
Appendix: Mazian Combat Rules . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146

BEYOND

THE

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BATTLELORDS

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INTRODUCTION

CHAPTER 1

Beyond The Rift 1


HAT IS THIS BOOK?
What you hold in your hands is an authorized campaign setting
and sourcebook for Battlelords of the Twenty-Third Century
role-playing game. The campaign setting is based in the Zenax
galaxy, which can only be reached from Alliance space (the setting for the Battlelords RPG) by extreme means, like passing through a rift in
space. This allows Battle Masters to isolate their players and control the flow of
Alliance weapons, equipment, and other supplies.
The Zenax campaign setting is highly detailed with its own Player Character
races, equipment, weapons, and story line. There is so much to cover, that I
wont try and summarize it all here. Go ahead and skim through the book and
take a look at what is inside. I think youll agree that this is a must-have-item
for any Battlelords fan! This book also includes a set of optional hand-to-hand
combat rules that better simulate the abilities of trained fighters or martial
artists.

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.

How to use this sourcebook


If youre not the Battle Master, you should read through this book until you
reach the Battle Master section. STOP THERE! Trust me on this one. The Zenax
Galaxy is packed full of surprises and intrigue. By reading the secrets contained
in that section youll just spoil it for yourself.
Throughout this book you will see numbers in brackets [1] next to certain
paragraphs. These numbers correspond to entries in the Battle Masters section
that explain the full story behind the events and places in Zenax. Sorry players,
that information is for BMs only, so please dont look if youre not the Battle
Master.
If you are the Battle Master and you want to run a campaign in Zenax, we
suggest you read the whole book. However, that being said, this book is just as
much a sourcebook as it is a campaign setting. If you just want the info on the
optional hand-to-hand combat rules or the new weaponry, thats great too.

The Battle Masters Golden Rule

The independent exploration ship Fubar Brigade III


drifts helplessly after a disastrous Rift Run. A Whe
picket ship was in the vicinity and moves in to
investigate this new threat.

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

THE

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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.

The Aktai claim this is the date their civilization began,


when the first Aktai was built by their mysterious creator.
The Aktai make first contact with the Cedeun. Despite
their best efforts, the Cedeun are uninterested in a cultural exchange with the robots. The Aktai have periodic,
friendly encounters with the Cedeun for the next several
thousand years.
The Dul begin experimenting with the concept of a life
art, which is the combination of a martial art and an
occupational skill into a single discipline.
The Cedeun develop a means of interstellar travel and
begin spreading throughout Zenax.
The last sighting of a Raxe is confirmed by an Aktai
exploration team.
An uncharted solar system in Zenax is destroyed by
unknown forces. The asteroid belt that forms as a result
of its destruction will eventually become Cedeun Mining
Outpost #72.
The Aktai build Omotrom Zeta Prime. A colony dedicated to supporting the arts, they will eventually open the
colony up to all friendly species.
After 300 years of continuous war the Razaa warlord
Tanize unites his planet.
The Razaa warlord Tanize abdicates his throne after over
50 years of rule. Before leaving Tanize decrees that his
successor should be elected by the people from a group
of Naphdors most skilled warriors.
Tralar House of Government formed on Kaidum, the
Disrapan home world.
Tralar becomes the dominant country on Kaidum.
Trade Consortium is formed on Kaidum.
Trade Consortium declares war on countries neighboring Tralar.
The 50-years war begins on Kaidum.
Tralar begins to annex neighboring countries that have
fallen victim to the Trade Consortiums economic and
military attacks.
The 50-years war ends. The Trade Consortium has
crippled every other country on the face of the planet
Kaidum.
The Tralar House of Government on Kaidum now controls almost every nation on the planet.
The Cedeun asteroid city of Nawh is totally destroyed.
The cause of the disaster is never determined.
The Aktai make first contact with the Disrapan, and
begin a friendly exchange of information and technology.
The Trade Consortium and the House of Government
keep this information secret from the general population.
The Disrapan develop the means to travel between planets within their solar system.
The Klee develop the means to travel between planets

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.

within their solar system.


The Aktai make first contact with the Klee and being
exchanging information and technology.
The Klee and the Cedeun make first contact.
The sect wars begin on the planet Aroymass, pitting Dul
against Dul in a massive globe-spanning war.
The Disrapan develop faster-than-light travel.
The Klee develop faster-than-light travel.
The Disrapan make first contact with the Klee and
Cedeun.
The Klee begin to establish trade-routes between their
homeworld and their neighbors.
The Cedeun begin open salvage operations along Klee
trade routes, creating a number of salvage yards.
The Aktai make first contact with the Razaa. After some
miscommunication and a short wrestling match, the
Aktai reluctantly resumed friendly communication with
the Razaa.
The Aktai dispense their language injections to all
friendly species in Zenax starting a new era of intergalactic communication.
The Razaa develop the means to travel between planets
within their solar system.
The Disrapan government forms the Marshals, a lawenforcement organization authorized to protect its offworld citizens from harm. The Marshals jurisdiction is
unlimited, and they are empowered to take whatever
means necessary to accomplish their job.
The Klee make first contact with the Razaa.
The Dul develop the means to the travel between planets
within their solar system.
The Disrpan discover the Dul and recognize their sovereignty as an independent world as long as the Dul do not
venture into Disrapan space. For the most part the
Disrapan leave the Dul to their own devices and do not
meddle in their affairs.
The sect wars end and a tenuous peace is established on
Aroymass. Only about four-dozen of the hundreds of different life-arts remain.
First rebel attack against the Trade Consortium on
Kaidum.
The robot wars begin on Aroymass after the intelligent
training robots rebel against their Dul creators who use
them for target practice.
The Dul begin to develop faster-than-light travel.
An Aktai vessel researching wormholes vanishes without
a trace. Unbeknownst to the Aktai it reappears in Clesis
Idall, Fornax with no sign of its crew.
The Whe develop faster-than-light travel.
Space travel on the planet Aroymass is privatized.
The Razaa develop faster-than-light travel with help from
the Klee.
The Klee help to establish an inter-planetary agreement
establishing the rules and laws of free trade between
species. All friendly species currently engaging in inter-

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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.

planetary trade sign the agreement.


The trade agreement firmly cements trade routes
throughout Zenax.
Most governments have built at least one space station
along the trade routes that run through their space.
Formal exploration of the Mortarian rift begins in
Alliance space.
The Disrapan attack the Razaa when their spacecraft
meet and hostilities result.
First Whe aggression against the Aktai.
The Whe start first campaign against the Aktai.
The Whe begin to fortify their borders against any
counter-attacks.
The Desiut are peacefully integrated into Whe society.
Astar167 is conquered by the Whe and Vewhig are assimilated as a slave race.
The Aktais mobile space station, the Ziza Citadel, is
sighted at the border of Klee and Razaa space.
The Whe destroy the Klee homeworld. The Cedeun warn
the Klee of the impending attack allowing time for millions to escape. The refugees gather their ships into
small trader fleets and begin commerce with nearby
worlds to obtain the food and supplies they need to survive.
The first Whe campaign against the Aktai comes to an
end.
The Aktai violate interplanetary trade agreements by
forcibly searching all alien vessels that enter Aktai space.
The Klee trade agreements are amended and expanded
to include new rules for dealing with the Klee trader
fleets and the Whe.
Disrapan attack the Klee Trader Fleet
The second Whe campaign against the Aktai begins.
The first Klee space station city is constructed in secret
with help from the Cedeun.
Mazier Beta 5, a Klee trading post is established on the
Razaa/Disrapan border.
The Xhem are discovered; a species of insectoid aliens
who hail from the planet Yujh.
The Whe conquer and enslave the primitive Daktar
The Razaa build the Trid spacestation. A miniature version of their own inhospital home world anchored in the
center of Razaa space.
The second Whe campaign against the Aktai ends.
The Dul develop economically feasible faster-than-light
vessels. Private investors and entrepreneurs begin purchasing personal FTL craft and setting out to explore the
universe.
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.
Orion Miles ORierden makes a successful rift run and

BEYOND

THE

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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.

ends up in Zenax. After touring the galaxy with a Klee


trader fleet, he eventually buys a hunk of rock, which
he names ORierdens dirt ball. The Orion quickly sets
up shop, opens a bar, and starts charging colonists
outrageous amounts of money to colonize his planet.
The Aopdown surrender to the Whe with little resistance and are incorporated into the slave class.
The third Whe campaign against the Aktai begins.
The MX-6 Reflex missile is first fielded by the Disrapan
on the planet Knazz in a battle against the Razaa. Some
missiles are still lying dormant on the battlefield waiting for a potential target.
The Whe begin development of a near-lightspeed projectile weapon.
The Triem of Beta Prime are methodically exterminated by Whe who use orbital bombardment to destroy
their home world and colonies.
An elite Eridani military unit is banished to the
Zenax galaxy by an Arachnid Priest during the battle of
Crossroads. Nicknamed Captain Catastrophe by his
troops, the units leader is renowned for his bad luck.
They end up in Whe held space and have to fight their
way to safety.
Warmonger Corporation, Inc. an upstart Alliance
mega-corp, begins routinely sending mercenary teams
into the rift. They pay top dollar and the rift runners
line up for the chance to make a rift run and come
back alive, which will earn them a 20 million dollar
bonus.
The Disrapan begin construction on Haptor spaceport.
First recorded attack on a Klee trade fleet by pirates.
Orion, Sam ORoark claims to have a found a way
through the rift and back again. Warmonger Corp.
pays him 20 millions credits to pick his brain.

2270 A.D.
2271 A.D.

2271 A.D.

2271 A.D.
2272 A.D.

2274 A.D.
2275 A.D.

An independent mining colony is established on

STRANGER IN A STRANGE LAND


So you wanted to be a rift runner. You wanted all that
fame, glory, and, of course, cash for being the first person to
successfully navigate through this newly discovered rift.
Now youre not convinced that you were the first one
through, but you are pretty sure youre the craziest. Your
ship is barely functional, youre so far off the star charts the
word remote doesnt begin to describe where you are, and
there is an alien craft approaching your disabled vessel.
From the weapons fire that just crossed your bow, youre
pretty sure theyre not here to help repair your ship. Oh...
did we mention, that the Mutzachan has now concluded
that the rift only works in one direction? Welcome to a
whole new universe...

2264 A.D.
2264 A.D.
2265 A.D.
2265 A.D.
2268 A.D.

Mitron to exploit the planets supply of the rare


Mitronian crystals. The planet is defended by the
Mitronian Guard who are said to be the best equipped
and trained mercenary force ever assembled.
The third Whe campaign against the Aktai ends.
The Disrapan science station Nikasa 7 is founded.
Haptor spaceport becomes fully operational.
The Takd art gallery is founded on Asteroid 626
The Galactic Tribune reports that over four thousand
ships using Alliance stargates have been lost to
unknown causes. Almost a thousand of them end up
in Zenax.
Disrapan colony planet, Rakasa 3 is established.
Alliance citizen and multi-billionaire, Thomas Paine
survives the destruction of his ship while making a rift
run. He, along with some of his crew are rescued
when their escape pod is picked up by an Aktai vessel.
With the impending ban on civilian rift travel, the
president and founder of Warmonger Corporation,
Mr. Warmonger, (a fully cybernetic Ram Python)
enters the rift in a state-of-the-art research vessel
along with a crack team of highly armed mercenaries.
The Alliance passes a law allowing only military vessels to travel within the rift.
Warmonger appears in public dispelling the rumors
that he personally accompanied his team of mercs
into the Mortarian rift.
The Whe battle fleet regroups at the Aktai border waiting for orders to attack.
The Whe military holds dominion over a dozen conquered planets. Their military is stretched so thin garrisoning these enslaved worlds, that they begin experimenting with planet-wide mind control to maintain
order.

BATTLELORDS

OF THE

TWENTY-THIRD CENTURY

MAKING NEW FRIENDS:


According to our new friends, the Klee, the first race we ran
into when we escaped the rift are called the Whe. The Whe
are an aggressive, expansive, and might I add, highly xenophobic race that is currently at war with every other intelligent species in the sector. According to the Klee, had we not
escaped the Whe, they would have surely captured and dissected us. They suggest that we shouldnt hang around this
sector of space for too much longer.

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A RIFT RUNNERS DIARY

IVE NEVER SEEN ONE OF THOSE BEFORE


With all these aliens running around, it was only a matter
of time before we ran into some alien technology.
Unfortunately, up until this point much of it has been
pointed at us. From the mundane, yet lethal, Whe projectile
weapons to the amazing Aktai Gravitic Accelerators, there
are weapon systems here that would make a Balshrom engineer giddy.

ENJOY YOUR STAY


The ship is barely operable after the rift run. At least it is
still airtight. After trading with the Klee commerce fleet,
weve gotten some food and supplies. Im not sure if this
stuff is edible, but we dont have much choice. The Ram
seems to like it. Then again, hell eat anything. We also
picked up some star charts that should lead us to a race
called the Aktai. The Klee say theyre the most technologically advanced race around. Maybe they can help us get
home. Unfortunately, there is a Whe battlefront between us
and the Aktai. Well see how it goes. Weve picked up a couple of new passengers who may be of help. If only we could
understand them. I guess things could be worse.... will
somebody PLEASE get that Cedeun off the outside of the
ship! He gives me the creeps when he stares at me through
the porthole like that.

THE WAY HOME


The Zen and I were talking privately last night. We did not
want the rest of the team to hear. We realized that we were
AWOL from SSDC. When we get back home, we will have a lot
of explaining to do. If we make it back home...

BEYOND

THE

RIFT

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1 INTRODUCTION

10

BATTLELORDS

OF THE

TWENTY-THIRD CENTURY

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AKTAI

(ak-tie)

Aktai
AKTAI STATISTICS
VITAL STATISTICS
+20 Strength

-10 Manual Dexterity

+20 I.Q.

-10 Agility

+20 Constitution

-10 Aggression

+10 Intuition

+10 Charisma

SECONDARY STATISTICS
+10 Terrestrial Knowledge

+00 Military Leadership

+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

Vision Modifier: +50

Hearing Modifier: +50

Smell Modifier: +15

Starting Money: (15 + 1d6) x


10000

Home Planet: Unknown


SPECIAL ABILITIES
Ability to ignore pain
(No need to make System Shock after Critical Hits)
3 Body Threshold

Access to advanced technology


LIABILITIES

Lack of knowledge about other cultures


SURVIVAL MATRIX ROLLS
Chemical: 50

Radiation: 70

Biological: 99

Mental: 50

Poison: 99

Sonic: 15

Electricity: 20

Fire: 70

Acid: 20

Cold: 70

PRIMARY OCCUPATION
Scientist, Explorer

Many say that I am artificial. They say that I am a machine,


and that this somehow makes me inferior. All living creatures are machines. It is only our composition that differs.
Just because I am not born or hatched, does not mean that
I am not alive. I am very much a life form. In many ways a
superior life form to the other species that inhabit this universe. I am a unique member of a powerful and wise race.
My uniqueness makes me strong, and my mind makes my
culture stronger. My individuality is the cultural strength of
my people.
A millennia ago we were given life by a creator whom we do
not know. Our creator made our culture; a culture without
war, without disease, and without famine. It is a perfect
culture, superior to those that have come before and after
it. Without those hindrances found in lesser life forms, our
race was able to focus our energies on science and learning. Since our creation, we have explored this universe and
learned many of its secrets. Our culture has grown and our
technology has improved to almost unimaginable levels. We
have used our knowledge to help the other, less developed,
species we have encountered. We point them on the path
that will allow their culture to grow and develop as ours
has. Many are resistant to the advice we freely give them,
but eventually they come to see that we are correct, and that
we only wish to help. We are the caretakers of this universe,
and it is our duty to both protect and explore it.

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.

BEYOND

THE

RIFT

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1 INTRODUCTION
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

Aktai homes are custom-built to their specifications to insure the


uniqueness of the house. Aktai will expect nothing less from any quarters where they stay. If an Aktais quarters are not unique enough for
their liking, they will go to great lengths to fix the room, including
knocking down walls.

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.

The Aktai View


ON LIFE: We must help less developed life forms achieve their
maximum potential.
ON WAR: We do not understand war.
ON THE UNIVERSE: We are the caretakers of this universe.
ON THE WHE: They are misguided and attack those who wish to
help them.
ON THE FAMILY: My creators built me, and I will eventually build
unique offspring.
ON SELF: I am unique. I am an individual. I am advanced.

Everybody Is A little bit Freaky


The Aktai will eat it! Hell eat anything!: Aktai are capable of digesting
nearly any material that is soft enough to be chewed up. This unique ability, combined with their natural inquisitiveness means that an Aktai will try
to sample every culinary dish it runs across. This ability also tends to surface when an Aktai becomes bored. Bored Aktai will munch on almost
anything they can find just to see what it tastes like and to determine what
level of nutrition they can extract from the material. As a result, its not
uncommon to see an Aktai chowing down on his own uniform during a particularly dull moment.
Spewing: Despite their fierce desire to be radically different from each
other, an Aktai can not alter the way its body functions. All Aktai have the
same internal systems that give them life and keep them alive. Since all
Aktai have to eat, one of those systems must be waste management. In
order to purge indigestible materials from their bodies the Aktai literally
spit them up. Often referred to as spewing, Aktai will spray a stream of liquid from their mouths, which eliminates any inedible materials that they
have preciously consumed. Most Aktai will do this several times a day, but
the frequency varies with the number of meals the Aktai has consumed.

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!

Notable Aktai Statements


Here, let me help you with that. Oh, I didnt realize it was
fragile.
I can help reassemble that hyper-drive device!
The door was jammed. I fixed that by redesigning the door.

BEYOND

THE

RIFT

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14

BATTLELORDS

OF THE

TWENTY-THIRD CENTURY

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CEDEUN

(sea-done)

Cedeun
CEDEUN STATISTICS
VITAL STATISTICS
+15 Strength

+30 Manual Dexterity

-10 I.Q.

-15 Agility

+10 Constitution

-20 Aggression

-10 Intuition

+00 Charisma

SECONDARY STATISTICS
+30 Terrestrial Knowledge

-20 Military Leadership

-10 Persuasion

+00 Bargaining

GENERAL INFORMATION
Body Points: 6 + 1d8

Movement: 04/02/14

Height: 60 + 1d12

Weight: 100 + (2d10 x 10)

Attacks: 1 bite

Dam/Attack: 2d4 real

Vision Modifier: +40

Hearing Modifier: -99

Smell Modifier: -99

Starting Money: N/A

Home Planet: N/A


SPECIAL ABILITIES
Able to Survive indefinitely in the vacuum of space
Derive Sustenance from starlight and mineral deposits
Ability to detect radiation

4 Body Threshold

Rock crushing bite

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

Weak immune system

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

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operations much faster than suited workers. The Cedeuns would


often trade salvaged ship components and alien technology to the Klee,
who resell them on the black market at a considerable markup. This is
how many Whe weapons end up in the hands of their enemies. [12]
Though the Whe have never attacked the Cedeuns, their constant
encroachment into Cedeun space and their attack on the Klee has made
the Cedeuns hostile toward the Whe. In defense of the Whe, the Cedeun
dont exactly advertise their presence or their territorial boundaries.
Unknown to the Whe, it was actually the Cedeuns who warned the Klee
of the impending invasion and gave them time to escape. The Cedeuns
also performed pirate attacks designed to slow the Whes advance
toward the Klee home world, giving the Klee enough time to escape or
take refuge in the cloaked Cedeun asteroid cities. [13]

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.

Notable Cedeun Statements


Come on out, the weather is great.
Where is the ski rope?
Hey, look at this! *FLASH*

Everybody Is A Little Bit Freaky


Swimming: Cedeuns find that spending too much
time under the pull of gravity can be depressing.
Their movement is restricted, and they love the
feeling of being able to gracefully glide from place
to place. For most air breathers this would be like
carrying around a hundred pounds of weight on
your shoulders all day long. To help alleviate their
homesickness, Cedeuns will often go swimming. The
water supports much of their body and simulates
weightlessness. Its not uncommon for a Cedeun to
hollow out a hole and fill it with whatever liquid is
at hand so they can go swimming. Cedeuns have
been known to do this even on the desolate landscape of a battlefield when resting between assaults
on the enemy.

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

-15 Manual Dexterity

+00 I.Q.

+00/+30 (in the air) Agility

+07 Constitution

+10 Aggression

+00 Intuition

-15 Charisma

SECONDARY STATISTICS
+05 Terrestrial Knowledge

+00 Military Leadership

-05 Persuasion

+00 Bargaining

GENERAL INFORMATION
Body Points: 4 + d6

Movement: 08/08/50

Height: 60 + 2d10

Weight: 50 + 1d8 x 10

Attacks: 2 talons + bite

Dam/Attack: (1-3/1-3/1-2)real

Vision Modifier: +150

Hearing Modifier: +10

Smell Modifier: +10

Starting Money: 9d6 x 100

Home Planet: Kaidum


SPECIAL ABILITIES
Flight (Movement rates tripled in the air, quadrupled when in a dive)
Exceptional sight
Piloting Skills cost 1 pt Less
Razor sharp talons
Agility is increased by 30 when flying
LIABILITIES
Considered Size Class 8 with Wings open
Cant fly if more than lighlty encumbered
Slow and cumbersome on the ground. (No agility bonus)
Fragile wings
SURVIVAL MATRIX ROLLS
Chemical: 25

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

I live to fly. There is nothing more exhilarating than flying


hundreds of feet over the ground, zooming in and out of the
clouds. Up here I can see for miles. In fact I can see you long
before you see me. Come to think of it, my precision lasers
and missiles will insure that youll never see me. Id much
rather blow you up than talk to you. Trying to talk to you other
species is so frustrating. I always lose my temper anyway.
My people are a proud species. We are one of the most technically advanced races in Zenax. We have had a governmental system that has been in place for almost a millennia. Our culture has survived strife and conflict from internal and external forces alike, but we still survive and continue to grow. Growth is painful and occasionally we have
come into conflict with the Razaa and Klee, but these are
simply disputes over resources that had to be settled. We
have also had to put down rebellions from our own people
who lack the vision and courage to meet the future. These
too will become less frequent as they grow to accept the
inevitable future of luxury and bliss the Trade Consortium
will eventually bring us.
We are expanding our cultural influence and our power
base every day. The Trade Consortium already has the
largest territory of any of the races in Zenax except for the
militaristic Whe. To our credit the majority of our territory
was claimed legally and without conflict. We expand, but we
are not like the conquering Whe who blindly strike at all of
those around them. The Whe will be greatly mistaken if they
think they can attack the mighty Disrapan and survive.

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.

The most obvious physiological difference between the Disrapan and


other species are their wings. For obvious reasons, Disrapan have difficulty flying in high gravity (G>1) environments. Any planet with a gravitational pull greater than Earths will make it very difficult for a
Disrapan to fly. However, even a Disrapan who is unable to fly can still
glide or use their wings to slow their decent while falling. Note: For
damage purposes a Disrapans wings should be treated as another set
of arms, like the Phentari or Ashanti.

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

A Disrapan that exceeds light encumbrance will not be able to fly.


As a result, most Disrapan soldiers will not be issued weapons, armor,
and equipment whose total encumbrance is over 20.

OF THE

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Disrapan dont often wear clothes, but they do like jewelry.

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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DISRAPAN
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.

Everybody Is A Little Bit Freaky

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.

Screeching: When a Disrapan gets really excited they tend to screech


loudly. Similar to sneezing, this response to stimulus is almost automatic
rather than voluntary and is difficult to repress.

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.

The Disrapan View


ON LIFE: Unfortunately Ill spend most of my life dealing with
annoying life forms like you.
ON WAR: We will not be defeated.
ON THE UNIVERSE: Our influence is expanding throughout the
universe.
ON THE WHE: The Whe are a growing threat, but they are no
match for us.
ON THE FAMILY: Family is an important duty, just as my job with
the Trade Consortium is an important duty.

Notable Disrapan Statements


I can do something you can only dream about - fly.
Ive had enough of this. Im going for a fly.
Yes, I can see you waving from way over here. No, Im NOT
using binoculars, you moron!

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DUL

(duh-all)

Dul
DUL STATISTICS
VITAL STATISTICS
+15 Strength

-10 Manual Dexterity

-10 I.Q.

+15 Agility

+15 Constitution

+00 Aggression

-10 Intuition

-10 Charisma

SECONDARY STATISTICS
-20 Terrestrial Knowledge

+10 Military Leadership

-10 Persuasion

-10 Bargaining

GENERAL INFORMATION
Body Points: 2 + d6

Movement: 09/08/64

Height: 60 + 2d8

Weight: 100 + (2d10 x 10)

Attacks: 2 punches

Dam/Attack: 1 point

Vision Modifier: +10

Hearing Modifier: +10

Smell Modifier: -10

Starting Money: 10d10 x 1000

Home Planet: Aroymass


SPECIAL ABILITIES
Limited matrix abilities

My people are just beginning to explore this universe. Now


that personal faster-than-light spacecraft have become
affordable enough for my life-art school to purchase, I can
venture out into the unknown. My skills have been perfected
through decades of practice and conflict. The distant worlds
and alien cultures I encounter will provide many adventures
and be the ultimate test of my skills and abilities.
I must travel out into the universe to educate those I find
about my culture. Those that are worthy to study my life art
may become my apprentice if I choose. It is also my duty to
prevent those opposing life arts from spreading disinformation about my art. There are many Dul who are just as powerful as I who will use their abilities to harm the innocent.
In order to stay true to my path, I must defend the innocent
and protect those who are unable to protect themselves

High Attribute Maximums


LIABILITIES

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.

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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.

The Dul View


ON LIFE: It is a great gift. To be both treasured and sacrificed when
need be.
ON WAR: War is the ultimate test of martial skill. The death of noncombatants is unfortunate and must be avoided.
ON THE UNIVERSE: It is the arena that will test and hone my
skills.
ON THE WHE: Their focus is admirable. Their cause is not.
ON THE FAMILY: I have two families. My biological family and my
brothers and sisters devoted to the same life path. Both must be protected. I am willing to fight and die to protect either.
ON SELF: Without discipline I am nothing. I live to develop myself
to the pinnacle of my abilities.

Notable Dul Statements


Your flaming fist style is no damn good! Witness now the
fury of my Dza claw style!
I am fluent in all aspects of structural engineering, and I
can fight too.
Wanna wrestle?

Everybody Is A Little Bit Freaky


Moving Tattoos: The Dul ritualistically tattoo their bodies with markings
that depict the symbols of their life art and phrases of wisdom. Somehow
the Dul are able to methodically shift their skin from place to place on their
body. This results in the tattoos slowly moving from place to place on the
Duls body. Many a conversation with the Dul has started with the phrase,
Wasnt that over there before?

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

+00 Manual Dexterity

+05 I.Q.

+00 Agility

+10 Constitution

+05 Aggression

+20 Intuition

+30 Charisma

SECONDARY STATISTICS
+40 Terrestrial Knowledge

+10 Military Leadership

+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

Vision Modifier: +10

Hearing Modifier: +10

Smell Modifier: +10

Starting Money: 2d10 x 1000

Home Planet: Formerly Kleetus


SPECIAL ABILITIES
Access to weapons and equipment from any species
Start with 3 levels of Klee Martial Arts
Journeyman skills are all 1 point less
LIABILITIES
Agoraphobic (05% chance to panic and flee in wide open spaces)
Chemical: 20

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

I am a Klee. I am a member of a peaceful race that was


forcibly exiled from our homeworld. The Whe, in what was
not an act of war, but an attempt at genocide, killed millions of my people. Forced to wander the universe in ships
barely fit for space travel, we live in constant fear that the
Whe will once again strike against us. Some day we will
avenge our people and regain our homeworld, but until we
do, the trade fleets will be our homes.
Our people are not war-like, but we should not be under
estimated. What the Whe did was unforgivable. It is important to remember that there is nothing fiercer than a Klee
that has been provoked. The easiest way to provoke a Klee is
to threaten his family or friends. To a Klee the most important thing in the universe is family. It is my duty to care for
and provide for my family, no matter what it takes. I will
give up my life to protect my family and my friends. They
are the greatest gift the universe has given me.
Commerce is in my blood. I live to make the deal and reap
the profits. Like all Klee, Im good at what I do. In fact, I
think Im the best. Im also the best at Zero-g smack ball,
but thats another story. Care to play a game? Ill bet I can
beat you.

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.

Klee hang out wherever commerce is occurring, be it the local market


or trading post. On their off time your typical Klee can be found hanging out at sports bars or at sports competitions, especially if there is
betting available.

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.

The Klee View


ON LIFE: A life must endure challenges. Despite the hardships we
have endured, the Klee have not yet faced their greatest challenge.
ON WAR: War cost us our homeworld. We do not like war, but
given no choice we will fight, and we will profit from it.
ON THE UNIVERSE: There are many things to trade and eat in it.
ON THE WHE: We despise the Whe. They must be obliterated.
ON THE FAMILY: Everyone we bond with is family. Family is the
most important thing in the universe.
ON SELF: I must make a profit to provide for my family and Im
hungry.

Notable Klee Statements


Everything is for sale; now how much do you want for it?
I remember this one time, when I was I was gaming...
Yes, he fell on my knife- fifteen times.

Everybody Is A Little Bit Freaky


Belching: Rather than shaking hands when finishing a deal, the Klee
release a resounding and often stinky belch. If particularly pleased with
the deal, the other participant can also belch to show his approval. Most
Zenax natives are aware of this odd habit, but it make take foreigners by
surprise.

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 Manual Dexterity

+00 I.Q.

+00 Agility

+50 Constitution

+30 Aggression

+20 Intuition

+00 Charisma

SECONDARY STATISTICS
+00 Terrestrial Knowledge

+10 Military Leadership

+00 Persuasion

+00 Bargaining

GENERAL INFORMATION
Body Points: 20 + 1d12

Movement: 09/20/200

Height: 80 + 2d12

Weight: 200 + 10d10 x 4

Attacks: 2 punches

Dam/Attack: 1-2/1-2

Vision Modifier: -10

Hearing Modifier: -10

Smell Modifier: +40

Starting Money: (20 + 4d6) x


1000

Home Planet: Naphdor


SPECIAL ABILITIES
Able to regenerate from even the most grievous of injuries
Razaa have a reduced need to eat, sleep, and drink
Ability to see Ultra Violet light
High regeneration rate

Tough immune system


LIABILITIES

Large size

Medical drugs have little effect

SURVIVAL MATRIX ROLLS

I am a barbarian. At least thats what everyone I encounter


believes me to be. That stereotype is far from the truth, but
I am content to let is stand so long as it serves my needs. In
actuality, I am not a barbarian. I live according to a code of
conduct, and I live in harmony with nature. Conflict and
death is simply a part of the natural cycle. My ability to
embrace it rather than live in fear of it rubs other species
the wrong way. Perhaps it is their own inability to cope with
death that allows them to justify my barbarian stereotype. It
is our ability to accept death that allows us to live our lives
to the fullest and not fear the inevitable.
On my world, life is harsh and only the strong survive. It is
only our regenerative abilities that allow us to survive in
such a harsh environment. In order to maintain the balance of nature, even we must die. However, for a Razaa to
die, we must sustain injuries so grievous that even our
regenerative abilities fail to save us. When this happens, it
is an occasion to celebrate not mourn because the balance
of nature has been maintained. Since death is the last act
of your life, make it a good one. Our history is filled with
stories of amazing deaths. One day, I hope that the story of
my death will be among those legends.

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

32

BATTLELORDS

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TWENTY-THIRD CENTURY

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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RAZAA
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.

Everybody Is A Little Bit Freaky


Piercing: Razaa ritualistically pierce their bodies with all manner of
objects as a demonstration to others of their pain tolerance. Thanks to the
Razaas quick-healing abilities the wound heals around the imbedded
object almost immediately. The piercings cause very little damage or blood
loss, but the pain can be intense. Razaa like to add new piercings and
remove old ones to psyche themselves up before battle. Typically the
Razaa will use metal pins or hooks designed for piercings, but in a pinch
nearly anything will do. During battles Whe and Disrapan soldiers have
reported seeing Razaa warriors with knives, swords, and even blunt objects
like rifle barrels purposely stuck into their bodies.

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.

The Razaa View


ON LIFE: No one is able to predict the time of their death. Live each
moment without any fear of death. To do otherwise is a waste of time.
ON WAR: Conflict is natures way of keeping population levels from
growing beyond the available resources.
ON THE UNIVERSE: It is vast. Plenty of adventure to be had there.
ON THE WHE: They are an impressive foe, worthy of our attention.
ON THE FAMILY: All Razaa deserve a glorious death.
ON SELF: I seek adventure and a glorious death

Notable Razaa Statements


I once saw this guy die in the coolest way.
Lets charge the enemy gun emplacement!
Did you see the way they blew up Bob? That was great!

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WHE

(way)

Whe
WHE STATISTICS
VITAL STATISTICS
+10 Strength

+10 Manual Dexterity

+00 I.Q.

+15 Agility

+10 Constitution

+15 Aggression

-15 Intuition

-20 Charisma

SECONDARY STATISTICS
+10 Terrestrial Knowledge

+25 Military Leadership

-05 Persuasion

-05 Bargaining

GENERAL INFORMATION
Body Points: 5 + d6

Movement: 09/08/64

Height: 70 + 2d10

Weight: 120 + 2d6 x 10

Attacks: 2 punches

Dam/Attack: 1 point

Vision Modifier: +10

Hearing Modifier: +10

Smell Modifier: +10

Starting Money: N/A

Home Planet: Whe Prime


SPECIAL ABILITIES
20% of Whe possess Matrix abilities
LIABILITIES
30 Skill points must be spent in Primary Occupation
Whe become aggressive when in groups
Social Skills cost Double
SURVIVAL MATRIX ROLLS
Chemical: 15

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

My life is a story of endless pain. I was a soldier in the Whe


military before I went rogue. My life was one of strict discipline in a society where I was just like everyone else. A society where everyone worked for the common good and each
individual knew his place. I know this probably sounds terrible to you. The thought of constantly being told what to do
and relinquishing your individuality is probably terrifying,
but to a Whe its bliss. When I was in the military, I knew the
meaning of life, and I knew my place in the universe. I
never wanted for anything, and there were answers for all
of my questions. That all ended the day I went rogue.
One day, I had an epiphany. I saw that the aggression my
people were showing toward other species was wrong and
unnecessary. We were not under threat, and our attacks
were unprovoked. That same day I lost everything I had and
everything I was. I became different, and to a Whe being
different is the same as dying. None of the answers to my
questions made sense anymore, and I no longer knew my
place in the universe. I no longer knew my purpose.
Eventually I knew that my superiors would detect the
change that had occurred within me. They would sense my
hesitation or catch a glimpse of doubt in my eyes. Even
though I hated what I had become, I didnt want to go back
to the way I was. I dont know why. Rather than face re-education in the machine, I fled. I took my gear and slipped
away from the garrison one night during guard duty. Ive
been running ever since, and the hunters are still following
me. Maybe some where out in the universe Ill find a new
purpose for my life. Maybe one day my people will come to
realize the error of their ways and re-accept me. What worries me is I dont know if Ill ever fit in again.

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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TWENTY-THIRD CENTURY

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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WHE
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.

The Whe View

Dress

ON LIFE: Primitive life forms strive to preserve their own existence.


Advanced life forms exist to preserve the existence of their species.
ON WAR: We engage in war only to protect our species from the
threat of extinction.
ON THE UNIVERSE: It is vast, but my place in it is clearly defined.
ON THE WHE: We are efficient. We are the Whe.
ON THE FAMILY: All Whe are my brothers and sisters. We all exist
to promote the good of our people.
ON SELF: I exist only to serve the whole. I must fulfill my assigned
role in the hierarchy of my people.

A Whe soldier will feel odd when not in uniform or armor. This tends
to limit their fashion sense.

The Rogue Whe View

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.

ON LIFE: I no longer know my purpose.


ON WAR: I fight to survive. Everyone is my enemy.
ON THE UNIVERSE: Somewhere out there I hope I can find meaning and answers to the questions I have.
ON THE WHE: They are my enemies. They are my family.
ON THE FAMILY: I am alone in the universe. My family has turned
against me.
ON SELF: I seek the meaning for my existence.

Notable Whe Statements


I dont like you.
Lets shoot it.

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.

Why is the human laughing at my hoverboard?

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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CHOOSING THE CHARACTER

VITAL STATISTICS MINIMUM/MAXIMUM

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.

Vital Statistics Comparison


STR: Strength
IQ: Intelligence Quotient
CON: Constitution
INT: Intuition

MD: Manual Dexterity


AGL: Agility
AGR: Aggression
CHA: Charisma

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

The following table only represents the general tendency of a race to


like or dislike another.

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

VITAL STATISTICS COMPARISON


RACE

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

Key to Racial Preference Table


P=Preferred: +05 to Persuasion checks
T=Tolerant: No Modifier
M=Mistrust: -05 to Persuasion checks
D=Dislike: -10 to Persuasion checks
E=Enmity: -20 to Persuasion checks

Aktai

Cedeun

Disrapan

Dul

Klee

Secondary Statistics Comparison

RACE

TER: Terrestrial Knowledge


MIL: Military Leadership
PER: Persuasion
BAR: Bargaining

SECONDARY STATISTICS COMPARISON


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

Racial Size Comparison

Razaa

Whe

RAZAA

DISRAPAN

AKTAI

DUL
CEDEUN
KLEE

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I WAS JUST GROWING UP

I WAS JUST GROWING UP TABLES (OPTIONAL)


The I Was Just Growing Up Tables in this book function in the same
way as the IWJGU tables in the main Battlelords book. The main difference between the tables in this book and the tables in the Battlelords
book is that many of the entries on these tables yield larger rewards or
penalties than comparable entries from the Battlelords book. This is
because the Beyond the Rift sourcebook is typically going to be used for
more experienced characters. Battle Masters should feel free to adjust
the results of these tables as they see fit.

AKTAI I WAS JUST GROWING UP TABLE


01
02-04

05-06

07-09
10-12

13-14

15

16-18

19-21

22-23

24-25

26-28

Violence causes you to go into a logic loop. There is a 10%


chance that you will go catatonic in every fight.
Your parent built your covering to look like a Razaa religious figure. While this gives you a unique look, the Razaa find it insulting. Reduce Charisma when dealing with all Razaa by 50 points.
In an effort to learn about alien cultures, you attempt to spend
as much time as possible with aliens in their natural habitat.
Youve concluded that, for most aliens, their natural habitat is
a place known as a bar. You prefer bars that are dimly lit and
where the mating ritual know as brawling occurs regularly.
You are an anthropologist. You only suffer a -20 when trying
to identify the purpose of an alien cultural tradition.
Youve caught a computer virus. If you ever roll double zodd
(AKA double zeros) twice in a row you shut down. You will
need an Aktai engineer to restart you!
During the testing of space-fold system, you were accidentally sent to another part of the universe for a split second. You
dont know where you were, but that big ugly critter with 8
legs was definitely NOT happy to see you.
Your builder was an expert in miniaturization. He installed
250K of implanted weapons and shield generators (at least 3
different ones) into your body. These weapons are shielded
from detection and get a +50 to concealment. They also take
up half the space as conventional equivalents.
You like gaudy colors. Youve had a layer of paint placed on
you that can change its color whenever you want! To bad you
wear it in neon green, pink pastel, and barf blue!
In an effort always to have the coolest hangout, you devised a
plan to make all other Aktai jealous. You carry a large steamer trunk with you wherever you travel. Inside the trunk there
is enough booze, light fixtures, and digital recordings to turn
any small room into a bar. The other Aktai are indeed jealous.
During the first Whe assault on Aktai space, your ship was the
only one destroyed in the battle. To make matters worse, you
were the only survivor. The other Aktai refer to you as Bad
Luck <insert your name here>.
You are a police officer. Take 5 levels of any Aktai weapon
skill. You have the authority of the law behind you on any
Aktai world or outpost.
You were sent to study the Whe rogues. You now have contacts with several rogue Whe, and you do not suffer a penalty
when attempting to determine the purpose of any Whe cultural traditions.

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

Youre an Amateur faster-than-light drive mechanic. The key


word in that last sentence being Amateur. Take 10 points of
Deep Space Skills.
In an attempt to become more unique, you behave as if you
were a Klee.
You are a xenobiologist. Take 10 points of medical skills.
The Whe attacks on a border outpost left your whole division (i.e.
brothers and sisters) dead. Youve discarded your Aktai belief in
pacifism and have sworn to get revenge. You routinely make illegal raids into Whe space, killing everyone you encounter.
You never know when to keep your mouth shut. You always
make suggestions at the worst possible times.
Your parent did not subscribe to the belief that you must
understand a skill to be able to use it with wisdom. You can
learn new skills in 1/4 the time listed in the book, if you
choose. However, since you dont have the experience to truly
understand this new skill, you get a -10% penalty with every
skill that is learned this way.
When you were built, your father wanted you to be the best
there was. Blinded by his pride, he broke the primary tenet of
your culture and pre-programmed you with skills from other
Aktai. As a result, both you and your father where shunned
and disgraced. You were forced to leave the home world and
have not seen your father since. Increase your skill points by
50, but reduce Charisma by 50 when dealing with other Aktai,
who avoid you as if you had a contagious and fatal disease.
You are evil to the core. You have studied other cultures and
adopted behavioral characteristics that they all consider
evil. Hey, somebody has to do it, and you might as well be
the first one.
You became a decorated war hero after defending the Aktai
frontier from Whe incursion. This makes you very unique!
Youre sharp as a tack! Increase Intuition by 15 points!
Your parent decided that it would make you unique by giving
you a mental disorder! Obsessive/Compulsive Disorder,
Hyperactivity, Attention Deficit Disorder, Sociopath,
Schizophrenic (voices in your head or split personality),
Depression. BMs discretion.
Youve enhanced your eyes. You now see in the UV and IR
portion of the spectrum, as well as in the Visible wavelengths.
After being hit by lightning, your brain was damaged. Several
key connections in your noggin may shake loose at any time.
If you take a severe blow to the head, you have a 20% chance
of going insane and become a psychopath!
You are the infamous Aktai pirate. You have your own space
craft. Take 10 points of Deep Space skills and Increase
Military Leadership by 25 points! You are renowned for looting ships with little or no loss of life.
Youre a naturally gifted lawyer. Take 10 levels of Law.
Not only do you claim to know everything, but you actually do!
Increase IQ by 20 and take 3 points of skills from every skill
category.
Youve got a short in your eye circuit that prevents you from
locking on targets. This gives you a -20% to all attack modifiers. They cant seem to find the short and besides, it makes
you unique!

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75-78

79-81

82-84

85-87
88-90

91-92

93-94
95-96

97-98

99

100

On a deep space exploration mission, you discovered a


crashed alien ship. Inside was a small being with a large head.
He was severely injured but still alive. When you went to help
him, he tried to drain your batteries. Fortunately, you killed
the little @*&# before he got a chance to do any real damage.
To this day little creatures with big heads still weird you out.
You were helping the Disrapan build a weapon system capable
of destroying missiles and other unmanned craft.
Unfortunately, because of your robotic nature, the weapon accidentally targeted you during the testing phase. Youve never
been quite right. Reduce 1d4 random attributes by 1d6 points.
Despite being a know-it-all, you are a supreme hand-to-hand
combatant. When somebody tells you to shut up, you tend to
kick their ass! Increase Aggression by 10 and take 5 levels of
hand-to-hand skill.
Youre the best cook in the quadrant. Take 15 levels of
Cooking skill!
When your constant talking distracted a Razaa, he failed to
achieve a glorious death in combat. Before his death, he
ripped your arms off. You got new ones put back on, but you
decided that you would like to have them mismatched for originality. Increase armor cost by 10% and reduce MD by 10.
While exploring the ruins of an ancient alien civilization, you
kept a strange artifact for yourself, so as to have something
truly unique. The problem is everyone thinks the artifact is
cursed, and all your associates keep dying mysteriously.
A Klee merchant once sold the remains of your sibling to a
junk dealer. You have vowed vengeance.
Your father is the admiral of the Crystal Palace space station.
He can arrange for you to stay there free of change on a
moments notice.
You are a member of a group of Aktai that feel the Whe should
be punished for their attacks against your species. Other Aktai
think youre a bit militant and tend to avoid you.
You are possessed. Some alien entity has taken over your body
and reprogrammed your brain. You still look and act like an
Aktai, but you have some ulterior motive that no one is aware of.
Your parent decided that the Aktai needed some one to understand the emotional races. It built you. You are truly unique. You
can change shape, size, gender, facial features, and appendages.
In fact you can change every aspect of your physical appearance.
This is done by nano-technology. Over time they reform your
body features to fit the desired parameters. A complete change
of body structure would take an entire day (i.e. Klee to Razaa
change), facial features can be rearranged in a half hour.
Gender change would take approximately 2 hrs. Skin color
would take approximately 5 minutes to change. Double the standard time to exactly duplicate a person. This makes you the ultimate espionage Aktai. Also, your nanotech allows you to regenerate at the rate of 1 body point every 4 hours.

CEDEUN I WAS JUST GROWING UP TABLE


01

40

As a child, you were caught in a suns gravitational well. This


traumatic event scared you for life. If under stress with gravity present, you have a 10% chance to go catatonic!

BATTLELORDS

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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

Youre a serial killer. Your stealth and cloaking abilities make


you a brutally effective killer. Your preference for non-Cedeun
victims and worlds makes you even harder to track. So far no
one suspects a thing.
You are totally oblivious to your surroundings most of the
time. Reduce INT by 20 points.
You were involved in stealing Aktai technology. You started
out with one Aktai weapon (under 25K); however, you are
now on their most wanted list.
You single handedly saved a Klee ship from the clutches of the
Whe. The Klee captain was so grateful that he bonded with
you. You can get anything through him at 75% of cost!
You are great at gambling on sports. Take 5 levels of math and
5 levels of gambling skill.
Youre always hungry! You need to eat every hour or else you
start to whine about it!
Your body has been cybernetically enhanced for your mission as
a hull-breacher. Your grasping appendages have been
replaced with talons used to cut through the hulls of ships. These
give you two additional attacks and cause 2d4 points of damage.
The claws are armor piercing and reduce threshold by 3 points.
You accidentally helped a group of Disrapan rebels escape
government capture. The Disrapan government now thinks
that you are allied with the rebels and will kill you on sight if
they recognize you. However, the Disrapan only have a 30%
chance of recognizing you since all you rock-biters look the
same to them.
While helping a damaged Klee ship, you were exposed to an
experimental substance. This had the unfortunate side affect
of destroying your camouflage ability. You now glow a light
greenish-gold color at all times! The light you emit can be
seen from up to 5 meters away in daylight and three times that
distance at night.
You enjoy aesthetics and are good at seeing the objects in
your working median. Take 1 level of Artist (Sculpture).
Youre a pioneer in extreme sports. Youve invented sports
like missile surfing and meteor dodge. Increase Agility by 20
points and Aggression by 10 points.
You are infected with rock parasites. Make one SMR roll every
month. If you fail this roll, reduce your Constitution by 5
points. These parasites grow when exposed to space radiation. Without exposure to radiation, the parasites will eventually die. There is a 5% chance per week that these will die if
you spend a year on a planet with an atmosphere.
Your flash is better than average; in fact, it has double the normal range and can be focused in a tighter beam to actually do
1-2 points of damage!
You are a ship buff; all ship mechanic skills cost 1 point less,
and you have 3 levels of identify vessels.
Man you are scary looking, even for a Cedeun. Reduce
Charisma by 20 points.
You went on a sabbatical to reflect on your direction in life.
When you returned, you found your home completely
destroyed. Since its on the edge of known space, youve no
idea who might have done it, and there were no clues at the
scene. However, other Cedeun are now leery of your compa-

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48-50

51-52
53-55

56-58

59-60

61

62-64
65-67

68-70

71

72

73-75

ny. Reduce Charisma by 30 points when dealing with other


Cedeun that know your reputation.
Youve been trained in anti-ship terrorism. You can remain
motionless for days and have been conditioned to ride on the
outside of spacecraft for extended periods. You also have an
in-depth knowledge of Cedeun stealth and cloaking technology. Take 5 levels of demolition and 5 levels of infiltration.
Increase threshold by 1 point.
You look just like a Cedeun traitor that dealt with the Whe.
There is a 10% chance that another Cedeun may mistake you
for the traitor and inform the local Government, which has
placed a sentence of death on the real traitor.
You are extremely lucky. Once per game session, you may
reroll one missed opportunity with the BMs permission!
When the Aktai administered your language injection, it
altered your genetic code and switched on the growth gene.
Youll never stop growing as long as you live! Increase height
by 1d6 inches and weight by 1d10 pounds every year.
You space ski as a hobby. In a contest you received your own
ski craft. It can fit up to three passengers and is capable of
interstellar travel.
Due to your diet of asteroids composed primarily of magnetite,
you now have a slight magnetic field. This field is just strong
enough to interfere with your communication equipment, sensors, and the like. You have a 10% penalty to hide from enemy
sensor equipment. Even if they cant detect you using their
equipment, your magnetic field will still cause distortions on
their equipment tipping them off to your location. In addition,
unshielded computer and communications equipment functions with a 10% skill penalty when you are nearby.
A freak accident during a routine attack on a Whe ship caused
you to be sprayed with acid. This has reduced your body
threshold by 2!
You were in the Cedeun militia infantry. You get 2 levels of
EVM and 2 levels of a Cedeun weapon system of your choice.
You suffered a puncture wound from high-speed space
debris. The now healed wound still causes you great pain
when exposed to air of any kind. -20 to all skill and attribute
checks when you are exposed to an atmosphere of any kind.
You were coated with a strange space dust that bonded to
your skin and seems to absorb Infrared, UV, and visible light.
You get a +50 applied to any stealth checks. In addition, damage from lasers is reduced by half. However, several Cedeun
enclaves want to get a piece of your hide for study. There is
a 20% chance per meeting with another Cedeun that theyll
recognize you and report your location. Another down side is
that the energy absorbed by the dust is given off as x-rays that
can be seen with the right equipment.
While escaping the Whe, you hid in a nebula. Unfortunately,
you were exposed to some bizarre radiation, which cooked
your brain! Reduce IQ and INT by 20 points!
The Cedeun government lent you to the Aktai as a child for
genetic modification. Your tolerance to pathogens has been
increased. Increase your Chemical and Poison SMRs by40.
You grew up in a Whe prison/mining camp. Lose 15 skill
points due to inadequate teachers!

76-78
79-81
82-83

84-85

86-87
88-89
90-91

92-93
94-95
96-97
98-99
100

You are a light artist adept at creating incredibly detailed


images. Gain 10 levels of Artist (laser light show).
You helped a Whe escape from a prison ship. He gave you a
Whe pistol as payment.
You tend to get excited when things are going your way.
Unfortunately, when you get excited your light organs flash
uncontrollably.
For some reason, you have a taste for sulfur bearing rocks.
This gives you a unique smell. On the bright side, everyone
notices you!
Youre impulsive. Leap before you look is your standard motto.
You ate some bad uranium and cant seem to pass it. You now
show up on most sensor systems that can detect radiation.
The Whe were experimenting with Cedeun repellent and
guess who they experimented on? Reduce your chemical SMR
by 20 points.
You play gravball. Take 3 levels of throwing and an additional 3 levels of EVM
You are really adept at using your mind. Take 2 additional
power points per level.
You had extensive weapons training. All Cedeun weapon skills
cost one point less.
You served as a communications officer. Take 3 levels of each
com skill.
Your parents are great artists who have sold many pieces to
collectors galaxy-wide. They gave their child some money to
get started on his own life. Start with 250K extra credits. There
is a chance of a care package of money/goods from your
generous parents after each mission, determined by BM. You
are required to visit home on occasion to keep this extra
income flowing.

DISRAPAN I WAS JUST GROWING UP TABLE


01

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.

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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

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feather color ugly, which imparts a -50 to Charisma. If the roll


is even, you get a +50 to Charisma when dealing with the next
Disrapan of the opposite sex you meet.
Youre the ultimate whiner. You never stop whining. Youre
never happy, and you can always find something to whine about.
You are as flighty as a bird! You jump around in a conversation like a cricket on a hot plate! It takes a supreme effort of
will for you to stay on one topic for more than a few minutes.
Your Awareness checks are reduced by 20 if you have to concentrate on any one thing in particular. However, you get a +5
to all Awareness checks the rest of the time.
Your whole family was killed by a disease they caught from a
creature called a who-man. If you ever find one of these
who-mans, youll kill them on sight!
During a fight with another Disrapan, you received a cut
across your face. The scar now makes you easily recognizable, even to those aliens that think all Disrapan look the
same.
You were down on your luck and signed up to participate in
a high-paying medical experiment. You have a +20 strength
but emit a low UV glow.
You helped a Klee merchant out of a jam. He will let you buy
from his private stock.
You met an Alien from a strange place. You were able to trade
your base level blinding laser for 3 MBRIs.
You recorded, by accident, a Raazas glorious death on home
video. You were able to sell it to a Razaa news group for
10,000 credits (Razaa currency).
You saved a high-level rebel leader from a group of government forces. You now have a friend for life.
You have better than average vision for a Disrapan. Increase
your Visual Modifier by 20.
Youre an excellent flyer. Increase Agility and Defensive
Modifier by 20 when flying.
Youre a martial arts expert. Take 7 levels of hand-to-hand skill.
You were training for covert ops against the Disrapan government. Things fell through when they destroyed your base.
Take 10 points of espionage skills!
Youre a natural actor! Reduce the cost of all Espionage skills
by 1 point, to a minimum of one.
Your father invented a new type of nuclear laser.
Unfortunately, he was killed, and his lab was ransacked
before he could sell the design. You dont know who did it,
but youve sworn to find out. You father was a bit eccentric
and kept the blueprints memorized, rather than risk their
theft. Since he died, the only proof of his work is the prototype you now possess. You have a feeling that someone may
come looking for it. Now if only you could find a few nukes to
power the weapons.
You were a weapons specialist for the Trade Consortium. Take
5 levels of Disrapan Missile skill.
You have Alpha-5 clearance, which grants you free passage on
any Trade Consortium vessel if it has a free seat.
Damn are you good lookin! Increase Charisma by 20 points.
Your ancestor was a famous figure in Disrapan political history. Increase your Charisma by 20 points. Most people

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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.

DUL I WAS JUST GROWING UP TABLE


01

02

03

04

05

You switched Life Arts during your training. Your new


teacher upset you so much that you killed him. Now, you are
being hunted actively by members of his life art. Not only that,
but you did not get a chance to study your new art! Lose 10
skill points. There is a 10% chance of a Dul strike team showing up at any time!
You were captured by the Whe so that they could study your
matrix powers. This rather invasive procedure caused you to
lose half of your matrix powers as well as half of your power
points. Not only that, but the damage causes you to advance
slower. You receive half the number of matrix powers you
would normally get as you advance to each new power level.
You have an allergic reaction to generating matrices. You begin
to itch. This gives you a 10% chance of failure for each second
it takes to generate a matrix. If you fail to generate the matrix,
you were too distracted by your itch to successfully generate.
When the chance for failure reaches 100%, you can do nothing
else but scratch yourself uncontrollably for 1d4 rounds.
You are a victim of the Death Touch matrix. Fortunately for
you, the person that generated the matrix set a delay on its
effects. You will live for 2d4 years before you fall over dead.
You were training on an alien planet when a Golak bonded
with you. The Golak is a ghost like creature that constantly
drains your matrix power points. This parasite is the scourge
of matrix controllers. You are no longer allowed on the Dul
home world, and you must wear a warning beacon to prevent
other Dul from coming close to you. If caught without your
beacon, you are killed! If you find a higher powered matrix
controller, the Golak has a 40% chance to leave you for them.
After the Golak has been with you for 2d10 years, it will split
and form another Golak. If another matrix controller is not
available for the new Golak, it bonds you as well. At this point,
you will lose 10 points of CON per day until your death. There
is no known way to kill or remove a Golak.

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

You had a bad attitude so a life art master challenged you to


combat. Not only did he kick your butt, but he said he cursed
you with the BOOM matrix. He further informed you that if
you ever show arrogant tendencies again, the BOOM matrix
stored inside you will cause you to explode!!! He was lying,
but you dont know that.
You were traveling to a new colony when your ship was
attacked by the Whe. A Cedeun ambush was all that saved you
from slavery! However, several items that did not belong to
you were found in your possession as they tried to return you
to your home. The Cedeun now consider you a thief and want
to rehabilitate you.
Youre a sociopath with violent tendencies! You have a 15%
chance of going berserk when stressed!
Youre a klutz! Reduce Manual Dexterity by 2d10 points.
Your matrix powers are weak. You start out with 1/2 your
normal number of power points!
You are allergic to the pheromones given off by the Klee.
Reduce all Skill and attribute checks by 20 when you are within 20 feet of a Klee.
You have chosen a career that is highly unusual for your chosen life path. Members of your life path tend to look at you
funny when they find out what you do for a living.
You block with your face a lot. Reduce Charisma, IQ, and INT by
10 points.
You are under the influence of a Mind Control matrix. Whats
even worse is that you are not aware of the suggestion
implanted in your subconscious.
You were showing off about how you could catch bullets with
your teeth and lost most of your face! Reduce charisma by 30.
You had an idiot for an instructor! Lose 15 skill points!
You are from a life art sect that tries to avoid technological
devices as much as possible.
You know that members of your life art are in league with the
Whe and are teaching them Dul matrices, but you cant prove
it. You feel morally obligated to stop them.
A high ranking Kel-na practitioner killed your brother and fled
the planet in his stolen luxury cruiser. Youve vowed to get
revenge, but you know your opponent is a better fighter than you.
You always have to make a corny line or saying as you finish
off your opponent! Usually its something like, Hasta la vista,
Baby! or Ive cut your arm off!.
Your instructor used you as his partner while demonstrating a
technique for the rest of his students. Unfortunately, he decided to show off and crushed your chest with a kick! Reduce CON
by 5 points. However, now you have a nice metal rib cage that
increases threshold to the chest by 1 and adds 5 points to STR!
You are a flashy fighter. You like big finishes that completely
destroy the opponent! (Think Action movie climax scenes!)
You have a nagging husband/wife. They berate you endlessly,
and you suck it up and take it!
You are a hopeless romantic that loves to serenade your partner. Gain 5 levels of singing!
Your friends are always getting you into trouble and then
expect you to bail them out.

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82-84
85-87
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91-93
94-96

97

98

99

100

Your master was a well-respected Life Artist. Gain 2 levels of


any one skill that is taught in your life art (determined by BM)
and a +5 reaction modifier with other Dul that have heard of
your master (40% chance).
Youre a natural Life Artist. Life artist skills (determined by
BM) cost 1 point less (min. 1) and training time is cut in half!
You are a supreme Na-Nee swordsman. Take 10 levels of
Archaic Hand Weapon (Sword).
You have a progressive instructor who encourages you to
study multiple arts. You have an additional 10 skill points to
spend on a new hand-to-hand skill.
Youre tiny, but you make up for it by being really mean when
you fight. Reduce height by 1d6 and reduce weight by 2d10.
Your attacks do one extra point of damage because you know
exactly where to hit to make it really hurt!
You are incredibly difficult to hit. Increase Agility by 20 points!
You are a superb tactician. Increase Military Leadership by 25
points!
You work out constantly! Take 3 levels of Body Points skill
and 3 levels of Strength Skill.
You had a hard task master that taught you well. Increase
STR, AGL, and Manual DEX by 5 points each!
Your master used his Impart Ability matrix on you. You now
know the HyperThrowing Matrix!
Your family is very successful. As a birthday present, you were
given your own star-cruiser and told to explore the universe.
Have fun!
You are Bruce Leroy of the Dul. Double your starting matrix
power points and gain 2 extra matrix powers involving hand
to hand combat!
You are a member of the Hunter life art path. The Hunter path
is the only Dul life art that requires its members to be from a
specific family line. You have the innate ability to track another living being, even across interstellar distances. You have a
50% chance to track any being, plus 1% for every year of your
age over 16. You can only track one being at a time, and you
must have an important, personal possession of the target in
order to be able to track them.
Youve been secretly training under two different instructors.
Its a small miracle that neither has noticed the subtle changes
in your fighting style. If either instructor finds out, they will
make you pay for what they perceive to be a insult. Take
another hand-to-hand skill in a different discipline at a level
equal to your current hand-to-hand skill level.
You are in possession of a shield that contains the soul of a
5th level Nok-la fighter. Your BM will create the appropriate
statistics for the shield. The Tka master that put him there is
looking for the shield.

KLEE I WAS JUST GROWING UP TABLE


01

44

The Whe captured you as a child and preformed bizarre


genetic experiments. 01-20% chance for extra appendage;
21-40% for extra eye, mouth, ear, nose, fingers, or toes; 4160% organs in the wrong place, medical checks preformed at
-25%; 61-80% youre a neuter, no sexual drive or desires; in

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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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53-56
57-58
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61-62

63-64
65-66
67-68

69-70
71-72
73-74

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79-80
81-82
83-84

Your parents raised you by setting you in front of the family


holo-vid (TV-equivalent). When you see some form of video
entertainment, you tend to become entranced. You slump in
your seat and watch the show slack-jawed and drooling
regardless of the subject matter. People will have to say your
name at least three times for you to even notice their presence.
You are the ultimate trash talker. You tell people so much
over-the-top BS about yourself that there is no way you can
back up your claims.
Youre a pathological liar. You couldnt tell the truth to save
your life! The more unbelievable the story the better!
Youre a lighting rod for freaks. They always seek you out and
try to be your friend. If there is a freak in the bar, theyll talk
to you- no matter what!
You never shut up. Youre always talking, and the more people try to ignore you or talk over you, the louder you get.
Youre an insomniac. So you really like guard duty!
You were an intern for a fleet ships engineer before an explosive decompression accident. You now have cybernetic eyes
and a metal plate in your head.
You helped an Aktai out of a jam, and he said he owes you one.
You are a great story teller. People love to hear you talk.
You are very organized. Take one level of administration skill.
Your father is admiral of one of the Klee trader fleets. You can
pretty much get any thing you need from dad if you can convince him you really need it. Unfortunately, your dad thinks
youre a spoiled brat that will never amount to anything.
You have a natural knack for mathematics, and you can do
complex equations in your head. Reduce the cost of all science and engineering skills by one point.
You have a secret cache of Disrapan weapons. Pick up 10K in
Disrapan weaponry.
You are a Secret Intelligence operative of the Klee Pilots core.
Take 10 points of piloting and espionage skills.
You have a great relationship with an Aktai information dealer. You have a 5% chance that he will drop you info on simple stuff for free!
Youre hyperactive! Concentration is a problem, but since youre
going a million miles an hour, you get +10 to perception!
You are trained as a snow trooper. Take 3 levels mountaineering and arctic survival.
You are a video game fanatic. You spend all of your free time
playing games. Add 10 points to your manual Dexterity but
loose 5 skill points.
Youre a major in the Klee navy, but you lie so much about
your other exploits that no one believes you. Add 15 points to
your Military Leadership. You lost your uniform in a freak
MTW accident, but no one believes that either.
You are a social butterfly; you have to meet everyone at parties and know at least 1 person in every social circle 3 levels
above and below you. Add 5 points to charisma.
You traded a shiny worthless trinket for a base-model
Disrapan blinding laser.
Your father is one of the best merchants in the galaxy. You can
buy anything you want at 20% off.
You like to play Gravball. Take 2 levels throwing and 4 levels EVM.

85-86
87-88

89-90

91-92

93-94
95-96

97-98
99
100

You are a geography buff. Add 15 to your terrestrial knowledge check.


You are the Bill Gates of Klee Traders. No one likes you, but
they still pay exorbitant fees for your product. -20% charisma,
but you start with 9000 credits worth of extra equipment that
you can trade.
You just seem to know where to look for the hard-to-find
stuff. The availability of Rare (R) and Unique (U) equipment
is always increased (i.e. easier to find) by one level for you.
You are the ultimate munchkin. You will calculate, re-calculate, and look for any loop holes that you can to improve
the odds in your favor. You can increase the chance of success for any skill roll by 10%, if given an extra 2d6 days more
to plan than it normally takes you to accomplish your task.
Your favorite uncle used to take you on his special business
trips. He taught you all he knew about smuggling.
Your mother was a ship mechanic; she used to take you with
her when you were younger to work on the ship! Gain 1 level
of structural engineering. You also have knowledge of Klee
ship designs, including weak points and capabilities.
You are as good as you brag you are. Add 5 points to your top
3 scores!
Youre a shrewd negotiator. Increase bargaining by 15 points!
To keep your conscience clear, you helped a Razaa die in a
spectacular manner. His family was so impressed that you are
able to acquire any Razaa weapon through them with a price
break of 20%!

RAZAA I WAS JUST GROWING UP TABLE


01-02

03-04

05-06

07-08
09-10

11-12

Youre one of natures cruel jokes. For some reason your


body has trouble sustaining your symbiote. Your symbiote has
only enough strength to support your basic life functions. As
a result, you have no regenerating abilities. Once a limb is
gone, it never grows back. You learned that the hard way
when your big toe was smashed.
Your symbiote has become unstable. When wounded, you
have a 25% chance of growing a different part than you need.
For example, you may start growing hair instead of skin when
healing an abrasion; or if you lost your hand, a foot might
grew back in its place!
Youve been infected with a virus of Whe origin that slows
your regeneration ability by 50%. This virus is present in all
body fluids so you have been banned from all Razaa worlds to
keep the virus from spreading.
Youre a throw back to a more primitive time. Reduce INT
and IQ by 20 but increase Strength by 5 and Aggression by 30!
Because of a severe mental disorder, you periodically launch
into a song and dance routine. When you finish, you have no
memory of doing the dance number.
While taking in the scent of some beautiful flowers on a distant tropical planet, you were darted with spores. These
spores now infect you, and your symbiote considers it a part
of you. You now bloom every 3-6 weeks with a beautiful
green and gold flower which, if you are not covered, produces tiny darts that shoot at all creatures within a 5ft. radius.

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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

Youre just slightly smarter than vegetable life. Reduce INT


and IQ by 12 points.
Youre homicidal. You have been known to help your buddies
meet a glorious death. Sometimes you help too much.
You have bad luck with women. In fact, you have such bad luck
that most of your ex-girlfriends are actively hunting you down.
You are a damage magnet. The guy on the battlefield with the
biggest gun will always pick you as his target.
You find the whole idea of a glorious death silly. Since youre
not particularly quiet about your views, other Razaa dont
know how to take you. All you want to do is live forever!
Your quest for knowledge has left you doubting all your beliefs.
Youve studied every known religion, and you question them
all. As such, you are constantly looking for the right religion.
Youve become completely intrigued with any religious figure
and will spend hours debating the meaning of life.
You figure everyone deserves a glorious death. To insure one
for your enemies, you like to rend them limb from limb or
continue shooting them after you know theyre already dead.
Youre such a nice boy.
Your forefathers are famous for their spectacular deaths in
combat. However, youre depressed because you have not
died in combat and are the last of your brothers alive. You
have taken many chances but just cannot seem to die gloriously. +10 to your Defensive Modifier.
You like to thoroughly taunt your enemy before combat in
order to increase your chance of a spectacular death. Youre
very good at it. You get shot a lot.
Because youre a Razaa, people are constantly burning or disintegrating your clothes in battle. Rather than risk losing your
designer loincloth, you prefer to go into a fight naked.
Youve a pet dulock. This creature is like a reptilian centipede
in appearance; however, it has natural camouflage abilities.
All dulocks receive a +90 modifier to stealth checks. Dulocks
move at a rate of 5mph and have a poisonous bite that does 1
point damage/round. The dulock is telepathically linked to
you, and by concentrating you can see what it does and tell it
what to do. When concentrating, no other action can be preformed. Roll 1d10 for your dulocks body points.
Your brother and you were the last of your line. Your brother
just died a glorious death, which won renowned for your family! You inherit 250K and increase Charisma by 10 points
when dealing with other Razaa.
Your family history is filled with historical deaths. +25% to
Charisma when with other Razaa.
Youre a fast healer, even for a Razaa. Increase regeneration
rate by 1 point.
Youre a national hero to the Disrapan after you saved a very
high-ranking government official from an assassination
attempt. Unfortunately, this has made you a target for assassination by an insane rebel whose plan you thwarted. Disrapan
everywhere ask for your autograph.
Youre the biggest, meanest Razaa that most people have ever
seen. Youre also whipped. Increase STR, AGR, and CON by 10
points, but if you dont check in with your significant other on
the home world every day, youll be sleeping on the couch
when you get back.

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I WAS JUST GROWING UP


83-84

Youre massive. Increase height by 2d6 inches and weight by


4d10 pounds. Add 10 to your strength!
85-86 You have a rare medical condition that allows you to see into
the x-ray portion of the spectrum as well as the UV portion
with your third eye.
87-88 You enjoyed sports as a child, especially those with bladed
weapons. Take 5 levels in one bladed hand weapon.
89-90 Youre a natural leader. Add 10 points to Military Leadership
and Charisma.
91-92 You were the king of splatter ball! Gain 3 levels of throwing!
93-94 You are a player extraordinaire! Add 40 to Charisma when
dealing with all females. Watch out for the ship moles!
95-96 You spent your childhood swinging from the trees. Add 20 to
your Manual Dexterity
97-99 A Klee trader has bonded with you. Hell get you any weapon
you need at 75% off the listed cost.
99-100 Before your military career, you were a renowned athlete.
Pick 15 points in physical skills and increase your Agility or
Strength by 10 points.

12-13

14-15

16-17

18-19

20-21
22-23

ROGUE WHE I WAS JUST GROWING UP TABLE


01

02

03

04-05

06-07

08-09
10-11

You came in contact with a parasitic organism on a training


mission to an unexplored planet. Its now a part of you with
connections to your brain, heart, and lungs. If removed or
killed, you die within a couple of hours. You also hear its
thoughts in your head. The only tale-tell sign of its presence
is a foul odor that it causes your body to emit. -30% to
Charisma!
Youre delicate. A random genetic error has caused your
emotions to come to the front. There is a 15% chance that any
time you are experiencing strong emotions, they will overwhelm you. You do things like stopping to cry over a sunset,
or becoming irritated enough to rip that tagging Klees head
off, or stopping to hug the Razaa because he just makes you
feel swell!
Your superiors felt you were too independent and would
eventually go rogue. As a result, you were placed in The
Machine to be re-educated. Reduce your IQ by 10 points and
reduce INT by 20 points. You have a 20% chance to follow any
order from another Whe without hesitation.
During training, you accidentally killed a high level General
that was watching the field exercise. After extensive interrogation with the Matrix controllers, you were returned to training. Your IQ was reduced by 5 points, and you have a fear of
Matrix controllers.
To escape from your oppressive government, you killed the
rest of your four-man recon team while exploring an alien
planet. After killing the crew and stealing their ship, you took
off. You have transportation now but are on the Whes ten
most wanted list.
Your sterilization didnt work. You have a 5% chance of losing control around the opposite sex.
When you went Rogue, you were captured and allowed to
escape. You do not know it, but you have been implanted with
a sub-dermal tracking unit. A special retrieval squad has been

24-25

26-30
31-35
36-40

41-45
46-50

51-55

56-60

61-64

following you for months, tracking your every move. Their


mission is to discover if you will lead them to other rogues
that they can exterminate.
You were labeled a rogue because you have trouble controlling your aggressive impulses. You have a 5% chance to attack
someone that has provoked you in some way, regardless of
the situation.
You are afraid of insects. They give you the creeps and distract
you from whats going on. -5% perception checks when
around bugs.
You have been placed on the Whes 1000 most wanted list.
Renegades on the list always have an active retrieval/extermination unit hunting them. There is a 15% chance for a hunting party to show up at any time.
You and your secret mate went rouge together. She and your
eight children are in hiding. You must send 20% of your
income to them to keep them hidden.
You are a gambler and like to bet on everything.
You had a near death experience and are convinced only
great things await in the afterlife. You make irrational decisions about dangerous situations and have +15% of going
berserk in battle.
You are addicted to a Razaa ale called Deaths Widow. Every
time you take a drink, you get a euphoric high, but your Con
is reduced by 20 points. Your Con heals from Deaths Widow
poisoning at 1 point an hour. If your Con is reduced to zero,
you are dead. You must make an INT check to realize that you
are drinking yourself to death and stop. A failed INT check
means you take another drink. Deaths Widow has no detrimental effects on your Razaa drinking buddies.
You are fashionable. No wonder you went rogue. You might as
well wear a big neon sign that says, I want to be different.
You feel lonely and isolated since your separation from the
hive. You latch on to people and wont leave them alone.
You found a book of poems and absolutely adore them. They
make you feel all warm and fuzzy inside. You keep this book
with you and read the poems whenever you can.
You love Disrapan sweet ale. You will go out of your way to get it.
You were once exposed to ultra high levels of radiation, which
had an affect on your Matrix Controlling ability. Roll an extra
d10 for any Matrix attempt. 1-5, normal effect; 6 matrix does
1/2 effect; 7, matrix does 2x effect; 8, pick a random matrix
one level lower than current matrix; 9, pick a random matrix
one level higher than you are normally allowed to generate;
10, you fall unconscious for a number of rounds equal to
matrix level.
They left the UV light on a little long during your time in the
maturation chamber. Your skin is 4 shades darker than any
other Whe.
You are incredibly messy. You have a 20% chance to have
misplaced some item for which you have an immediate need.
I could have sworn I put the laser pistol on my belt!
Music affects you. Military marches send you into the typical
aggressive Whe state. Other music has different effects which
are up to the BM. Effects like arousal, crying, or calming are
common results from exposure to music.

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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

You were a Whe Games Hoverboard champion. Add +20%


Charisma when dealing with other Whe. Take 15 levels of
Hoverboard skill. The downside is that there is a special
reward for your capture as an example to other rogues.
You saved a Klee merchant from a Whe prison ship. He will
sell you anything he can get at 20% off.
A blow to the head in training camp reduced your IQ by 5
points. On the bonus side you woke up later with Whe
Matrix abilities. Take 1 matrix power with the option to
learn more later.
You are a good shot. Weapon skills increase by 5% per level
instead of 4%.
You are psychologically stable. -10% to go berserk or suicidal.
Youre lazy and slothful. Gain 2 levels of stealth from avoiding work!
Your team was wiped out on a frontier planet. You survived
for 2 years on the alien planet. This little jaunt taught you how
to think for yourself. Gain 5 Levels of Survival skill, but the
down side is that you caught a virus, which reduced your Con
by 5 points.
The retrieval squad that is hunting you is lead by an old
friend. He provides clues when they are getting close to you
so you have a chance to escape. Killing any of the squad
negates his friendship.
You are open minded. You can work toward getting a second
primary occupation without the normal double skill cost
penalties that Whe suffer.
You faked your death, and the Whe government believes it.
You always dreamed of being a warrior and going to battle
school. Unfortunately, you were smarter than your peers and
feared that you would wind up in science school. You were
able to fake your test scores and get into battle school. Add 15
points to your IQ.
A grenade blew your legs off. You were given cybernetic legs.
They have a strength and agility of 100. Each leg has a threshold of 2 and 100 points of Integrety.
You were born with Whe Matrix abilities, but you also inherited a genetic defect that causes you to suffer convulsions during times of stress. Your superiors deemed this incurable
defect too debilitating for you to become a warrior and scheduled your recycling (i.e. execution). You escaped before you
were killed, but because you possess matrix abilities, a special retrieval team has been sent to find and kill you.
You were a tactical officer for a Whe retrieval team before
going rogue. You know all the tactics used by the retrieval
squads. Take 5 levels of the Intelligence skill.
You were able to escape from the Whe prison ship with a
whole crate of Vehon. Start the game with 100K worth of
Vehon grenades.
You received extensive training in weapons and hand-to-hand
combat. Take 1 level of 4 different weapons for free.
Your genetic heritage provides incredible hand-eye coordination. +20% to Manual Dexterity.
You have incredibly quick reflexes. -3 to initiative.

BATTLELORDS

OF THE

TWENTY-THIRD CENTURY

FICKLE FINGER OF FATE TABLE


Like the Fickle Finger of Fate Table in the Battlelords book, players
may roll one or two times on this table. All results are final, and the
player must play with the character no matter what their fate. Like the
I Was Just Growing Up Tables, the Fickle Finger of Fate Table is
optional. Listings on this table are generally really good or really bad.
01-03

04-06
07-09
10-12

13-15
16-18

19-21

22-24

25-27

28-29

While fleeing from the Whe, you were taken in by a strange


pointy-eared alien. When you woke up the next morning, you
were buck-naked and had been spray painted day-glow orange.
So far nothing has been able to remove the paint from your skin.
You suffered brain damage. Lose 2d6 skill points worth of
random skills.
You have amnesia. You dont know who you are, and you
dont have any identification.
Oh, it was bad. During a training mission your practice
grounds were invaded by the Whe. You assumed the real Whe
soldiers where simply your buddies dressed up for the simulation. Half your team died when they ran up to the real Whe
soldiers they shot with the simulator-guns and said, I got
you; youre dead! Though you escaped, you still bear the
physical and mental scars of that day. Reduce Charisma and
Aggression by 10.
Youre a wussie! Why do you do this for a living? Its so high risk,
and youre so safety conscious! Reduce Aggression by 25 points!
You are infected with a nasty virus. This virus will grow until
it clogs your circulation system. To keep it in check, you have
to have a monthly dose of radiation and chemicals that
reduces all of your attributes by 1d10. This is a one time loss
unless you miss your treatment. If you miss the treatment, the
virus gains a better foothold, and youll lose an additional
1d10 from each attribute upon restarting the treatment. If you
do not start the treatment, reduce the attributes permanently
by 1d10 per month until you die. The cost of your treatments
per month is 10,000 credits.
You are from a different time. You were found in stasis and
revived to full health. However, you do not know how to use
current weapon systems, ships, or anything about the other
races. Reduce Terrestrial Knowledge by 30. You can not start
the game with any weapon skills other than archaic hand
weapons (BM discretion).
As a child, you learned everything the hard way! Sticking fingers into the waste disintegrator, plugging your pet dvork into
a power receptacle, using the portable cooking device on
your arm. Lose 30 points of INT and IQ but gain 2 Body Points
for toughness!
You were nuked! Caught in a nuclear blast, your entire body
was irradiated. Reduce STR, CON, MD, and AGL by 1d4 points
every 2 months. When one of those attributes reaches zero,
youre dead.
Your DNA was found at the sight of a high-level government
dignitarys assignation. That government is hunting you with
extreme prejudice! There is a 20% chance a hit team will
show up to take care of you, and no, they dont care if they
take you dead or alive!

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FICKLE FINGER OF FATE


30-31
32-33

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.

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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.

Fighting Styles & Martial Arts


Who would have thought that Ram Pythons and
Razaa would have something in common across that
vast distance of space; needing to win good old fashioned feats of strength. Despite not being able to
understand one another they both speak the interstelar language of my muscles are bigger than yours.

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)

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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)

Cedeun Martial Arts


Rock Fighting: The Cedeun art of rock fighting is a combination of zeroG kick boxing and rock throwing. Practitioners are skilled in the art of
hand-to-hand combat as well as throwing rocks. For every 3 levels of
Rock Fighting, the character receives one level of Throwing skill. SC: 4
Techniques: Strikes (jab, cross and elbow), kicks (All), Weak
Point Attacks, Defensive Actions (block and dodge)
Rock Wrestling: Though this sport lacks a formal name, the Cedeun simply call it Rock Wrestling. The goal of the art is to wrestle your opponent
free of the asteroid to which he is clinging and fling him into space. SC: 2
Techniques: Control, Joint Lock, Traps, Defensive Actions (block
and dodge)

Disrapan Martial Arts


Na-de-kah: Na-de-kah is the art of aerial grappling that all Disrapan
are taught from a young age. Na-de-kah practitioners will generally perform fly-by attacks until an opponent is suitably stunned. Once stunned,
a Na-de-kah practitioner will grapple the target who is usually another
Disrapan, attempt to disable his opponents wings, or knock them
unconscious. An attacker must be careful when grappling since both
individuals will be unable to fly and will no doubt be plummeting
toward the ground. SC: 3
Techniques: Strikes (cross), kicks (kick and jump kick), Head
attacks (bite), Control, Disarm, Weak Point Attacks, Defensive
Techniques (dodge and counter-strike).

Dul Life Arts


In addition to a description and a list of available techniques, Dul martial
arts also list the Matrices available to a practitioner of that particular art.
Learning New Dul Matrices: When a character with a Dul life art
advances into a new energy bracket, the player should check whether
the life art contains a matrix in that energy bracket. If there is a matrix
in that energy bracket, the Dul can make a check to learn it. The chance
to learn the matrix is the same as with other matrix controllers (see
Galactic Underground I, page 67). However, if the character fails to
learn his check, the matrix can never be learned.
Restrictions on Learning New Dul Matrices: A character can only
learn/generate a particular Dul matrix if he possesses a Dul life art that
has that matrix listed in its description. In addition, a character can only

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generate matrices without penalty if they are in his Energy Bracket, as


described on page 157 in the main Battlelords book. As an optional
rule, BMs may declare that a character must have at least 2 levels in a
Dul life art for each Energy Bracket level of the matrix being cast. For
example, to generate Lethal Attack, a matrix that falls in the 2nd Energy
Bracket, the matrix controller must have at least 4 levels in a Dul life art
that has the Lethal Attack matrix listed in its description.
Attart: Attart is a Dul life art that stresses attack rather than defense.
For obvious reasons, Attart practitioners have a reputation for being
hot-headed. Most students of this art would much rather make a preemptive strike than wait for an opponents attack. Attart students are
often employed in occupations where continued maintenance and
upkeep of equipment are key factors to success. SC: 9
Techniques: Strikes (all), Kicks (all), Weak Point Attack, Fakes,
Defensive Techniques (all)
Matrices: Lightning (Self) (1), Lightning Blast (2), Lethal Attack
(2), Vibe Strike (3), Heal (Self) (4), Power Drain (4), Trih Blast (6),
Smart Missile II (7), Fist of Doom (8), Trihs Finale (9)
Kel-na: Kel-na is frequently referred to as the assassins art. Originally,
this life art was only taught to assassins and thieves, but most practitioners were hunted down and killed by members of other life arts that
feared them. To modern Dul, Kel-na has become a much more
respectable life art. Kel-na practitioners can be of any occupation but
typically are found in professional occupations like doctors, lawyers,
etc. The focus of this art is being able to overcome opposition, both in
your daily life and in combat. For every 3 levels of Kel-na, the user gets
one level of Stealth skill. SC: 8
Techniques: Strikes (cross and elbow), Kicks (kick, knee kick,
jump kick), Joint Locks, Throws, Weak Point Attacks, Fakes, Defense
Techniques (block, dodge and counter-strike)
Matrices: Cling (1), Sense Weakness (2), Blend (3), Invisibility (4),
Cloud Mind (5), Trih Blast (6), Mind Control (8), Imprison Soul (9)
Kne-na: One of the flashiest and well-known arts among the Dul, the lifeart of Kne-na deals with the control of energy in all its forms. If a Kne-na
practitioner is having a bad day, he will channel the negative energy he is
feeling into something creative. If a Kne-na practitioner is attacked, he will
redirect his attackers charge away from himself. To a student of Kne-na,
everything is energy; it is how you control it that matters. The art of Knena is renowned for its spectacular energy blasts. Kne-na practitioners typically work in the areas of politics, or the news media. Kne-na practitioners are often celebrities or in some position of leadership. SC: 7
Techniques: Strikes (jab and cross), Kicks (all), Defensive
Techniques (block, dodge, and hard block)
Matrices: Lightning (Self) (1), Energy Sheath (2), Energy Blast
(3), Smart Missile I (4), Reflection Shield (5), Trih Blast (6), Smart
Missile II (7), Fist of Doom (8), Trihs Finale (9)
Na-nee: Na-nee is one of the few life arts that focuses on weapons. For
every 3 levels of Na-Nee, take one level of Archaic Hand Weapon skill.
Na-nee practitioners are renowned for their prowess with weapons of
all types. Na-nee practitioners are often shunned by other Dul fighters
for their reliance on weapons. Most Na-nee practitioners are engineers
or scientists, though a fair number are employed in the military. SC: 9

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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)

Matrices: Iron Palm (1), Power Shield (2), Fatigue Resistance


(2), Field of Protection (3), Undying Warrior (3), Durability (4),
Reflection Shield (5), Death Invulnerability (6), Death Touch (7),
Sacrifice (8), Shield of Lana (9)
Tra-el: When someone says Tra-el, one thing should pop into your
mind: Speed. Tra-el practitioners are as fast as they come. Tra-el practitioners get an additional attack for every 4 levels over level 2, rather
than the usual 5 levels. Tra-el practitioners are always moving, and their
career choice usually reflects this. Tre-al students are often pilots, but
they tend to change jobs frequently. SC: 10
Techniques: Strikes (all), Kicks (all), Weak Point Attacks,
Trapping, Defensive Techniques (all)
Matrices: Speed Striking (1), Running (1), Levitation (1), Fly (2),
Speed of Tralule (3), Teleportation (4), Avoidance (4), Hyper
Throwing (5), Bind Soul (8), Trihs Finale (9)
Tre-la: The students of this Dul life art strive for one goal: total focus
and concentration under any circumstances. Though Tre-la practitioners can be found in any occupation, they are typically found in highstress jobs like big business or law enforcement. SC: 9
Techniques: Strikes (all), kicks (all), Joint Lock, Disarms, Weak
Point Attacks, Defensive Techniques (block, counter strike, and dodge)
Matrices: Leap (1), Focused Attack (2), Triangulation (3), Pain
Immunity (4), Heal (Other) (5), Stasis (6), Death Touch (7), Mind
Control (8), Shield of Lana (9)

Klee Martial Arts


Kus: Kus is the most popular Klee martial art. Kus involves suckering
your opponent into lowering his defenses for a crippling attack. Kus
practitioners receive a +20 to their fakes. SC: 5
Techniques: Strikes (all), Kicks (no jumping kicks), Disarms,
Weak Point Attacks, Trapping, Fakes, Defensive Techniques (all)
Trus: Literally translated as dirty, Trus practitioners are the dirtiest
fighters in Zenax. Originally a wrestling style art, Trus has changed since
the Klee encountered larger, alien opponents. A Trus fighter will leap
onto a larger opponent and crawl around them like a rabid squirrel. The
whole time the victim is trying to get rid of the angry Klee, he is delivering multiple bite wounds to his aggressor. Trus fighters have also been
known to carry numerous knives and other close combat weapons. Trus
fighters get one level of Hand Weapon (Knife) for every three levels of
Trus and one level of Acrobatics for every 5 levels of Trus. SC: 5
Techniques: Strikes (all), Kicks (knee kicks), Head Butt, Bite,
Control, Joint Lock, Throws, Disarms, Weak Point Attacks, Trapping,
Defensive Techniques (block and dodge)

Razaa Martial Arts


Mazie: Mazie, for lack of a better analogy, is the Razaa equivalent to
kickboxing. In typical Razaa fashion, the art lacks the finesse of human
kickboxing and basically involves brutally pummeling your opponent
into submission. The emphasis of Mazie is to practice launching the
most powerful attack the student is capable of generating. Blocking
incoming attacks is a secondary concern to most Mazie students. Mazie
practitioners get double their strength bonus on an attack by spending

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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

Techniques: Strikes (cross and elbow), Head Butt, Control,


Throws, Joint Lock, Disarm, Defensive Techniques (dodge)

Whe Martial Arts


Jus: All Whe combat troops are trained in the art of Jus. Jus is a no frills
hand-to-hand combat system that is designed to be simple and easy to
learn. SC: 3
Techniques: Strikes (cross and elbow), Kicks (kick and knee
kick), Disarms, Weak Point Attacks, Defensive Techniques (dodge and
block)

FIGHTING STYLE/MARTIAL ART TECHNIQUE LIST


The following chart summarizes the list of available techniques for the
various martial arts and fighting styles presented in this book.

Technique List key


JAB: Jab
HOO: Hook
KIC: Standard kick
JUM: Jumping kick
JL: Joint lock
FAK: Fake
BLK: Block
HBK: Hard block
*Eye strikes only

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.

FIGHTING STYLE/MARTIAL ART TECHNIQUE TABLE 1


JAB

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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VEHICLE AND WEAPON SKILLS


FIGHTING STYLE/MARTIAL ART TECHNIQUE TABLE 2
CNL

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,

there are several options. Characters may be able to find someone to


train them in the use of an alien weapon. There is a Klee trader somewhere out there that will show you how to use any weapon you want, for
a price. Alternatively, a character might be able to figure out how to
work the weapon given enough time and dangerous experimentation
(BMs discretion). Characters who are skilled in Alien Technologies may
be able to wing-it with a strange weapon system, but theyll never be as
good as someone who is trained with a weapon.
Remember that even if you know how to use an alien weapon, you
still have a -30 modifier to use that weapon because the trigger was
designed for alien hands, not yours.

WEAPON SKILLS
SKILL

JS

BC

Aktai Force Weapons

25 3wk 12 MD

10

Aktai LGAs

25 4mo 30

IN

10

Aktai MTWs

25 3mo 25

IN

10

Aktai Fuel Pumps

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

Whe Mass Doublers

25 4mo 25 MD

10

Whe Rail Guns

25 3wk 12 MD

10

Whe Vehon

25 1wk

ST

10

Whe Wall Guns

25 4mo 20 MD

10

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WEAPONS INFO

CHAPTER 3

Weapons and Equipment 3


EAPONS

IN THIS CHAPTER...
Weapons Tables
Weapon Descriptions
Armor Tables
Armor Descriptions
Armor Options
Defensive Systems
Medical Equipment
Personal Equipment

There are a few things to remember about weapons in the Zenax


universe. The first is that there are very few weapons manufactures who are not loyal to their nation of residence or species.
Combine this with the fact that nobody trades weapons technologies with anybody else, and youve got limited weapon choices. This means that
characters from the Alliance are only likely to get weapons from a couple of
sources: things they bring with them and things they take, buy, or steal from
somebody else. Native species are even more restricted as to the things they
bring with them and will be limited to weapons and equipment built by their
species.
The price of all weapons and equipment listed in this book are in Aktai
credits, which is the closest thing to a universal currency that exists in Zenax.
This is done to show the weapons value in relation to other weapons and
equipment. Depending on availability, species of manufacture, rarity, and the
sellers opinion of you, the price may change dramatically. In addition, since
there is no single currency among the species of Zenax, you also have to factor
in the exchange rate of the currency you are using. To further complicate matters, species like the Klee dont even use currency; instead, they barter for
goods. Your BM will be the final arbitrator on the cost of a particular item.
Finally, the weapons listed here are examples of what characters are likely
to encounter while adventuring. Just because it isnt listed here doesnt mean it
doesnt exist. So dont get cocky because youre in mechanized battle armor,
and youve never seen a Whe with a Wall Gun capable of doing heavy point
damage. Just around the corner your BM may have a surprise for you, and it
does triple digit damage!
Note: Remember that you have a -30 modifier to use a weapon with an
alien trigger, assuming you can find the trigger.

 A Razaa with a typical ridiculously-sized

weapon, the TaZiZa. Needless to say, Pythons stuck


in Zenax are quite jealous of Razaa toys.

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3 WEAPONS & EQUIPMENT


HAND WEAPONS
TYPE

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

AKTAI FULL PUMPS

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

* Integrity reduction is equal to the damage done by the weapon.

AKTAI L0CAL GRAVITIC ACCELERATORS


1

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

* Integrity reduction is equal to the damage done by the weapon.

AKTAI FORCE WEAPONS


TYPE

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

**

250 200 150

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

Dis. Mode 110

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.
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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

CEDEUN PLASMA CANNONS


TYPE

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

DISRAPAN BLINDING LASERS

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.

DISRAPAN CUTTING LASERS


TYPE

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

DISRAPAN IMPACT LASERS

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

DISRAPAN NUCLEAR LASERS


TYPE
XRL-1
XLR-1RF

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

Disrapan Nuclear Lasers use missile range brackets


BEYOND

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3 WEAPONS & EQUIPMENT


DISRAPAN MISSILES
TYPE

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

100 100 100 100 100 100 100

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

100 100 100 100 100 100

100

100

20-120

25

14

6-7

40K

MK-7

120 120 120 120 120 120 120 120

100

100

30-240

25

20

50K

MK-9b

140 140 140 140 140 140 140 140

100

100

1-4HP

25

40

VR

65K

MK-15

170 170 170 170 170 170 170 170

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.

KLEE ANTI-ARMOR PARTICLE BEAMS


TYPE

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

KLEE PARTICLE WEAPONS


TYPE

69

KLEE DUST GUNS


TYPE

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

RAZAA CONTINUOUS EFFECT DISINTEGRATORS (CEDS)


TYPE
Wargun
Foebender

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

* Integrity reduction is equal to the damage done by the weapon.

RAZAA PLASMA WEAPON


TYPE

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

WHE PROJECTILE WEAPONS - RIFLES


TYPE

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

WHE PROJECTILE WEAPONS - MACHINE GUNS


TYPE

70

60

50

40

30

20

100

95

85

75

65

45

WHE MASS DOUBLERS

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

Mass Doublers use missile range brackets

WHE RAIL GUNS


TYPE

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

WHE WALL GUN


TYPE

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.

Laser Sword: The laser sword works identically to the Eridani-style


light sword, except that the damage ignores absorption just like a standard laser. These weapons were originally developed by Disrapan but
have been adopted by almost every major species in Zenax. The
Quantity listed for these weapons corresponds to the number of rounds
the weapon will function before requiring recharging. Damage done by
laser swords is reduced by Threshold and Ablative Liner as with normal
laser attacks. The laser sword costs 5 credits to recharge.
Llurk: The llurk is the traditional hand weapon of the Whe soldier. It is
basically a triangular shaped, three-edged short sword with a large
spike projecting out of the bottom of the handle. The Whe simply points
the bottom of the handle toward the target, presses a button on the grip,
and the spike is launched out of the handle toward its target. Once
fired, the spike must be recovered and reloaded. Most Zenax natives
are well aware of the llurks capabilities, but the launching pommel
spike may catch Alliance personnel by surprise. The spike does 1-8
points of damage. Occasionally, a Llurk may be found that has had the
pommel spike replaced with a laser. Spare spikes cost 10 credits and
have an encumbrance of 1.

AKTAI FULL PUMPS


Aktai full pumps are modified MTWs (matter transmission weapons)
that function more like disintegrators than teleporters. These weapons
disintegrate their targets then reclaim the energy given off by the unfortunate victim for use as fuel. The Aktai have taken tremendous criticism
for developing such a horrific weapon, yet they claim it is not meant to
be sadistic, only efficient. The fuel pumps are expensive to produce
compared to conventional disintegrators, and their only benefit is the
ability to last through extended combat. One wonders why the Aktai
would create such an inefficient and expensive weapon system.
Game Notes: Each weapon has a reclamation number listed in its
description. When the weapon has done an amount of damage equal to
the reclamation number, 1 shot can be added to the weapons current
Q, up to its maximum. The damage done by these weapons is subtracted from the integrity of any object hit. These weapons do double damage to organic tissue.
Recharges cost 50 credits per shot. Spare batteries cost 500 credits and have an encumbrance of 5. Encumbrance listed for the weapon
includes the encumbrance of the battery.
AFP1: The AFP1 is a prototype fuel pump that has been assigned to
Aktai combat troops for field-testing. Reclamation number: 24
AFP2: Another prototype undergoing field-testing, the AFP2 is covered
in sensors and recording equipment to gather data about the unfortunate victims of this weapon. Reclamation number: 50

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AKTAI WEAPONS
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.

AKTAI FORCE WEAPONS

AKTAI LOCAL GRAVITIC ACCELERATORS (LGAS)


These weapons increase the pull of gravity in a localized area. These
massive, barely man-portable weapon systems are the ultimate battlefield killing machines. Currently the only defense against LGAs are powerful and expensive anti-grav systems. However, even these massive agrav units require a fraction of a second in which to activate, during
which time the target must suffer the crushing effects of the LGA.
Gravitic accelerators do have a few drawbacks. Besides their astronomical cost, they are woefully heavy and must be uncomfortably close
to their targets in order to attack.
Game Notes: The damage done by an LGA attack is divided
between all body areas of the target. Armor, weapons, defensive fields,
flux shileds, and all equipment carried are also attacked. Damage to
weapons and equipment is applied to integrity. Damage to armor is
divided between the integrity of all sections. Defensive Fields and Flux
Shields are attacked, but they do not protect the target from the effects
of an LGA. Aktai Energy Fields provide no protection against LGAs.
Recharges cost 20,000 credits per charge. Spare batteries are not
available. Encumbrance listed for the weapon includes the encumbrance of the battery.
Crusher: This heavy LGA is mounted in a backpack and generally carried into battle by a heavy weapons officer who is trained to activate and
use it. Typically at least four other soldiers escort the LGA trooper.
Squish: It has extended range and more damage than the crusher but
with a lower rate of fire and more weight.

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

These weapons create fields of force that can be projected at a target to


create a number of effects. The field can be manipulated to impact the
target like an omega weapon or modified into a nanoscopicly thin,
armor piercing needle. Once inside the armor, the needle expands and
whips around like a loose fire hose liquefying the targets internal
organs. The fields are so flexible that they can be used to manipulate
objects at a distance. Force weapons are such efficient weapons that
their limited range is the one thing that prevents them from being the
only weapon an Aktai would need. They dont seem to mind that the
weapons are relatively fragile.
Game Notes: If the field is set for a concussive attack, the damage
is translational and ignores threshold. In armor piercing mode the
weapon can reduce an opponents threshold when determining damage. Threshold is not permanently reduced. If the field is set for armorpiercing mode, the user can set the amount of threshold reduction to
whatever they desire, up to the maximum damage of the weapon minus
one. The shooter must decide BEFORE firing the weapon how much he
or she wants to reduce the threshold of the target. Whatever number the
user chooses will be subtracted from the damage done by the weapon.
Armor-piercing mode ignores absorption.
If the field is set into manipulative mode, then the STR of the field
is equal to the maximum damage of the weapon. When the field is set
to manipulative mode, the CURRENT quantity (Q) indicates the number
of seconds it may be used before the batteries are drained. For each
second of use, reduce the current quantity (Q) by one.
Because of the microscopic diameter of the armor-piercing tendril,
the integrity reduction caused by the weapon is 0 in all modes.
Recharges cost 50 credits per shot. Spare batteries cost 1000 credits and have an encumbrance equal to1.
Adapt: The Adapt was the first force weapon that the Aktai fielded. It
has excellent accuracy at very short ranges, even compared with newer
models. Despite its accuracy, the Adapt does have a few flaws. The
weapon is underpowered, and is unlikely to be considered a threat by
anyone wearing heavy armor. In addition, like most Aktai weapons it is
relatively fragile. Try not to drop it.
Diverse: The Diverse is an upgraded version of the Adapt force
weapon. It sacrifices short-range accuracy for improved range and
damage. In addition, it has a larger power pack giving it double the
capacity of its predecessor. It is a little more durable than the previous
model, but the modifications made to the weapon seem to have affect-

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3 WEAPONS & EQUIPMENT


ed its reliability. In armor piercing mode this weapon is capable of taking out low-end heavy armor.
Able: The Able force weapon, like the Diverse, is a modified and
improved version of the original force weapon used by the Aktai, the
Adapt. The Able has increased range and damage over the two models
that were designed before it. It has the same size power pack as the
Diverse, which are interchangeable. However the Ables increased
power output means it can fire fewer shots than the Diverse before
needing a recharge. Like the Diverse, the modifications to the Adapt
weapon system have overcomplicated it and this weapon is prone to
malfunction and will suffer little abuse before breaking.

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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weapon can be used as a standard disintegrator by manually aiming at


the target and randomly teleporting pieces away.
Game Notes: This chance for a MTW to hit (called a sensor lock
percentage) is based on the quality of the sensor systems used in the
weapon. MTWs require a sensor lock on a target in order to teleport
pieces or the whole thing away. Often the sensor lock must be maintained (rolling successfully against your chance to hit) for multiple
rounds in order to attack the target. Without a sensor lock the MTW can
not attack the target. It is important to note that if your target has any
scanning gear, they will detect that they are being scanned, and they will
also be aware of your location as well.
Any active ECM the target possess is subtracted from the MTWs
chance to hit. A sensor lock is not affected by lighting conditions, cover,
concealment, or wind conditions. All other Combat Modifiers affect the
sensor lock normally.
MTWs always do the same amount of damage. The user of an MTW
can choose to do less than the listed damage. The shooter then divides
the damage among the integrity of any weapons, armor, or equipment
stuck in that area and/or the targets body points.
For example, if an MTW that does 20 points of damage struck the left
arm of an Alliance soldier, you can divide the damage between the users
armor and his body points. You could apply 5 points of damage to the
armor integrity in the left arm and apply the other 15 points to the targets
body points. The user can divide damage in any fashion he or she sees fit.
If you wanted, you could divide the damage evenly between the armor
integrity and body points. If the target had a weapon or piece of equipment
in his left hand, it could also take damage if the shooter so desired.
MTWs do not have a rate of fire. The speed at which an MTW fires
is dependent on the computer system being used by the weapon. The
faster the computer, the faster the weapon can track and transport the
atoms of the target. MTWs have a Scanning Time (ST) listed which
replaces the ROF and indicates the number of rounds the target must
maintain the sensor lock before the target can be attacked. If the sensor lock on the target is broken before the target is attacked, the
process must start over again. Reducing the amount of material being
teleported can reduce the Scanning Time (ST). For Example, If you
choose to move half of the weapons maximum load (i.e. do half damage to the target), then the number of rounds you must maintain the
sensor lock is also reduced by half.
If the weapon can not lock onto the target, it may still be used
against the target as a disintegrator. Use the statistics listed for the disintegrator mode when firing the weapon without a sensor lock. When
used in this fashion, the weapon is affected normally by lighting conditions, cover, concealment, and wind conditions.
Recharges cost 200 credits per shot. Spare batteries cost 6000
credits and have an encumbrance equal to the maximum damage of the
weapon. Encumbrance listed for the weapon includes the encumbrance
of the battery.
Note 1: When used in MTW mode, armor and Whe defensive fields
can be attacked directly and/or bypassed to attack the target behind the
field. In disintegrator mode MTWs can not bypass armor or defensive
fields, just like a standard disintegrator.
Note 2: MTWs weapons (in either mode) can be stopped by phase
nullification units (Lock-N-Load, armor options).
Note 3: MTWs can be used safely as a displacement device if the
damage of the weapon equals or exceeds the sum of targets body points
and the integrity of any armor, weapons, and equipment being moved.

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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.

CEDEUN PLASMA CANNONS


AMTW5: The AMTW5 has a much better range than the AMTW2, but its
4-second scanning time makes it difficult to use at full power in combat. The AMTW5 can be used as a personnel teleporter if you dont
mind the 5% chance that it will accidentally disintegrate you.
AMTW7: A massive piece of equipment, the ATMW7 is capable of doing
severe damage to anything it is targeted against. However, its slow scanning time and weight generally relegate it to the roll of support weapon.
AMTW10: This enormous MTW is capable of debilitating any unshielded target on the battlefield. Its ponderously slow scan times, means the
weapon is generally used at 1/2 power or even 1/4 power, trading damaged for an increased rate of fire.

CEDEUN PARTICLE WEAPONS


For long range targets, the Cedeun generally use Particle weapons
rather than their infamous plasma cannons. Cedeun particle weapons
are much closer in capabilities to Alliance particle weapons than the
spectacular Klee particle weapons.
Game Notes: Cedeun Particle Weapons ignore absorption polymers. Magnetic disruption negates the effects of this weapon.
Reloads cost 50 credits per magazine. Spare magazines have a cost
of 150 credits and an encumbrance of 1. Encumbrance listed for the
weapon includes the encumbrance of a full magazine.
EAU1: The EAU1 is a base model particle weapon used by the Cedeun.
Particle weaponry is used by the Cedeun when the target is beyond the
range of Plasma Cannons. The EAU1 is designated for use as a short
range particle weapon. Cedeuns know that if it is too far away for their
plasma cannons to hit, then its in short range for their particle
weapons.

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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DJS1: The DJS1 was also designed for space assault, and its tremendous bulk is not as much of a hindrance in the weightlessness of space.
The DJS1 is feared by just about anyone that has seen the end result of
a Cedeun pirate attack. The twisted, melted metal and plasma scars left
behind by this weapon gives it a well-deserved reputation as brutally
effective. The AKS1 has a barrel diameter of 20cm.

LL-20 B: A modification of the standard LL-20 laser rifle, the B variant


refers to this blinding laser. Because the standard LL-20 was designed for
real combat, the re-tuned version is a bit of overkill for a blinding laser.
These weapons are seldom used at the ranges the LL-20 is capable of
attaining. Developed by the Trade Consortium Weapons Division (TCWD).

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.

DISRAPAN BLINDING LASERS

DISRAPAN CUTTING LASERS

The Disrapan developed blinding lasers over three centuries ago. A


primitive weapon by modern standards, like archaic powder weapons,
its age makes it no less effective. The light emitted by a blinding laser is
so bright that it permanently burns out the eyes of the target. Because
these weapons cripple their targets, they are illegal on most worlds.
However, the Disrapan use these lasers with disdain against anyone that
would attack them.
Game Notes: The shooter must make a called shot to the targets
head in order for this weapon to be effective. The damage of the weapon
is PERMENANTLY subtracted from the visual modifier of the target. Any
target that doesnt have cybernetic eyes with the Flash Suppressor armor
option, a Resonance Structure Helmet, or some other form of pre-emptive flash suppression is vulnerable to these weapons. Shielding or closing the eyes does no good as the light shines around and though the eyelids and hands of the target. The target is entitled to an SMR vs.
Radiation, with the damage done by the weapon as the penalty. A successful SMR role means the weapon had no effect. These weapons do no
other damage and can be defeated by smoke just like normal lasers.
Flash suppressors are standard on all Disrapan helmetsI cant imagine why. All blinding lasers fire in the visible spectrum of light.
Blinding lasers cost 5 credits to recharge. Spare batteries cost 15
credits and have an encumbrance of 0.5. Encumbrance listed for the
weapon includes the encumbrance of the battery.

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.

T3 Tac: The T3 Tac or Tactical laser is a more typical example of a


Disrapan blinding laser, compared to the more common LL-20B.
Designed specifically for close-quarters work, the T3 is quite effective
at short range. Originally designed for work in prisons, the T3 has
found its way onto battlefields. Like most non-lethal weapons in
Disrapan military service, these weapons are used to increase the efficiency of the lethal weapons also in use. In other words, a blinded
enemy can not shoot at you, but you still get to shoot him.
HILD: HILD is an acronym for High Intensity Light Device. The HILD
blinding laser is not technically a laser, but it is a more dispersed beam
of high intensity light capable of affecting multiple targets simultaneously. Any targets in a 60-degree arc in front of the weapon are automatically hit (assuming a successful die roll) when the weapon is fired.
However effective the weapons blinding capabilities may be, its main
weakness is its short range. This blinding laser was built by DAC rather
than TCWD in order to get around weapon restrictions placed on TCWD
by the House of Government.
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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.

DISRAPAN (IMPACT) LASERS


Disrapan lasers are well-designed reliable weapons that are exceedingly light when compared to Alliance lasers. A mandate by the Disrapan
field weapon design committee requires that all infantry lasers have a
minimum of 30 shots per power pack, weigh less than 10 pounds, and
be able to attack targets out to 2000 meters. All Disrapan lasers are
impact lasers. All Disrapan impact lasers, except the LL-40 and LL-50,
fire in the visible spectrum of light.
Disrapan impact lasers cost 15 credits per shot to recharge. Spare
batteries cost 45 credits and have an encumbrance of 0.5.
LL-20: The standard light-duty field laser weapon used by the Disrapan
military, the LL-20 is a TCWD design.
LL-30: The LL-30 is a medium-duty laser based on the solid LL series
design.

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.

MiS 5: The MiS 5 series cutting laser is a long-range cutting laser


designed for military service. The MiS 5 suffers from power distribution
problems. The beam intensity varies widely from shot to shot, and the

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DISRAPAN NUCLEAR LASERS


The weapon works by focusing the light from the explosion of a small
tactical nuclear weapon, which is detonated inside the weapon. The
explosion is contained safely inside the weapon by flux shields.
However, light from the explosion is allowed to escape and is focused
through a crystal or flux lens to form a powerful laser beam.
Game Notes: Anyone standing within 5 meters of the beam,
excluding the shooter, takes half damage from the intense heat. This
weapon affects heavy armor as if it were an Impact Laser and uses missile range brackets. Smoke, reflective surfaces, or other environmental
conditions do not affect nuclear lasers.
The flux-shielded tac nukes these lasers use as fuel cost 20,000
credits per shot to reload. Reloads have an encumbrance of 5.
Encumbrance listed for the weapon includes the encumbrance of a full
magazine. It is nearly impossible to accidentally detonate the ammo used
by a nuclear laser; Even shooting the reloads will not detonate them.
XRL-1: The XRL-1 is a disposable, battlefield x-ray laser system that has
been cobbled together from Disrapan satellite and ship-based lasers. This
is a one shot weapon. After firing, the lasing crystal is destroyed, the atomic fuel is spent, and the flux shield inside the weapon can only contain a single blast before collapsing. The firer and the weapon are protected from the
the atomic blast by a flux container that contains the explosion inside the
gun. Developed by the Trade Consortiums Space Weapons Division.

XLR-1RF: The XLR-1RF is a rapid fire, hence the RF designation, prototype


of the standard XLR weapon system. By reducing the size of the atomic
munitions in the weapon and installing an autoloader, the XLR-1RF is able
to fire multiple blasts at a rate of up to three per second! Rather than using
a lasing crystal to concentrate the light from the detonation, the RF model
uses a less efficient but more durable flux lens. After 5 shots, the RF must
sit for one round while it activates a secondary flux container. All other
advantages and drawbacks are the same as with the standard XLR series.

DISRAPAN MISSILE SYSTEMS


Disrapan missile systems are state-of-the-art, even by Alliance standards. Because the Trade Consortium favors effectiveness over price,
many missiles are packed full of ECCM gear, and some even have
maneuver systems with AI controllers. There is nothing more unnerving
than watching that Disrapan missile turn around the corner, stop in
mid-flight, hover until it spots you, and then take off toward your skull.
Most Disrapan missiles can be purchased in an anti-radar version,
which homes in on the nearest active radar source and hits the user.
While homing in on the radar transmission, the missile has an additional +20 in each range bracket unless the radar source is turned off.
If the radar is deactivated, the missile impacts the last recorded position of the radar emissions.

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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.

KLEE ANTI-ARMOR PARTICLE BEAMS


These particle weapons have a unique mechanism, which is designed to
bypass the armor of an opponent. (0) The particles used in these
weapons can harmlessly pass though material objects. The ammunition
for this weapon is stored in a stasis field, which stabilizes the ammunition until needed. Once they are removed from storage to be fired, the
particles begin to decay at a set rate and eventually explode.
If you know the range to your target and the rate at which the particles decay, you can time the particles to explode just after they pass
through the armor of an opponent, literally blowing him up from the
inside out. It's presumed that the Klee have determined a way to change
the decay rate of the particles on the fly, thus improving the weapon's

ability to accurate time their explosive decay. These weapons ignore


threshold, absorption, and the effects of magnetic disruption.
These weapons are designed to slowly discharge their ammunition
if the batteries powering the ammo freezer begin to run low. The
exploding particles are harmless if released in small quantities.
However, if these weapons are drained of power rapidly, they will
explode. Multiply remaining shots by the damage of the weapon to get
the damage done by the explosion.
These weapons are often equipped with active sighting devices that
allow the user to target the weapon through intervening material
objects. A small 1 diameter hovering sensor-sphere moves (max.
speed 50m/sec) behind the weapons target as a receiver for the active
sensor beam, and then radios back the visual image to the Klees scope.
Game Notes: These weapons use a combination of radar and laser
range finders to determine the exact distance to the target. If properly
equipped, an enemy may be able to pinpoint the firers location. If the
weapon can not determine the range to the target, it will impact the outside of the armor. In this case the threshold of the target will reduce the
damage done by the weapon. Absorption is ignored. These weapons are
treated like normal particle weapons when impacting a flux shield. AA
particle beams are immune to the effects of magnetic disruption.
Encumbrance listed for the weapon includes the encumbrance of a
full magazine. Klee anti-armor particle beams cost 1,000 credits per
shot to reload. Spare magazines cost 1,500 credits and have an encumbrance of 0.5.
Piercer: Hey, if you were only 4 feet tall, youd have to give your
weapons names like this, too. The standard Klee anti-armor weapon,
the Piercer can pass right through even the thickest armors to hit the
soft, squishy Whe soldier inside. It suffers from an abysmal rate of fire
and a low damage yield, but it is still enough to make most Whe soldiers
nervous. This weapon only has a 50% chance to ignore armor and
other intervening material objects.

Penetrator: Though it has an increased range, damage yield, and rate


of fire over its predecessor, the Penetrator has been plagued by manufacturing problems and has been slow to make its appearance on the
battlefield. Once it is available in sufficient numbers, the Klee will equip
paid mercenary snipers with the weapon and send them on guerilla raids
against the Whe garrison forces on occupied planets. This weapon has a
75% chance to ignore armor and other intervening material objects.
Exploder: A devastatingly effective weapon, the Exploder is feared by
the Whe soldiers who have encountered it on the battlefield. Watching
your compatriots explode inside their armor must be a terrifying sight.
Since Whe defensive fields are composed of matter, they have no
defense against these weapons. This weapon has a 90% chance to
ignore armor and other intervening material objects.

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Blaster: The blaster is the current top of the line particle weapon available to the Klee military. Unlike their other weapons, they do not export
this particular model to non-Klee military personnel for fear a captured
unit might fall into Whe hands. This weapon has a 99% chance to
ignore armor and other intervening material objects.
Finale: An experimental anti-armor particle beam, the Finale is the
Klees secret weapon against the Whe. It has not yet seen combat and is
still in the developmental phase. The Klee plan on combining the Finale
AA particle cannon with new Aktai weaponry in a future assault against
the Whe garrison troops on their home world. This weapon has a 95%
chance to ignore armor and other intervening material objects.

KLEE DUST GUNS


A revolution in particle weapon technology, the Klee have developed
particle weapons in which all of the atoms vibrate at the exact same frequency and in unison - called a Bose-Einstien condensate. In this
unique state, the matter stream emitted from the weapon behaves much
like a laser, punching through even the toughest materials with ease. A
side effect of the weapon is the layer of dust left behind on the target.
Despite their benefits, these weapons have much shorter ranges than
lasers and are much heavier. These weapons are far more efficient than
Alliance atomic particle weapons and the volume of particles ejected
with each shot is much greater.
Game Notes: These weapons function much like lasers (ignoring
absorption) but do full damage to flux shields and heavy armor. Dust
guns are not affected by smoke or reflective surfaces. Dust gun attacks
can be deflected by magnetic deflection generators.
Encumbrance listed for the weapon includes the encumbrance of a
full magazine. Reloads cost 35 credits per magazine. Spare magazines
cost 15 credits and have an encumbrance of 0.5.
Duster: The Duster is one of the most common Klee dust guns in use
today. Though it has a reputation for being fragile, the Duster is a good
all around weapon. It is lightweight, accurate, and packs a respectable
punch. The gun is named after the thin layer of sodium dust it leaves
behind on targets.
Buster: The Buster is the favored weapon of most Klee. When you think
of the Klee, you usually think of them with one of these in their hands.
The Buster is a rifle version of the Duster pistol. Despite the larger size,
the weapon actually is less accurate than the pistol version. It does,
however, generate a particle stream twice as large as the Duster.

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.

KLEE PARTICLE WEAPONS


The particle weapon is the weapon system of choice for the Klee. They
excel at particle weapon technology and employ a number of exotic
particles, including anti-matter, for use as ammunition. Klee particle
weapons easily out-perform Alliance weapons and are closer in comparison to Arachnid particle weapons.
Game Notes: Klee Particle Weapons are not effected by absorption
polymers. Magnetic disruption negates the effects of this weapon.
Encumbrance listed for the weapon includes the encumbrance of a
full magazine. Klee particle weapons cost 1 credit per shot to reload.
Spare magazines cost 15 credits and have an encumbrance of 0.5.
Vaporizer: The Klee particle weapon is a pistol-sized device, which is
quite small and easily concealable. The Klee rely primarily on their particle weapons, and their designs are superior in many aspects compared to their Alliance counter-parts. Reduces threshold by 2 points.
Zapper: This Klee particle weapon is a large handgun, which is quite
an effective weapon. Reduces threshold by 3 points and is carried by
Klee everywhere. Rare (05%) versions of this weapon are equipped
with an ammo siphon, which can convert the air into an unlimited supply of ammunition.

Death2U: Continuing the Klee tradition of giving weapons scary


names in order to strike fear in their opponents, we end up with
weapons like the Death2U particle rifle. Despite its somewhat silly name,
this weapon should not be underestimated. Its rate of fire is unprecedented compared to Alliance particle weapons, and it has respectable
range and damage. The particles used in this weapon make it immune
to the effects of magnetic disruption. Reduces threshold by 5 points.
Destructor: This state-of-the-art particle rifle exceeds the capabilities of
any Alliance particle weapon. Reduces threshold by 10 points! Nuff said.

RAZAA CONTINUOUS EFFECT DISINTEGRATORS (CED)

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.

RAZAA PLASMA WEAPONS


Razaa plasma weapons achieve longer ranges compared to Alliance
pulse weapons by firing the plasma encased in a capsule that maintains
the magnetic bottle until impact. The obvious problem with this method
is that you have expensive ammunition, which also increases the overall weight of the weapon. In addition, these weapons generally have
fewer shots compared to their Alliance counterparts. Despite this fact,
the range benefits of these weapons can not be denied.
Game Notes: Encumbrance listed for the weapon includes the
encumbrance of a full magazine. Razaa plasma weapons cost 150 credits per shot to reload. Spare magazines cost 5 credits and have an
encumbrance equal to the number of shots in the weapon (Magazine
ENC = Weapons Q).
TraZa: The TraZa is a common plasma launcher used by the Razaa.
TraZa translates into Death Giver.
MakZa: The MakZa is the perfect example of a Razaa weapon: heavy,
able to dish out plenty of damage, and built to take tremendous
amounts of abuse. MakZa translates into Doom Giver.

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MigZa: The MigZa is the standard sub-machine gun equivalent used by
the Razaa. Its light on damage compared with the other plasma
weapons but has a respectable rate of fire. Like all Razaa weapons, this
ones name is a promise of a quick death.
TragZa: A massive weapon, the TragZa is able to launch a plasma
charge the size of a volleyball. The weapon is very reliable, and you
dont want to be on the business end of this gun.

Dramier: Quintessential Whe design, the Dramier is all about overkill.


This enormous handgun was designed at the request of a famous Whe
general who felt he needed a more substantial firearm. The Whe
weapons designers came up with the Dramier. It is over 12 inches in
length and comes with an extended barrel and 12x scope. The Dramier
affects heavy armor.

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

WHE PROJECTILE WEAPONS - RIFLES

The numbers assigned to each weapons name is its version number,


which, oddly enough, does not necessarily correspond to either development version or versions in service. All Whe weapons and armor are
equipped with multiple video cameras that transmit images either to the
users helmet visor Heads-Up-Display (HUD) or back to the field command HQ. Whe soldiers can point/hold their weapons over an obstacle
or around a corner and use the camera to look for threats without exposing their bodies.

Emis6: The Emis6 is an older, outdated projectile weapon that is being


phased out by the Drak1 rifle but still sees service occasionally. Despite
its amazing range compared to the Drak1, the Emis has a reputation
among Whe soldiers for being unreliable and under-powered. In actual fact, the Emis is less reliable than the Drak1, but it is nearly impossible for a soldier to break. It can fire in semi-automatic (ROF 1) or
fully automatic mode.

In addition, all Whe weapons that are capable of using specialized


ammunition allow the user to select the type of ammunition they want to
use almost instanteously. This assumes that multiple ammo types are
already loaded into the weapon.

WHE PROJECTILE WEAPONS - PISTOLS


Whe projectile weapons are designed to use a number of specialized
projectiles, as the situation requires. The Whe never developed submachine guns or shotgun-like weapons. Instead, the Whe relied on specialized ammunition to accomplish specialized tasks.
Game Notes: To reduce the number of moving parts and increase
accuracy, Whe projectile weapons have electrically ignited ammunition.
The electrical charge is provided via a small, 100-year battery housed
in the weapon. Should the battery be drained (say by a Mutzachan picking up the weapon), it can still be fired in single shot mode (ROF 1)
and a -05% in all range brackets.
Encumbrance listed for the weapon includes the encumbrance of a
full magazine. Spare magazines cost 1 credit and have an ENC equal to 0.
Tramie: The Tramie is the standard handgun for frontline Whe troops. It is
a massive, bulky handgun that has become the trademark of the Whe. All
Whe soldiers are equipped with the Tramie pistol. Typical in Whe design,
the weapon trades range for stopping power and increased weight. Like
most other Whe firearms, the Tramie is not the most reliable of weapons.
Waks: The Waks is a small, easily concealable pistol assigned to the
espionage division and non-combat personnel who must enter the combat zone. By Whe standards it is woefully pathetic but amazingly reliable. Many veteran Whe soldiers request the Waks as a backup weapon.

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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.

WHE PROJECTILE WEAPONS - MACHINE GUNS


Drak2A: The machine gun version of the Whe heavy battle rifle, the
Drak2A is a heavy weapon that is able to throw out a lot of shells fairly
quickly. It has a much longer barrel for better accuracy. The Drak2A is
easily recognizable by its massive horizontally mounted magazine. This
weapon affects heavy armor.
Machier7: The Machier is famous for its amazing rate of fire and
incredible range, which puts many laser weapons to shame. The
weapon has a history of being incredibly accurate for its type, and
despite its weight, many Whe snipers choose to use this weapon. The
weapon will fetch a small fortune on the black market. It fires a medium-sized round at an incredible rate of fire. The Machier will eat ammo

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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.

Finally, dont forget to reduce the armors AI by the appropriate amount


for the model of Mass Doubler used. Most Mass Doublers reduce
integrity by two points, but models with larger projectiles do exist.
Plasma shields and Whe defensive fields take normal damage from Mass
Doublers, but do not protect the user from the projectiles penetration.
Disintegration fields have no effect on Mass Doubler projectiles.
Mass Doublers use missile range brackets. Mass Doublers can not
use specialized ammunition. Encumbrance listed for the weapon
includes the encumbrance of a full magazine. All Mass Doubler ammo
is assumed to have cost per shot equal to the maximum damage of the
weapon multiplied by 1,000. Spare magazines are not available.

WHE MASS DOUBLERS

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.

Kemde3: The Kemde3 is generally carried onto the battlefield by two


soldiers. Once it is set up, only one soldier is required to man the
weapon. The Kemde3 is equipped with a 1,000 point defensive field for
protection against enemy fire. The soldier can create a gun port in the
field that he can fire through or literally shoot holes in his own field
with the Mass Doubler. Since the damage done by the Mass Doubler to
a non-flux shield is negligible, most Whe soldiers opt for the second
option. The Kemde3 is equipped with a long-range 100x optical targeting system.

KuD9: The Kud9 is a super-heavy duty Mass Doubler designed to take


out large groups of armored troops. Its relatively fast rate of fire (for a
Mass Doubler) and high damage potential make it ideal for taking out
troops and equipment from long range. The Kud9 is one of the most
feared weapons in the Whe arsenal. It comes equipped with a 3000
point defensive field and is generally crewed by two men, though a single individual can fire it.

WHE RAIL GUNS


The rail gun was one of the first successful attempts by the Whe to create a hyper-velocity weapon. Whe rail guns are smaller than the
Alliance-created relatives, the gauss weapons. Rail guns work by propelling a ferrous slug down rails using alternating magnetic fields to
propel the projectile. Rail guns have several benefits including
increased range over traditional projectile weapons. Additionally, since
the ammunition contains no propellant, it is much lighter. The Whe
have developed specialized payloads capable of surviving the massive gforces generated by being fired out of one of these weapons.
Unlike most other Whe weapons, their rail guns are remarkably
reliable. Rail guns are the preferred weapons of Whe snipers. Capable

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of firing specialty ammunition, including nuclear munitions, Whe rail
guns are to be feared. Unlike their Alliance counterparts, Whe rail guns
can be as small as a meter in length.
Game Notes: All rail guns reduce the threshold of their target
when determining penetration. Unlike Alliance gauss weapons, Whe rail
guns do a set range of damage (based on shell size and speed) that is
modified by any specialized ammunition the shooter may be using.
THR-R equals the amount of threshold reduction for determining damage. This reduction is NOT a permanent reduction and is only used for
determining the amount of damage that penetrates an armored target.
Encumbrance listed for the weapon includes the encumbrance of a
full magazine. Spare magazines cost 15 credits and have an encumbrance equal to 0.
Ud9: The Ud9 is issued in combination with the Drak series rifles to
most combat units. It is a well-made weapon with excellent range. It
reduces threshold by 5 points for determining penetration.
XK8: A long-range sniper weapon, the XK8 fires a unique projectile that
works much like a self-guided, mini-ramjet. As a result, the weapon
becomes more accurate the farther the target is from the end of the barrel. In addition, the projectile does more damage the farther it travels
from the barrel, since the ramjet projectile is constantly increasing its
speed. For each range bracket past the first, increase the damage done
by +1. This is another Whe weapon that is highly coveted on the black
market. The XK8 reduces THR by 8 points for determining penetration.
The XK8 can not use specialized ammunition.
Yulu7: Another well designed weapon, the Yulu was designed in
response to the complaints about the Mazz3 rail gun. Although it does not
attain the incredible accuracy of the Mazz, it is much more reliable and
durable. Reduces threshold by 15 points for determining penetration.
Mazz3: Accuracy, accuracy, and accuracy. This baby is designed for
long range sniper work. Its sophisticated sighting and accuracy systems
make it somewhat fragile compared to other weapons. The weapon has
to be babied constantly. If you jar or drop this weapon, its accuracy will
decrease by 2d10, until the entire barrel is realigned; this takes about
15 minutes, if youre fast. Reduces threshold by 20 points for determining penetration.

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
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WHE WALL GUN


Whe wall guns are not true Omega weapons but rather follow the same
principle of bashing a target with a high-speed, projected field of force.
The true name for these weapons is Dachaz or literally translated wall
gun. Wall guns do not use the Omega principle, nor do they generate
an EMP. However, they do damage in almost exactly the same way,
bypassing the threshold of any armor hit. Wall guns function by emulating the Whe matter matrix abilities and generating a solid wall of matter, which is propelled toward a target at supersonic speeds (creating a
sonic boom, just like conventional Omega Weapons). The weapon constantly regenerates this wall of matter as it travels to its target to prevent friction from wearing it down. However, once the wall hits the target, the wall is no longer generated, and it disintegrates immediately
after impact.
In theory, wall guns need not be as heavy or range-limited as
Alliance Omega weapons. That being said, the current incarnation of
these weapons actually lacks the range of their Alliance counterparts.
Encumbrance listed for the weapon includes the encumbrance of
the battery. Spare batteries cost 300 credits and have an encumbrance
equal to the minimum damage of the weapon.
Dij: The Dij is the Whes first attempt at creating a functional wall gun.
Still respectable, as prototypes go, the Dij is acceptably reliable and has
a good range for a first generation weapon. The energy required to continually regenerate the wall on its way to the target saps the power from
the weapon, limiting it to only five shots. It is quite heavy.
Mij: The Mij is a well-designed wall gun that is slowly replacing the less
reliable Dij series of weapons.

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 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

Metal Detector Fuse

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

Sticky Anchor: A unique adhesive allows this Vehon to be attached to


any surface even while underwater. The Vehon can easily be removed by
anyone that finds it. This anchor can be activated immediately or with a
1-second delay for thrown Vehon.
Bio-Bond Anchor: This Vehon can be permanently bonded to any living organic matter, including skin. The Vehon must be cut out to
remove it. This anchor can be activated immediately or with a 1-second
delay for thrown Vehon.
Material-bond Anchor: This Vehon has the same effect as the Biobond Anchor but only sticks to inorganic materials. This anchor can be
activated immediately or with a 1-second delay for thrown Vehon.

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

WHE SPECIALIZED AMMUNITION


SPECIALIZED AMMUNITION ENC TL
Acid

AV

COST

UC

x1.5 per box

Anti-personnel

+1

x7 per box

Chemical attack

x10 per box

Concussion

x7 per box

+2

VR

x20 per box

TL

AV

COST

Magnetic Anchor

UC

x2

Incendiary

UC

x7 per box

Sticky Anchor

UC

x2

Flash

UC

x10 per box

Bio-Bond Anchor

VR

x5

Freezer

x12 per box

Material-bond Anchor

VR

x10

Glue

x8 per box

Hologram

VR

x15 per box

Nuclear

VR

x1000 per round

+2

VR

x10 per box

x0.5 per box

Sonic Blast

+1

x1.5 per box

StarShot

+2

VR

x15 per box

Surgeon

x5 per box

Magnetic Anchor: A Vehon with this anchor can be attached to a metallic


object. A powerful electromagnet will anchor the Vehon for 3 hours before
losing power. A -150 penalty is applied to any strength checks to remove
the Vehon. This Vehon is detectable with energy sensors. This anchor can
be activated immediately or with a 1-second delay for thrown Vehon.

Disintegration

Petrifaction
Smoke

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When determining availability of specialized ammunition, use the
rarest availability rating between the standard and specialized versions
of the ammo you want. The cost of standard ammunition is multiplied
by the cost of any specialized ammunition chosen. The ENC value listed
for the specialized ammunition is added to the ENC of the standard 50
round weight for that ammo type/size.

Nuclear: Multiply the damage done by the weapon by 100, minimum of 10


HP. The range of the blast (in meters) is equal to damage done by the round
multiplied by 10. A round will not detonate if it impacts a target closer than
range bracket 6. The Whe use nuclear munitions in place of the heavy
weapons used by Alliance personnel. Though much less discriminating
than say an abomination II omega weapon, they are no less effective.

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.

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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.

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3 WEAPONS & EQUIPMENT


AKTAI ARMOR

PG.

77

ARMOR INTEGRITY
TYPE
Aktai Armor

ARMOR ABSORPTION

THR CHEST ABD ARMS LEGS CHEST ABD ARMS


12

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

Stealth Suit (Heavy Armor): This state-of-the-art armor houses a


Cedeun cloaking device. The fragile circuitry that runs the cloaking
device runs from head to toe in the suit and has been known to be
finicky. When activated, the Stealth Suit generates a -100 ECM penalty
and is completely invisible (-160 to sighting checks). These sighting and
ECM penalties are reduced by half in the atmosphere. In addition, the
suit will only function for a short time (5 rounds)before the cloaking
device shorts out and has to be rebuilt. Because the suit was designed
for work in space, it is very heavy. The Stealth Suit includes a helmet with
the following statistics: THR 20, AI 40, AR25 and an ENC of 12.
Heavy Suit (Heavy Armor): An antiquated suit used by the Cedeun
before the development of flux technology, the Heavy Suit is made to survive minor impacts from high-speed space debris. Made for the vacuum of
space, the Heavy Suit is huge, clunky, and heavy. For all intents and purposes the Heavy Suit is too heavy to be used under the pull of gravity. It is
designed for mining work in asteroid belts and has numerous storage bays
for tools and other equipment. The Heavy Suit includes a helmet with the
following statistics: THR 50, AI 50, AR25 and an ENC of 12.

COST

not included). This armor includes an open-face helmet with a built-in


visor dimmer to prevent blinding (65% effective). The helmet has the
following statistics: THR 4/7, AI 8, AR 6 and an ENC of 1.
M-DA: Another DAC design, the M-DA or Medium-Duty Armor is
designed for Disrapan combat personnel. The armor covers the wings
with a thin polymer film that is reinforced at the joints. The armor is
heavier than the L-DA but still light enough to allow flight. The armor has
a threshold of 6 against all non-laser attacks and a threshold of 12 vs.
lasers. The armors partial non-metal composition makes it resistant to
Mag Gun rounds and Attractor-Repressors. Mag Gun rounds have only a
50% chance to stick to this armor, and AR beams do half-damage. This
armor includes a full coverage helmet with a camera-based optics system (20x zoom), which is 100% effective in preventing the effects of
blinding lasers and similar attacks. This armored suit also includes a 12
shot arm rocket rack (arm rockets not included).The helmet has the following statistics: THR 6/12, AI 8, AR 10 and an ENC of 2.

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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rack (reflex missiles not included).The rack has a Threshold of 15 and
can fire up to 3 missiles simultaneously.
Mag Gun rounds are only 75% effective against this suit, but AR
beams do full damage. The H-DA helmet includes the same optics package as the M-DA but also includes passive IR capabilities. The helmet
has the following statistics: THR 12/15, AI 10, AR 30 and an ENC of 3.
SH-DA (Mechanized Armor): A Disrapan armor builder, DAC has outdone themselves with their newest, state-of-the-art suit: the Super heavyduty Armored Suit. Thanks to its internal A-grav system and ultra-light,
mechanically articulated frame, the SH-DA allows the user to fly with a minimum of assistance from the SH-DAs rocket pack. The suit includes a built
in 20 HP flux shield, radar (10 mile range), a rocket rack (4 Disrapan arm
rockets), and is capable of reaching speeds of up to 500mph using rocket
assisted flight. The suits helmet includes the same optics as the H-DA, plus
a long-range targeting system (+10 to missile attacks) linked to a HIC system. The SH-DA armor is just beginning to roll off the production line.
Some of the suits critics worry that there may still be a few bugs left in this
complicated armor system to work out. This armored suit also includes a
12 shot reflex missile rack (reflex missiles not included). The rack has a
Threshold of 30 and can fire up to 6 missiles simultaneously. The helmet
has the following statistics: THR 25/30, AI 12, AR 50 and an ENC of 4.

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.

renders the user invisible to nearly all forms of detection as long as he


or she remains motionless. Once Activated, any movement more pronounced than breathing will cause the cloaking systems to short out
and the armor to become visible. The stealth and cloaking system can
run for a maximum of 1 minute and can not be repaired or recharged
after use (new armor must be purchased). This technology has saved
the life of many Klee soldiers and spies. While invisible, the suit can only
be spotted using active sonar, but the Whe have yet to discover this
weakness. The number of spaces available in each section of this armor
are reduced by 50%. The suit comes with a helmet, which has the following statistics: THR 8, AI 10, AR 5 and an ENC of 6.
Strong Stuff (Heavy Armor): The Strong Stuff armor is a heavy
infantry suit built by Klee Industrial Armor Corp. (KIAC). This suits high
threshold allows it to take a lot of abuse from lasers and projectile
weapons. The suit lacks enough absorption to fend off attacks from
more advanced weaponry. In accordance with Klee military tradition,
the suit was given an intimidating name. Evidently the intimidation factor of the name is lost in the translation. The suit has a helmet with the
following statistics: THR 15, AI 30, AR 8 and an ENC of 5.

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.

Tough Stuff (Mechanized Armor): Another KIAC design, the Tough


Stuff mechanized armor is likely to be the funniest looking thing youve
ever seen on the battlefield. It stands a whopping 5 feet tall and is composed of spherical armor sections joined together much like the hard
diving suits used on 20th century Earth. The dome-shaped helmet that
sits atop the armor has a small viewing slit that runs 270 degrees
around the front of the helm. The whole doughboy appearance is
finalized with the potbelly style abdomen armor. The curves of the
armor are designed to deflect projectiles. Despite its silly appearance,
the armor does have a 20% chance to deflect all non-exploding projectiles - mass doublers excluded. This suits dome-shaped helmet has
the following statistics: THR 30, AI 40, AR 12 and an ENC of 5.

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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Battlesuit (Heavy Armor): The Battlesuit is generally reserved for
heavy combat troops. It has a decent threshold but is heavy and lacks suitable absorption for the punishment it is likely to take from Razaa
weaponry. However, the Battlesuit does come with a one-time use
Displacement device with a range of 200 meters. This armor includes a
helmet with the following statistics: THR 10, AI 12, AR 8 and an ENC of 6.

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.

82

BATTLELORDS

OF THE

TWENTY-THIRD CENTURY

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

7000 Dul, Razaa, Whe

250K

Aktai

ECCM Module

2.0

40K

All but Dul

Flight System

30

25

150

All but Klee and


Razaa

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

A-Grav System: This system is equivalent to the Alliance system of the


same name. The standard A-grav system reduces encumbrance by 40
points. A larger version capable of reducing encumbrance by 80 points
is available. It is twice as large and twice as expensive as the smaller unit.

All but Dul

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

-40 4-6 C 100K

Combat Shield

FOF Transmitter

ARMOR OPTIONS

SIZE ENC TL AV COST

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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Combat Shield: Same as the Alliance model, but this model folds up
like an oriental fan when not in use.
Dispersal Unit: While in use, the dispersal unit allows the user, his
armor, and all carried equipment to pass through solid objects or viceversa. Users of the Dispersal Unit must make a mental SMR with a -10
penalty for every round the unit is used after the first. Failure indicates
the user has gone insane for 2d10 days and loses 1d8 IQ and INT. The
Dispersal unit has no effect against energy-based attacks including mass
doublers.
ECCM Module: Each model adds 10% ECCM to the suit, up to a maximum of 50%.
Flight Systems: Flight systems are highly customizable. No self-respecting Disrapan or Dul wants to have the same flight system as another
Disrapan. A flight system usually consists of multiple rockets for propulsion and sometimes a pair of folding wings. This is the Zenax equivalent
of the Alliance jet pack armor option, but the space this option requires
can be divided among all body locations, excluding the head.

FOF Transmitter: This friend-or-foe transmitter (FOFT) sends out a


signal to all HIC units in range. It should be programmed ahead of time,
along with all other FOFTs in your group to identify the user as a friendly target to all your groups HICs. The unit can be manually turned off if
you want to avoid detection. A level 20 computer check is required to
hack into someones FOF code and copy it to your FOFT.
Gravitic Compensator (minor): The grav-comp, as it is called, generates a null-gravitron field that cancels out the crushing effects of the
LGAs. Unfortunately, these units are not instant-on, and there is a time
delay between the actual grav increase and the activation of the
Compensator. This grav-comp has a 1 second delay, after which it activates and can cancel out 1d8 points of damage (to each body area)
caused by an attacking LGA. This device has a run time of 5 seconds
before it automatically activating at 10 second cool-down cycle.
Gravitic Compensator (major): An improved version of the gravcomp, this version can cancel out 3d8 point of LGA damage but
requires 2 seconds to warm up before activation. Even larger versions
of these devices exist on Aktai tanks. This device has a run time of 3 seconds before it automatically activating at 7 second cool-down cycle.
Laser Detector: This helmet or shoulder mounted armor option
detects laser beams striking the user or pointed in his general direction. The unit identifies the lasers frequency, power level, and the
direction from which the beam originated.
84

BATTLELORDS

OF THE

TWENTY-THIRD CENTURY

Nutrient Dispenser: Same as the Internal Food Processor Armor


Option. Holds the equivalent of 100 units of food that is injected into the
user. Refills cost 20 credits.
Radar Detector: This helmet or shoulder mounted armor option
detects radar striking the user or pointed in his general direction. The
unit identifies the direction from which the radar originated.
Rebreather: Rebreathers recycle the exhaled air allowing the user to,
in essence, re-breath the same air multiple times. Rebreathers will last
for an amount of time equal to 100 days divided by the users size class.
Constant cardiovascular activity will reduce the amount of time the
rebreather can be used by half. The scrubbers and the trace gas containers in the rebreather must be replaced after a month of use.
Combined with an atmospheric processor and a heavy gas atmosphere,
a character need not worry about breathable air.
Regenerating: The Razaa are experimenting with self-healing materials for use in their battlearmor. By purchasing this armor option, characters replace the plating on their armor with a material called Tri-Zad,
which is genetically enhanced, techno-organic version of Zad-hide.
**The cost for this option is 100,000 multiplied by the threshold of the
armor. Damage to the threshold and integrity regenerates at a rate of 1
point per armor section/second. Absorption does not regenerate. *The
encumbrance of the armor is unchanged as long as the threshold is
below 8. The armor is considered high maintenance and must be
rubbed down with nutrient oil twice a day or it loses its regenerative
properties. If the armor goes more than 3 days without a nutrient bath,
it permanently loses the ability to regenerate.
Because the Tri-Zad must be layered in order to achieve higher thresholds, the weight (ENC) of heavy and mechanized armor will increase when
this option is purchased. For each point of threshold above eight but below
16, increase the encumbrance by 2 points when choosing this option. For
each point of threshold above fifteen but below 24, increase the encumbrance by 4 points when choosing this option. For each point of threshold
above 23 but below 36, increase the encumbrance by 8 points when choosing this option. For each point of threshold above 35, increase the encumbrance by 16 points when choosing this option. Tri-Zad becomes too thick
and cumbersome to use at thresholds over 50 points. For example, a suit
with a threshold of 25 would have its encumbrance increased by (2 + 2 +
2 + 2 + 2 + 2 + 2 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 4 + 8 + 8) 62 points.
Search Light: Whe soldiers often cannibalize the searchlight off
destroyed Duy armored suits for use on other suits of armor. It is the
same as the Alliance model. It is externally mounted and not protected
by the armor. For double the price a UV or IR searchlight can be
obtained. Obviously, UV optics are required to see the beam emitted by
the UV search light, and IR options are required to see the IR light. (UV
= ultraviolet, IR = infrared).
Self-Sizing: When the Whe started using enslaved races as infantry,
they had to develop armor for these species. Rather than build new suits
of armor, the Whe developed self-sizing versions of existing Whe armor.
These suits will comfortably fit any humanoid creature of the same size
class or one size class smaller or larger as the armor without penalty.
Normally wearing armor that is not built for your species, but the same
size class, will impart a -20 to MD and AGL, not to mention chafing

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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)

Whe Defensive Fields


Listed below are the effects
that various weapon systems
have on Whe defensive fields.

Whe defensive fields work on the same


premise as the defensive fields created
Ignore Field
by Whe matrix controllers. The fields
(User not protected)
are composed of solid, transparent matAnti-armor particle weapons
ter that wears down under continued
Neuro Cannons
abuse just like a flux shield. Once genAttack Field and User
erated, the field will remain up indefi(Both take damage)
nitely until turned off or destroyed.
All Lasers
As a result of being composed of
Thermatics
transparent, solid matter, many
Mass Doublers
weapons including AA particle beams
Grav Shears
will pass through the field unhindered.
LGAs
Visible light lasers pass through Whe
Ineffective Against Field
defensive fields doing full damage to
(Weapons have no effect)
the field and to the target behind it.
Jammers
Whe defensive fields can be modulated
Flux Interference Generators
to stop lasers at particular frequencies
Metal Guns
or block out visible light all together. In
Attack Field
the first case, the soldier can eliminate
(User Protected)
one type of laser weapon from effecting
All other weapon systems
his or her defensive field. Only one type
(model) of laser can be neutralized at
a time. If the soldier sets the field to block all visible light, the Whe soldier is effectively blind, but he can modulate the field to allow other frequencies of light through the field (usually IR or UV). For example, once
the spectrum of visible light is blocked out, the soldier can use IR or UV
optics to see outside of the field. Of course, this means that once an
opponent notices that the field has turned opaque, UV lasers and IR
strobes can be used against the Whe. If the soldier wishes, he can make
a hole in the field to look through, but this leaves him vulnerable. Unlike
the Flux shield, Whe defensive fields can not be fired through if you are
on the inside. The soldier must either drop the field or create a hole in
the field for the weapon to fire through. However, creating a breach in
the field leaves the soldier vulnerable to weapons that have an area
affect (most HP weapons) or a pinpoint sniper attack.
Inactive defensive fields will last about a year before they need recharging. A field that is in constant use will run for about two weeks before it
needs to be recharged. Recharging defensive fields requires a portable generator or larger power source and takes about 5 minutes per point of AR.
Defensive Field 1: This device can be installed on Akfu armor or in
the uniforms of unarmored command personnel.
Defensive Field 2: This field generator can be mounted on any Whe
armor, but it is usually mounted on the Akfu or Nak suits.
Defensive Field 3: Specifically designed for the Duy armored suits,
the generator must be heavily modified to be mounted on other armors.
Defensive Field 4: This field is usually placed on Jduy or Yun armored
suits but can be mounted on other suits of armor.
Defensive Field 5: This field is usually reserved for Yun suits.
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DEFENSIVE FIELDS (WHE)
AR

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

ENERGY FIELDS (AKTAI)


ENC

TL

AV

COST

SPECIES

3 point field

FIELD GENERATOR THR RUN TIME RECHARGE TIME SIZE


3

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

FLUX SHIELDS (AKTAI, DISRAPAN, AND RAZAA)


FIELD GENERATOR

FIELD STRENGTH

SIZE

ENC

TL

AV

COST

SPECIES

50

UC

200K

Aktai

100

UC

500K

Aktai
Aktai

Energy Field Enhancement, Primary


Energy Field Enhancement, Minor
Energy Field Enhancement, Major

500

10

12

UC

1.0M

1000

20

UC

2.0M

Aktai

Protective Flight Module, Model A

100

6-7

200K

Disrapan

Protective Flight Module, Model B

250

6-7

500K

Disrapan

Protective Flight Module, Model C

500

6-7

UC

1.0M

Disrapan

Protective Flight Module, Model D

1000

UC

2.5M

Disrapan

Protective Flight Module, Model E

2000

3.0M

Disrapan

Armor Protective System, Model 5

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

Energy Field Enhancement, Armored

Missile Shield

PLASMA FIELDS
FIELD STRENGTH

ECM

SIZE

ENC

TL

AV

COST

SPECIES

Cedeun Model 600

FIELD GENERATOR

50

25

4-6

50K

Cedeun

Cedeun Model 700

80

40

5-6

100K

Cedeun

Cedeun Model 1000

100

50

5-6

UC

200K

Cedeun

Cedeun Model 5000

250

80

5-6

400K

Cedeun

Cedeun Model 10000

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?

Energy Fields (Aktai)


Aktai energy fields work similarly to the flux shields used by Arachnid
warriors. These fields are not ablative and create an artificial Threshold
to protect the user. Like armor, the remainder of any damage that
exceeds the fields threshold will hit the target behind the field. Unlike
Arachnid fields, these energy fields can only stay operative for a short
period of time before burning out. Flux interference generators do not
effect Aktai energy fields. The Aktai can use these fields simultaneously
with their flux shields. As with most Aktai devices, there are always
whispers that somewhere the Aktai have much bigger, better models
that no one has seen yet. Note: Recharge times are listed as number of
hours per point of threshold restored. It is possible to activate and use
a partially charged energy field.

Flux Shields (Aktai, Disrapan and Razaa)


Some races the PCs are likely to encounter, including the Aktai, Disrapan,
and Razaa use flux shield technology that works on the same principle as
Alliance flux shields. In fact, the Disrapan rely heavily on flux technology
and often forgo armor entirely in favor of a flux shield generator.
Inactive flux shields will remain usable for several years before they
need a partial recharging. The exception to this rule is Aktai flux shields,
which never need recharging unless the field is damaged. While in use, the
amount of time flux shields will last varies with the species that manufactured them. Aktai flux shields will last until all of the field strength is
reduced to zero by damage. Disrapan fields will last for about 2 weeks if
used constantly or until the field strength is reduced to zero by damage,
whichever is shorter. Razaa fields last for about 2 to 4 hours if used constantly, with the larger shields lasting longer than the short shields. Again, if
the Razaa flux shield has its field strength reduced to zero by damage, it is
assumed to be no longer functional. Aktai fields take 5 minutes per point
of field strength to recharge. Disrapan field generators take 25 minutes per
point to recharge. Razaa field generators take 1 hour per point to recharge.

Energy Field Enhancement, Primary: This Aktai flux shield is designed


to enhance the protective properties of the Aktai energy fields. It sits
behind an Aktai energy shield and acts as absorption for any damage that
breaches the energy shield. It can, however, be used without an energy
field as a standard flux shield. Only Aktai flux shields can be used simultaneously with energy shields. This field is designed for unarmored or
lightly armored personnel who arent expecting to see any serious combat.
Energy Field Enhancement, Minor: An improved version of the
above shield, this field is designed for short battles with light to medium weapons.
Energy Field Enhancement, Major: This flux shield is designed for
long-term battles where heavy weaponry is likely to be encountered.
Energy Field Enhancement, Armored: This flux shield is designed
for heavily armored personnel.
Protective Flight Module, Model A: Disrapan flux generators are
designed to be lightweight in order to allow them to mount a field generator and still fly. This flux shield generator is often used in place of armor
.
Protective Flight Module, Model B: An improved version of the Amodel flight module, it has been known to short out when wet.
Protective Flight Module, Model C: The Model-C protective flight
module can take a significant beating compared to the lower PFM models. This version is designed to protect flying Disrapan warriors from
surface to air missiles and heavy weapons fire.
Protective Flight Module, Model D: The D-model PFM is designed
to defeat low-end missile attacks.
Protective Flight Module, Model E: The E module PFM can take a
hit from all but the largest reflex-equivalent missile systems and still be
light enough to allow the Disrapan soldier to take flight.
Armor Protective System, Model 5: The model 5 Armor Protective
System is a super-heavy flux shield generator designed to defeat heavy
arms fire. In addition, it can take a hit or two from weapons capable of
dishng out damage in heavy points. The APS is generally too heavy to
allow a Disrapan to fly unassisted.
Armor Shield: A unique concept, the Razaa armor shield projects a
flux disk that works like a medieval shield. This 2-meter diameter disk
can be placed between the user and an incoming attack like a giant
shield. If the user is caught unawares or is attacked from a side that he
or she is not protecting with the disk, he is defenseless.
Barrier Shield: A more conventional flux device, the barrier shield is
a low power flux generator designed to protect the Razaa from area
effect weapons.
Battle Shield: When faced with modern weaponry, even the Razaas
amazing regenerative powers may not be sufficient protection. Thus the

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3 WEAPONS & EQUIPMENT


war-charter commissioned the Battle Shield flux generator. A more substantial generator, the Battle shield is designed for short-term combat
with medium level weaponry.
War Shield: An improved version of the Battle Shield , the War Shield
is designed for longer engagements against heavy weaponry. It still pales
in comparison to the Alliance force shield armor option, but most
Razaa only need it to last long enough to get them into close range.
Missile Shield: The missile shield is generally used to protect small
encampments of a few Razaa warriors. This heavy generator can be
shifted from a standard form-fitting mode to a large hemispheric dome
that is up to 30 meters across and 10 meters high. The Missile Shield
can be armor mounted or carried.

Plasma Fields (Cedeun and Klee)


Similar to the Whe defensive fields, plasma fields are used primarily by
the Cedeun, though the Klee have also adopted them. These fields are
composed of ultra-dense cold plasma, which absorbs impacts as well as
deflecting and scattering energy that makes contact with the field. Plasma
fields are typically lighter than flux shields, but they cant take as much
abuse. Plasma shields are clearly visible to the naked eye as a crimson
nebula-like cloud swirling around the protected individual. A magnetic
field generator attached to the users helmet keeps the red cloud of plasma out of the users forward vision, but the users peripheral vision is
reduced by -30. Plasma fields generate an ECM equal to half their level of
protection up to a maximum of 80%. For instance, a Plasma field that
offers 60 points of protection will generate an ECM equal to 30%.
Plasma weapons do half damage to plasma fields. In addition, flux
interference generators do not affect plasma fields. Otherwise, the fields
are treated the same as standard flux shields, including the ability to stop
Anti-armor particle beams and penalizing (half damage) laser damage.
Studies have shown that long term exposure to the magnetic fields
used to maintain the plasma shield can be hazardous to the health of
the user - unless youre a Cedeun. Very strong magnetic fields near the
plasma shield will greatly reduce its effectiveness. If the shield comes in
contact with a person wearing an active magnetic deflection generator,
the protective plasma will be pushed to the opposite side of the shield
creating a hole in the protective plasma.
The Klee are unaware that the Whe have equipped an elite group of
their soldiers with experimental, magnetically shielded, projectiles
designed to pass through plasma fields. The Whe high command is
eagerly awaiting the results of the field-testing.
Cedeun manufactured fields can be activated a total of ten times
before needing recharged and refueled. Recharge/refuel kits are readily available at any Cedeun outpost and take only a few seconds to
install. Klee manufactured plasma fields can be activated a total of three
times before they run out of power. Recharge/refuel kits for the Klee
plasma field generators are also readily available at Klee outposts. If
either the Cedeun or Klee field has its field strength reduced to zero, it
must have a new recharge/refuel kit installed before it will function
again. Cedeun recharge/refuel kits cost 5K and have an availability of C
at Cedeun outposts. Klee recharge/refuel kits cost 15K and have an
availability of C at Klee outposts.
Cedeun Model 600: This Cedeun manufactured plasma field generator can stop small arms fire during short combat engagements. The

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Cedeun trade these units to the Klee occasionally.


Cedeun Model 700: The 700 model plasma field generator is the
oldest plasma generator currently in use by the Cedeun. This model
dates back almost 40 years but is still in service with Cedeun space miners. Like the model 600, this unit can also be found in Klee hands.
Cedeun Model 1000: The Cedeun 1000, as it is more commonly
known, is an excellent all-around defense unit. This unit can stop most
high speed space debris as well as hostile fire.
Cedeun Model 5000: The model 5000 was the top of the line until the
10000 model was released 6 months ago. The 5000 unit has the maximum
ECM potential that plasma shields are currently capable of producing. This
unit is usually not given to non-Cedeun, but with the development of the
10000, the Cedeun may soon release the unit for sale to the Klee.
Cedeun Model 10000: The newest, state-of-the-art Cedeun plasma
shielding unit, the 10000 is capable of generating a massive plasma
barrier. Though it still not as tough as heavy flux shielding, the model
10000 offers the user significant protection.
PPRD-678D: The first Klee manufactured plasma shield, the PPRD is
a personal plasma shielding unit. Though it lacks the finesse of the
Cedeun manufactured units, the PPRD was the first step toward the Klee
being able to mass produce plasma shielding.
Bamcore 780: Named after the Klee ship where these units are manufactured, the Bamcore plasma shields were the first mass produced plasma shields made by the Klee. Though the Bamcore 780 still uses Cedeun
parts, this unit lacks the portability and compactness of Cedeun-manufactured field generators. To complicate matters, these units are inferior
to their Cedeun models but still cost more to manufacture.
Bamcore Super: The Bamcore super is an improvement over the 780
previously manufactured by the Klee. This plasma-shielding generator
uses far less Cedeun components and puts the Klee much closer to
manufacturing their own shields without dependence on their allies.
The downfall to this is that the Klee components arent nearly as
advanced or reliable, and the Bamcore Super is monstrously heavy in
comparison to the Cedeun units. However, most Klee believe that with
their knowledge of particle physics, it is only a matter of time before
their plasma shield technology exceeds that of the Cedeun.

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

regenerate lost limbs or organs. Unfortunately, this includes limbs that


have been purposely replaced with cybernetics. For example: If you have
a cybernetic arm and a heal cube is placed on your shoulder, you will
grow a new arm, and the cybernetic limb will be ejected from your body.
Aktai cellular regenerators: The Aktai use these devices to increase
cellular reproduction and healing. When used on a living organism, the
devices reduce the organisms time to heal an injury. In most cases, further medical treatment is not required after using a regenerator unless
the wound is immediately life threatening. Cellular regenerators have
no effect on non-organic organisms, like the Aktai. This device is not
capable of eliminating disease or poison, but it will heal the damage
caused by these conditions. The device will not repair genetic flaws. The
cellular regenerator must be aimed at the damaged area for the duration of the healing process to reap the benefits of decreased healing
time. Larger units are simply targeted at the entire body.
Portable, hand-held cellular regenerators will increase the healing
rate by a factor of 8. Paramedic units are equipped with regenerators
that will increase the healing rate by a factor of 16. M.A.S.H units are
often equipped with cellular regenerators that increase the healing rate
by a factor of 32! Aktai hospitals have massive regenerators that
increase the healing rate by a factor of 64. It is rumored that the Aktai
have even larger units at their disposal.
Hand-held regenerators will run for 2 days before needing
recharged. These units take about 4 hours to recharge once connected
to a power source. Paramedic units will run for 2 weeks before running
out of power and take about 8 hours to recharge. MASH and hospital
sized regenerators cannot be used without being plugged into a power
source. MASH units will run using small generators, but hospital regenerators require an industrial power source.
Example: If you have a clean puncture wound (See Battlelords main rulebook, page 201), you heal at a rate of 1 BP for every 4 days of rest. Using a
paramedic regenerator (x16), you would gain 4 BP for every day of rest for as
long as you are using the regenerator. [16 x (1 BP per 4 days)] = 16 BP per 4
days. 16 BP / 4 days = 4 BP per day. Using a hospital regenerator, you will heal
16 BP for every day of rest.
Jump Stick: The jump stick holds a special place in the heart of many
soldiers in Zenax. To a soldier it is the most hated medical tool on the battlefield, but it is responsible for saving more lives than any other device
in Zenax. The jump stick was originally developed by the Razaa to heal
their critically wounded. The jump stick immediately heals 1-4 points of
damage. It stops blood and fluid loss from wounds instantly. There is a
price for this miracle of modern technology. Being injected with the

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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VACUUM CONTROL MATRICES

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.

A Dul warrior readies an Energy Blast matrix.

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.

His particular fighting style creates an energy blast


using both hands, as opposed to one, though the
effect is the same: the target is gravely wounded or
incinerated.

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4 MATRICES
2 Power Points

VACUUM CONTROL MATRICES

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

Find Radiation Source Drill


Mineral Scan

Project Null
Atmosphere Bubble

Radiation Shield
4 POWER POINTS

Danger Sense
TK

Read Thoughts
Dimensional Teleport

Generation Time: 2 sec


Range: 1 meter
Boost: 1d4 per point
Duration: Instantaneous
SMR: None
Area of Effect: Target
This matrix allows the user to generate a concentrated bolt of force
that is designed to drill though an object. The drilling matrix does 1d4
points of damage to the object. For every point of damage done to the
target, the hole can be made 1cm deep or 1 cm in diameter. The user
can trade depth for diameter. For instance, if the matrix did 4 points of
damage to a rock, the matrix controller can drill a hole 1 cm deep and
3 cm wide, 2 cm deep and 2 cm wide, or any combination thereof as
long as total depth and diameter dont exceed 4.

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

Project Null Atmosphere Bubble


Generation Time: 1 sec
Range: 5 meters
Duration: 3 minutes
Boost: 1 m2/point
SMR: None
Area of Effect: 1 sq. meter
The matrix allows the user to displace the atmosphere out of the
targeted area. In essence, the user of this matrix creates an artificial
vacuum that will last for up to three minutes. Non-Cedeun in the affected area suffer 2 Body Points of damage per second unless they are in
an environmentally sealed suit or vehicle. Natural threshold is ignored.

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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VACUUM CONTROL MATRICES 56 PP


Shield Mind
Generation Time: 3 sec
Range: Self
Boost: None
Duration: 1 minute
SMR: None
Area of Effect: Self
This matrix shields the users mind from mental attacks and probes.
While this matrix is active, the user is immune to any kind of mental probing. This includes attempts to read the users mind, communicate telepathically, and determine the users emotional state, just as a few examples. In
addition, the matrix controller receives a +50 SMR against mental attacks.
Teleport Object
Generation Time: 1 sec
Range: 1,000m
Boost: 100 cubic m/point
Duration: Instantaneous
SMR: None/Mental
Area of Effect: 100m3
This matrix allows the Cedeun matrix controller to teleport any object
that is smaller than 100m3 in size. Objects may be moved up to 1,000m
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 100m3 of material. Cedeun often use this matrix
to move mineral rich asteroids to more secure locations. A Cedeun cannot
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.

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.

Generation Time: 10 sec


Range: 100m
Boost: 100kg/point
Duration: 3 rounds
SMR: None
Area of Effect: Target
The matrix imparts telekinetic abilities to the user. Once generated,
the matrix controller can move objects, which are within 100 meters
without actually touching them. The top speed at which a 1kg object
may be moved is equal to 100 meters per second. This speed is
increased by 100 m/s for every additional power point spent generating
the matrix. To determine how fast a larger object may be moved, divide
the top speed the matrix is capable of moving a 1kg object by the current objects weight in kilograms.
The user can move up a maximum of 100kg, plus an additional
100kg for each additional power point spent to generate the matrix.

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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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DUL COMBAT MATRICES

be used to identify the controller. Latent Extractors (See Battlelords


page 158) can learn Dul matrices without penalties.

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

Generation Time: 3 sec


Range: Self
Boost: None
Duration: 3 seconds
SMR: None
Area of Effect: Self
This matrix allows the user to leap a distance equal to 10 times their
normal sprint number (in meters). In addition, the user can bounce off
multiple walls at this speed without risk for the duration of the matrix.
Levitation
Generation Time: 1 sec
Range: Self
Boost: 1 meter/point
Duration: 5 minutes
SMR: None
Area of Effect: Self
This matrix allows the user to levitate a short distance above the ground.
For its duration, the user can walk on air at a speed equal to their normal
movement rate. The user cannot carry more than their own body weight,
plus 200kg and can levitate no more than 1m above the ground, but this
height can be increased by spending additional power points.
Iron Palm
Generation Time: 1 sec
Range: Self
Boost: +1THR/point
Duration: 12 seconds
SMR: None
Area of Effect: Self
This matrix increases the threshold of the users striking limbs. This
can be advantageous when you are unarmed and must fight an opponent with an edged weapon. This matrix imparts a Threshold of 5 on up
to two appendages. The Threshold can be increased by another 1 point
for each power point spent. Additionally, the hardened limbs do an
additional point of damage when striking an opponent.

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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4 MATRICES
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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COMBAT MATRICES 8-9 PP


Mind Control
Generation Time: 10 min
Range: 3 meters
Boost: 1 month/point
Duration: 1 month
SMR: Mental
Area of Effect: Target
The mind control matrix allows the user to implant one suggestion
into the mind of the target. The target can not be forced to do anything
they would not normally do, but they can be instructed not to take a particular action. If a target is instructed to perform an action against his
core beliefs, the matrix automatically fails. The matrix lasts for 1 month,
after which its effects wear off. The matrix controller can only impart one
suggestion each time the matrix is generated. This matrix can only be
generated on the same individual by the same matrix controller a number of times equal to the matrix controllers level divided by 5.
For example: The victim of this matrix could not be instructed to
kill his beloved wife, but he could be instructed not to save her from
being pushed off a cliff.
Sacrifice
Generation Time: 1 min
Range: Touch
Boost: Special
Duration: Instantaneous
SMR: None
Area of Effect: Target
By generating this matrix, the user has a chance to revive a character that has recently been killed. The matrix will not work on characters that have been dead for more than 5 minutes. After generation, the
matrix adds 3d4 body points to the target. If this increase in body points
increases the targets current body point level above Deaths Door, then
the target is resurrected. Generation of this matrix kills the user.

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.

COMBAT ADVANCEMENT TABLE


LEVEL

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.

MATTER CONTROL MATRICES


Matter and energy are just opposite sides of the same coin according to
the Whe. As a result, there is some overlap between the Mutzachan
Energy Control matrices and the Whe Matter Control matrices.

MATTER CONTROL MATRICES


1 POWER POINT

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

Repair Object (Simple) Reshape

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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Whe matrix controllers are associated with a particular material that is


an indication of their rank. The denser the material, the higher the rank of
the matrix controller. The Whe symbol for the material is emblazoned on
everything that a matrix controller wears. The Whe consider iron one of the
prime materials in the universe, since it is too dense for stars to use as fuel.
As a result, the element of iron is representative of the highest Whe rank.

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1 Power Point
Change Color
Generation Time: 1 Sec
Range: 5m
Boost: 5 minute/point
Duration: 10 min
SMR: None
Area of Effect: Target
This matrix allows the matter controller to temporarily change the
color and opacity of any object he wishes.
Change Conductivity
Generation Time: 5 Sec
Range: 3m
Boost: 1 minute/point
Duration: 1 min
SMR: Electrical
Area of Effect: Target
This matrix allows the matter controller to change the conductivity of
the target. Non-conductive materials can be made conductive, and conductive materials can be made non-conductive or into superconductors.
Change Luster
Generation Time: 3 Sec
Range: Touch
Boost: 1 minute/point
Duration: 1 min
SMR: None
Area of Effect: Target
The user can temporarily change the luster of an object. Non-reflective objects or with a dull or matte finish can be made highly reflective.
If reversed, the matrix can make reflective objects non-reflective.
Change Texture
Generation Time: 1 Sec
Range: 10m
Boost: 1 minute/point
Duration: 1 min
SMR: Bio (if living target)
Area of Effect: Target
The matrix allows the user to change the surface texture of an
object, including the skin of living creatures.
Glue
Generation Time: 1 Sec
Range: Touch
Boost: 2Min/point
Duration: 2 Minute
SMR: None
Area of Effect: Target
This matrix functions the same way as the Mutzachan matrix of the
same name on page 168 of the Battlelords main rulebook.
Join
Generation Time: 3 Sec
Range: 10m
Boost: 1 minute/point
Duration: 1 min
SMR: None
Area of Effect: Target
This matrix bonds the target to the ground beneath it. The strength
of the bond is equal to the weaker of the two materials, the ground or
the target. So if a target in armor is joined to a wood floor, the user must
be able to break the wood with a STR check (BMs discretion) in order
to break free. If youre standing on the armored hull of a tank when you
get hit with this matrix get out your plasma torch to cut your armor boots
free of the vehicle or wait for the matrix to expire one minute later.
Magnetize/Demagnetize
Generation Time: 2 Sec
Range: Touch
Boost: 1Min/point
Duration: 1 Minute
SMR: None
Area of Effect: 10 sq. m
This matrix functions the same way as the Mutzachan matrix
Magnetize on page 169 of the Battlelords rulebook. Reversible.

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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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.

parency of an object, or lack thereof, does not affect its chemical or


other physical properties.
Create Wall
Generation Time: 10 sec
Range: 100m
Boost: None
Duration: Permanent
SMR: None
Area of Effect: 25m x1m x5m
This matrix can create or instantly reshape existing matter into a
wall. The wall can be composed of any raw material at hand, usually
dirt, rock, or metal; but any material will do. The wall may be built a
maximum of 25 meters long, 5 meters high, and up to one meter thick,
assuming enough raw material is available.

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

Top Soil (per 2.5cm)

Generation Time: 1 sec


Range: Touch
Boost: 1 minute/point
Duration: 1 min
SMR: None
Area of Effect: Target
This matrix causes the target to glow brightly enough to light a 10
meter x 10 meter room.

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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of a living creature. The disintegration effect is continuous, and once
a successful attack is made, you re-roll each following round until you
fail the roll or the target completely disintegrates. The re-roll has the
same chance of success as the initial attack roll. If a re-roll is successful, the target takes another 4-16 points of damage (no boost) and
you may re-roll again next round. If you fail your re-roll, the target
stops taking disintegration damage and no more re-rolls take place.
Re-rolls do not cost you an action, nor do you have to remain touching the target after the initial attack. Once an attack roll is failed, the
disintegration effect stops.
Projectile Weapon
Generation Time: 5 sec
Range: 100m
Boost: 2m/point
Duration: Instantaneous
SMR: None
Area of Effect: Target
The Projectile weapon matrix allows the matter controller to build
a single-use self-propelled projectile out of any raw material with a
Threshold of 1 or greater and an encumbrance of 3 or greater. A Whe
has a 75% chance to hit at range bracket 1. Accuracy drops off 10% per
range bracket beyond the first. Accuracy, however, is increased 04%
per level of the controller above the 10th.
Repair Object (Simple)
Generation Time: 5 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
This matrix will repair simple objects that are broken. The matrix
restores 1d8 points of integrity to any object that has been damaged.
Note that if an object has been purposely modified, this matrix may
restore it to its original state. Simple objects typically have no moving
parts or electronics of any kind, and are generally composed of a single material. Examples include knives, swords, shovels, armor plate,
windows, etc. The BM has the final decision as to what constitutes a
simple object. This matrix can not be used on living targets but can be
used on armor (not armor options).
Space Bubble
Generation Time: 3 Sec
Range: 5m
Boost: 1 minute/point
Duration: 5 minutes
SMR: None
Area of Effect: Target
This matrix allows the matter controller to create an air-filled
sphere, which will survive the vacuum of space. In addition, the user of
the sphere can move it at a rate of 5m/sec in any direction he wishes,
as long as the sphere remains in the vacuum of space. The sphere has
a threshold of 3 and an integrity of 15.
Time Bomb
Generation Time: 5 sec
Range: Touch
Boost: 1 day/point
Duration: 1 day
SMR: None
Area of Effect: 2m
The matrix controller is able to destabilize the molecular structure
of an inanimate object so it explodes at a pre-determined time. The
exploding object will do 4-24 points of fragmentation damage, up to a
maximum amount of damage equal to the objects integrity. Objects can
only remain charged for one day, unless boosted, before they automatically explode regardless of the preset detonation time.

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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4 MATRICES
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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MATTER CONTROL MATRICES 89 PP


Increase Density
Generation Time: 20 sec
Range: 10 meters
Boost: +1 AI/EC per point
Duration: 1 hour
SMR: None
Area of Effect: Target
Using this matrix, the matrix controller can increase the density of
an object by adding matter from an extra-dimensional source. The
Integrity and Encumbrance of an object are increased by one point for
every point the matrix controller burns generating this matrix. Objects
may be crushed under their own weight (BMs discretion). For every
point of AI added, there is a 1% chance of the object becoming unstable and disintegrating before the matrix wears off.
Shrinking
Generation Time: 3 sec
Range: 10 meters
Boost: 10% per point
Duration: 5 minutes
SMR: None
Area of Effect: Target
The matrix controller is able to shrink the size of an object by 10% per
power point spent to generate the matrix. This amazing matrix can also be
reversed to enlarge targets. This matrix can not be used on a living, or
once-living, target.

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.

MATTER CONTROL ADVANCEMENT TABLE


LEVEL

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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THE ZENAX GALAXY

CHAPTER 5

Zenax 5
HE

ZENAX GALAXY

The Zenax galaxy is a very different place compared to where


most Alliance characters originated. The most notable difference
is that there is no united body of planets. There is no Alliance.
Each species in Zenax is independent and holds claim over its
own territorial space. In addition, not all of the species are friendly toward
each other, and some, like the Whe, are openly hostile toward other races.

ITS THE LITTLE THINGS THAT GET YOU

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.

A remote Klee trading post has been setup on


the planet Faetlenn, near a common opening of the
Motaran Rift. Alliance personnel stopping here can
find many Klee familiar with their technology as
well as their language. Be wary, though; this is also
a common lair of Arachnid and Whe spies.

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5 ZENAX
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

There is no standard unit of currency among various cultures,


and as a result, a set of exchange
rates has been created among
friendly species. However, that
being said, when exchanging
currency from one type to
another, the person exchanging
currency almost always loses
money in the trade. The Klee
maintain a real-time list of the
current exchange rates.

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

* For their currency the Cedeun


use coins made of rare metals.

For the most part, travel is unrestricted in free space- that is


space not claimed by any partic** Klee have no currency, but
ular species. Most territories are
barter for what they need.
so vast that you are only likely to
run into a patrol or scout ship
Using this table, we see that
along trade routes, near inhabitAktai currency have an exchange
ed planets and outposts, or along
rate of 200:5 with Cedeun cura disputed border. Generally
rency. In other words, 1 Cedeun
friendly species will not harass
credit is worth one fortieth of one
you too much, if you stay out of
Aktai credit and one Aktai credit
trouble, for fear they might scare
is worth 40 Cedeun credits.
off legitimate traders.
The important thing to
remember is that there are no
standardized trade laws among species in Zenax, but thanks to the Klee,
this is beginning to change. Until recently there was no way to know
what to expect when entering another species territory. While some
species will give you free passage through their space; others might
search your ship stem to stern. Once you are in someones territory they
pretty much have free reign to do as they wish with you and your ship.
Fortunately, the Klee have established a set of rules of courtesy that they
require other species to follow if they wish to trade with them. Over
time these rules have been adopted by most traders and the cultures
that deal with them.
Currently, if a patrol ship encounters an unidentified vessel in their
territory, the intruder will be asked to declare its purpose, cargo, crew
compliment, and if they are carrying any weapons (referring to
weapons of mass destruction). Since few Battlelords are likely to be
packing nukes, this is rarely a problem. Ships that are pursuing commercial ventures (trade, purchasing supplies, etc.) are generally
allowed to pass to their destination unmolested by the authorities.
However, the authorities generally reserve the right to search your vessel if you are in their territory.
The Whe very rarely engage in trade with other species, but it has
been known to happen from time to time. What follows is a list of what
you can expect to encounter when traveling through claimed space.

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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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TRAVEL HAZARDS
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 Trader Fleets [23]


No one knows exactly how many Klee trader fleets exist, but it is
assumed that there are at least twelve independent fleets. To hide their
numbers, the Klee routinely meet and exchange ships from different
fleets. Each Fleet consists of between two dozen to a hundred individual vessels. Most vessels are cargo ships or other merchant vessels,
though some military ships patrol the fleets perimeter. Many of the Klee
ships are older and barely space-worthy. However, despite their age, the
sheer number of ships and the tenaciousness of the Klee make a fleet a
significant military threat if provoked.
The Klee fleets travel most of known space, including the border of
Whe space, engaging in trade with all species they encounter. Some
fleets travel on regular schedules between worlds, while others appear
to move in random patterns. The patterns of the fleet depend on the
admiral in charge, but all Klee fleets try to remain unpredictable to prevent a coordinated Whe attack.
A typical Klee fleet will have one of just about anything a character
might be looking for, but the price is never cheap for rare items. The
Klee work on the barter system and have no currency. They will rarely
accept foreign currency for items and often will only accept other goods
as payment.
If a Klee fleet is encountered in open space, they will typically ask
nearby vessels if they wish to engage in trade. Depending on what goods
the group is looking for, they will be directed toward a particular vessel.
A Klee trade fleet is always doing business with somebody, even when
traveling through deep space from planet to planet. As a precaution,
ships will never be directed toward a vessel that contains the merchandise for which they are looking. In addition, ships are never allowed to
dock at the Klee vessels that stockpile weapons or ordinance, which are
for sale. Once the terms have been agreed to, the Klee trader will have
the merchandise shuttled over to the purchaser. When Klee encounter an
inhabited world or outpost, they will not typically land but rather shuttle
prospective clients up to the fleet for safety reasons.
A Klee trade ship will have a bazaar with hundreds of stores that
shoppers can wander among. Merchants usually specialize in one particular type of good but may have related items. In addition to goods,
Klee fleets offer a wide variety of services including hotels, restaurants,
entertainment, and other services. Because of the nomadic nature of the

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.

Cedeun Asteroids Cities


The Cedeun build their cities inside massive asteroids that they have
hollowed out through decades of mining. The Cedeun are careful to
conceal all traces of their cities using a combination of stealth technology and matrix powers to hide their presence. Massive Cedeun colonies
with a population exceeding tens of thousands can be concealed from
detection.
The Cedeun can invite guests into their cities without fear of exposure, since they can move entire asteroid fields at a whim. If someone
were to reveal the location of a Cedeun city, it would be gone by the time
they returned.

Cedeun Mining Outposts


If an asteroid isnt large enough for a city or too difficult to move to a
more strategic location, the Cedeun will leave a group of miners to
extract minerals from the rock. If you encounter an asteroid field, then
there is a good chance that there are Cedeun somewhere close by.

Cedeun Salvage Yard [22]


The Cedeun have several asteroid-based salvage yards that they keep
along Klee trade routes. These salvage yards are excellent places to find
spare parts from many different types of ships, including rare Alliance
craft. These salvage yards usually remain uncloaked and are guarded by
large weapon systems to defend against pirates. The Klee often set up
small outposts on these asteroids from which they serve as middlemen,
trading parts to travelers who need them.

Cedeun Art gallery and laser light show [21]


The Takd is a combination art gallery and laser light show developed by
the Cedeun. The Takd is located on Asteroid 626, which has been
moved next to a Klee trade route in Cedeun space. Constructed inside
an atmosphere bubble, aliens of all species can stop to view the show
for a small entrance fee. Characters will be awed by the brilliant display
of lights, which some races claim is nauseating.

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]

The Disrapan employ a small army of law enforcement officers referred


to as the Marshals. The Marshals are highly trained and selected from
elite Disrapan military and police units.
The Marshals were commissioned to protect the interests of their
people throughout space. It is a Marshals job to help Disrapan citizens
protect themselves and their property from any foreign threat. The
Marshals have almost no restrictions and have been known to secretly
invade the territory of other species in order to accomplish their mission.
The Marshals may be called upon by any Disrapan citizen that
requires assistance and is off-world. Disrapan citizens that call the marshals without cause are dealt with harshly. Marshals that break Disrapan
law are dealt with even more harshly. However, Marshals will readily
break the laws of foreign lands theyre in to accomplish their missions.

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.

The Whe/Aktai Front


The Whe are in a constant state of war with the Aktai and routinely
attempt to penetrate Aktai space and assault them. Only the Aktais

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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.

Other Whe Fronts


Since the Aktai have been able to prevent assaults by the Whe into their
territory, the Whe have diverted some of their attention to procuring the
resources needed to maintain their massive military forces. As such, the
Whe routinely mount campaigns against neighboring worlds and invade
the sovereign territory of other governments. Though the Aktai have
been able to repel the Whe attacks, others have not been so lucky. To
date, no one else has been able to stop a Whe assault force.
Having successfully subjugated the Klee in 2225 (Alliance Time),
the Tajla May Wandering Conqueror fleet is traveling to Beta Prime
where they will join with the battle fleet Tal Death and the assault fleet
Dima Pain to spearhead the attack against their next target.

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.

THOSE THAT HAVE COME BEFORE


Several Alliance citizens have made it to the Zenax galaxy one way or
another. Below are some of the more famous Alliance citizens you may
run into:

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.

Captain Catastrophe and his Legion of Doom


Captain Catastrophe is the leader of an elite mercenary team composed
primarily of Eridani. Despite their front line experience fighting the

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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.

DEVASTATED PLANETS AND EXTINCT RACES


The Raxe
The Raxe were an advanced race of intelligent beings that disappeared
long ago. Only the Aktai have a record of ever encountering the Raxe,
and by then they had all but disappeared. Rumor is that the last Raxe
fled this galaxy out into deep space. Raxe ruins are still found scattered
throughout the quadrant.

The Xuw Chosen


When the Xuw realized that they were going to be wiped out by the Whe,
they selected twelve of their best soldiers for a dangerous assignment.
Now known as The Chosen, these twelve Xuws sole purpose in life is
to wipe out the Whe race at any cost. To help them accomplish their
mission Xuw scientists modified these soldiers using an experimental
procedure to turn them into the ultimate Whe killing machines.
Enduring the painful procedure drove many of the soldiers insane, so
all of The Chosen have been brainwashed to ensure that they finish their
mission. Few have seen a member of The Chosen. They keep a low profile and kill anything and anyone that gets in their way.

The Triem Refugees


The Triem were another race that was nearly driven to the brink of
extinction by the Whe. To this day the Triem are still hunted by the Whe
who want to guarantee their extinction. The remaining Triem avoid contact will all other species as they migrate from planet to planet trying to
find a safe haven from the Whe.

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.

Nikasa 7: Another Disrapan outpost, Nikasa is a science station built on


the kilometer thick ice shell that covers the planets oceans. Nikasa 7 is
routinely visited by a frigate that patrols the system for intruders.
Cedeun Mining Colony 72: One of the few announced Cedeun
colonies is located in an asteroid belt that scientists have concluded is
the remains of a planetary system that was destroyed over a millennia
ago. The Cedeun fiercely guard the outpost and tolerate visitors for only
brief visits.
Omotron Zeta Prime: An Aktai colony world, Omotron welcomes any
and all visitors, except the Whe. This beautiful world was selected by the
Aktai as the location for a colony dedicated to the arts. All manner of
artists are invited to Omotron by the Aktai to practice their talents.
Artists who accept the Aktais offers have their room and board provided to them for free. Omotron is protected by an array of ground-tospace defense systems.

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.

Rakasa 3: A Disrapan colony planet, Rakasa 3 was established 5 years


ago in an effort to expand Disrapan territory. Rakasa 3 is protected by
a Disrapan patrol ship.

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BASIC COMBAT RULES

CHAPTER 6

Combat Rules 6
ASIC COMBAT

RULES

Note: The optional rules presented below replace hand-to-hand


combat in the Battlelords rulebook, except where noted. These
were designed to complement and utilize the new martial arts
skills presented in this book.

Quick Summary of New Combat Rules


One combat round equals 3 seconds.
For hand-to-hand combat, the combat round is divided into three 1-second segments.
For discharge combat, the combat round is divided into two 1.5-second phases

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

Razaa believe that you can never be too sure


when it comes to discharge combat, since they are
use to their own kinds regenerative powers. Thus,
their weapons tend to deal in overkill, much to the
dismay of their non-regenerative-capable foes.

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

1) A characters number of actions equals the number of actions they


can perform every second/segment.
2) A character has the same number of actions to spend every segment.
3) Actions that are not spent do not carry over from segment to segment.
4) Actions must be divided between attack and defense at the beginning of each round. Division of actions between attack and defense
can not be changed until the next round. This can be done in secret
by writing the number of actions your character will use for attack
on a scrap of paper.

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.

1.5 second phase

1.5 second phase

3 Seconds

Hand-To-Hand Combat
1 second segment

1 second segment

1 second segment

3 Seconds

ADVANCED COMBAT RULES


Combining Hand-to-Hand and Discharge Combat
If a character wants to shoot and fight in the same combat round, he has
the option of doing so. There are a couple of things to keep in mind. First,
discharge combat occurs in two phases during a single combat round.
Second, hand-to-hand combat occurs in three segments during a single
combat round. As we can see from the chart above, if a character were
to make a ranged weapon attack in the first discharge phase, then that
attack would overlap the first 1 and a half segments of the hand-to-hand
combat round. Thus, if a character shot a laser in the first discharge
phase, then he would lose half his actions the following segment and be
unaffected the third segment (full actions). If the character wanted to
fight hand-to-hand and then shoot in the same round, he would have full
actions, the first segment, half their total actions in the second segment,
and have no hand-to-hand actions to spend in the third segment because
he is making a ranged attack in the second discharge phase.

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.

Armor vs. Hand-to-Hand attacks


Hand-to-hand attacks will do no damage to characters with heavy or
mechanized armor. Characters in light and medium armor may subtract
the THR of the armor from the damage done by the attack. The THR of a
cybernetic limb reduces the effectiveness of a hand-to-hand attack in the
same fashion as armor. Thus a cybernetic limb with a THR of 7 or more is
treated as heavy armor, and suffers no damage from hand-to-hand attacks.

Stunning and Critical Hits (Optional Rule)


Making a hand-to-hand attack: 50% + attack bonus (See Agility) +
04% per level of HTH Skill + *Technique modifier = Base Chance to Hit.
*Some techniques are easier or more difficult than others and have
a modifier that affects the chance for success.
Defending against a hand-to-hand attack: 25% + attack bonus
(See Agility) + 04% per level of HTH Skill + *Technique Modifier =
Base Chance to Defend.
*Some techniques are easier or more difficult than others and have
a modifier that affects the chance for success.
Making an archaic hand weapon attack: Weapon Attack Number +
attack bonus (See Agility) + 04% per level of appropriate weapon skill
= Base Chance to Hit.

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Every time a character receives damage (temporary or real) to the head,


he must make a System Shock with a penalty equal to the damage done
in the attack. If the roll is failed, the character is stunned and loses 1d4
actions. The lost actions from stunning carry over from round to round.
Also remember that any hit to the head or groin that does more than
1/2 of the targets body points in temporary damage will cause a critical hit. See Battlelords rule manual, page 197.
Remember that hand-to-hand damage (except for certain races and
attacks) is considered temporary damage. One point of temporary
damage is equal to 1/10 of a real point of damage. Also remember that
every time you lose one quarter of your body points, you receive a critical hit. Therefore, a character with 12 body points would receive a critical hit every time he lost 3 Body Points. That could be from 3 real
points of damage or 30 points of temporary damage.

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EXAMPLE OF COMBAT
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

MIKE THE HUMAN

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

Strikes (all), Kicks

Joint Lock

Block

Block, Counter strike

Hit Bonus

Defensive Modifier
System Shock
Attack Techniques
Defense
Techniques

Step 3) Divide up remaining actions between attack and defense.


Fabic has up to 4 actions that he can spend to attack. Fabic does not
fear this feeble human, so he decides that he will spend 3 actions on
attack and save one action for defense
Step 4.1) Pick technique
Fabic must pick from the list of attack techniques that he has available
to him. First, he will choose to perform a quick jab to loosen Mike up.
Step 5.1) Declare Attack
Fabics player tells Mikes player that he is going to throw a jab at Mike.
Step 6.1) Target may choose to Defend (Select Defensive
Technique)
Mikes player now has the option to spend an action to defend against
Fabics attack, assuming he has actions left to spend. Since Mike hasnt
been attacked yet, the character obviously has actions he could spend
to defend against Fabics attack. Remember that you can spend actions
to defend whenever you are attacked, but you can only spend actions to
attack during your initiative. Mike is not sure how tough Fabic is so he
decides to spend an action to defend. Next Mikes player must pick a
Defensive Technique from his list of available techniques to defend
against Fabics attack. Mikes player decides to use a standard Block,
though he could have also picked Counter Strike. Mikes character
could not have select Dodge because even though it is a Defensive
Technique, he does not know that particular technique.
Step 7.1) Roll to hit
To determine Fabics chance to successfully attack, first add the Base of
50% plus Fabics Attack Bonus of 12 plus 4% per level of Hand-to-Hand
(he has 3 levels) plus a 10% technique modifier because Fabic is performing a jab. Fabic has an 84% chance to successfully attack
(50+12+12+10=84). Fabic rolls a 64, which is obviously under 84, so
Fabic successfully hits Mike. Had Mike not chosen to defend against
Fabics attack, you could skip to Step 9.

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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.

Repeat step 4 through 10 with the current initiative holder


until you have spent all your attack actions.
Step 4.3) Pick Technique
Fabic is going to spend his last attack action to perform a knee kick
against Mike. The BM reminds Fabics player that in order to throw a
knee kick, he has to enter Close Range. This will put him at a disadvantage (-30 to defend) against grappling techniques.
Step 5.3) Declare Attack
Fabics player tells Mikes player that Fabic is going to knee kick poor Mike.
Step 6.3) Target may choose to Defend (Select Defensive
Technique)
Knee kicks hurt a lot more than a simple Jab, so Mikes player decides
it is best to try and defend against this attack. Mike chooses the Counter
Strike defensive technique to use against Fabic.
Step 7.3) Roll to Hit
Fabic has an 84% chance to land the knee kick (50% base + 12%
Agility bonus + 12% hand to hand skills). He rolls a 75 and successfully knees Mike.
Step 8.3) Roll to Defend
Mike has a 25% chance to defend himself from Fabics knee kick. Base
25% plus 20% for five levels of HTH minus 20% for the Called Shot to
the leg when doing a counter strike. Mike rolls a 25 and is successful
in defending against the attack. Fabic takes 3 points of temporary damage to his leg from Mikes counter strike.
Step 9.3) Determine Hit Location
Since Fabics attack was blocked, we can skip this step.
Step 10.3) Determine Damage and Critical
Since Fabics attack was blocked, we can skip this step.
Repeat steps 2-10 with the next lowest initiative holder.

Step 6.2) Target may choose to Defend (Select Defensive


Technique)
Mikes player decides that hes going to save his remaining two actions
and not defend against Fabics attack.
Step 7.2) Roll to Hit
Fabic has a 34% chance to hit because he has an 84% chance to land
the jab, but a 50% penalty for the Called Shot to the head. Fabic rolls a
48 and misses Mike. He still loses the Action he spent on the Jab even
though he missed.
Step 8.2) Roll to Defend
Since Mike is not defending, this step can be skipped.
Step 9.2) Determine Hit Location
Since Fabic missed, he can skip this step.
Step 10.2) Determine Damage and Critical
Since Fabic missed, he can skip this step.

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Step 2) Character with next lowest Initiative decides to attack


or hold initiative
Since Mikes player is not worried about anyone else attacking him but
Fabic, he decides to attack.
Step 3) Divide up remaining actions between attack and
defense.
Unlike Fabic, Mike has spent some of his actions defending himself
before it was his initiative. Mike only has one action left out of the three
he started with because he spent two blocking. Since Fabic cant attack
when it is not his initiative and no one else is around, there is little use
in saving his remaining action for defense. Therefore, Mikes player
decides to use his remaining action to attack Fabic.
Step 4) Pick Technique
Mikes player decides that Mike is going to attempt to joint lock the
Eridani. In our example, the joint lock technique is the only attack technique mike knows so he is limited to attacking with that technique. He
hopes that if Mike can control the Eridani, he can reduce the threat he

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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

Step 8) Roll to Defend


Since Fabic did not defend, this step may be skipped.
Step 9) Determine Hit Location
Since Mikes attack failed, we can skip this step.
Step 10) Determine Damage and Critical
Since Mikes attack failed, we can skip this step.
Both participants are done attacking, so this combat segment is
finished. Any unspent actions are lost. Start again at Step 2. After
a total of three segments, start at Step 1, re-rolling initiative.

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.

A Note about Damage


The damage listed for the techniques below are for races that do 1 point
of temporary damage when attacking. These races include Chatilian,
Eridani, Gen-Human, Human, Mazian, Mutzachan, Orion Rogue, and

DAMAGE #ACTIONS MODIFIERS

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

DAMAGE #ACTIONS MODIFIERS

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

Biting: Damage for a bite is handled as described in the Battlelords


Rulebook. All characters can attempt a bite attack, regardless of the techniques available to them. However, lack of training often means an inexperienced character will not think of using this technique when he needs
it. Characters that are not natural biters (i.e. those with no bite attack listed in their description) or who have not trained to use this attack must
make an INT check at -30 in order to be able to use this technique.

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

DAMAGE #ACTIONS MODIFIERS

NOTES

Kick

1d8

Knee kick

1d6

Close
Range

Spin kick

1d10

Jump kick

1d10

Jump Spin kick

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

DAMAGE #ACTIONS MODIFIERS

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

Joint Lock Flow Chart


Step 1: Apply Joint Lock
Attacker makes Hand-to-hand skill Check
Penalties = Attackers Str - Defenders Str, Normal Called Shot Penalties
Requires 1 Action

Step2: Defender Attempts to Avoid Lock


Defender makes HTH check using Defensive Action
Requires 1 action
Step 3b: Defender Succeeds
Joint lock fails
END

Step 3a: Defender Fails


Attacker has successfully
applied the joint lock

Step 4b: Attacker Controls Victim


Defender is at -30 to attack or defend

Step 4a: Attacker Injures Victim


Defender takes 2 pts of Real damage
+ attackers damage bonus for high STR.
Defender automatically escapes after attack
END

Step 5: Defender Attempts to Resist Pain


Defender makes System Shock Check
Penalty = 50%+ attackers HTH Skill Level

Step 6a: Defender Fails System Shock Check


Defender must comply with attackers commands
Defender fails to comply: Go to Step 4a
Defender complies: Go to Step 4b.
Step 6b: Defender Succeeds in System Shock Check
Defender may attempt to escape. Go to Step 7

Step 7: Defender Attempts Escape


Defender makes Hand-to-hand Skill check
Penalty = 5x attackers HTH skill level
OR
Defender makes Strength or Agility Check
Penalty = 5x attackers HTH Skill Level
ALL CHECKS ONE ACTION

Step 8a: Defender Fails to Escape


Go to Step 4b

Step 8b: Defender Escapes


END

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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.

be ignored for every level of Acrobatics skill the character possesses, up


to a maximum of half the damage done by the throw.

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.

Realistic Throw Penalties - Optional Rule: For more realistic


throw penalties, cross reference the weight of the Character being
thrown with the minimum amount of Strength required to Squat that
much weight on the Vital Statistic: Strength Table (See Battlelords rulebook.) Then subtract that level of Strength from the throwers Strength
to get the bonus or penalty applied to the hand-to-hand check.

THROWS

SPECIAL TECHNIQUES
SPECIAL TECHNIQUES

This technique involves throwing your opponent to the ground - plain


and simple. Some throws are crude; others involve much more technique and finesse, but all have the same common goal. Generally in
combat, a throw is done with enough force to injure your opponent.
Other times, its just a way to get your opponent to the ground so that
you may wrestle with him.
Attacking: To perform a throw, a character must enter close range and
make a successful hand-to-hand skill check. The bonus for this attack is
equal to the throwers Size Class minus the defenders Size Class multiplied by ten. Note that it is possible for the bonus to become a penalty if
the attacker is smaller than the defender. If characters want to throw
their opponent to the ground without damaging them, the defenders
Size Class is reduced by half when determining the bonus/penalty.
Damage: Combat Throws do double normal strike (Cross) damage. Half
of the damage from the throw is applied to one body area of the opponent, which is the area that absorbs most of the impact. The other half is
divided equally among 1d4 other body areas (determined randomly). An
attacking character may make a called shot, causing the victim to land on
a specific body area (the area that takes half the damage from the
impact). A Character that has been thrown loses all of his unused actions
for the rest of that segment. It takes one action to stand back up. An
attacker can choose to throw his victim in any direction, including to the
ground directly in front of him. For every 10% that a thrower makes his
attack roll by, the victim can be thrown up to 1 meter away.
Opponents on the ground are at -30 to defend against attacks from
standing opponents. A Character that is on the ground can only stand
up during their initiative, unless another character sacrifices their
attacks to help the fallen character up during the helping characters
initiative. In either case, it costs one action to stand back up.
Using Acrobatics to perform a breakfall: A character with Acrobatics
skill that is being thrown can attempt a maneuver called a breakfall and
lessen the damage done on impact by making a successful Acrobatics skill
check. If the Acrobatics skill check is successful, one point of damage can

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.

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SPECIAL
TECHNIQUES

DAMAGE #ACTIONS MODIFIERS

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).

Weak point attacks


Weak point attacks are found in most non-sport martial arts. These
attacks are designed to wound and cripple an opponent more quickly
by attacking anatomical weak points. These techniques include eye
gouges, kicks to the knee, attacks to the groin, pressure point attacks,
and throat strikes, just to name a few.
Knowledge of the opponents anatomy is required to use most weak
point attacks. As a result, most people will only be able to use weak
point attacks on their own species. Exceptions include characters that
are trained in xeno-anatomy or in an alien martial art. Characters
trained in an alien martial art can only use weak point attacks against
the species that developed the art or their own species.
A few alien races have the same weak points (see Chokes and Eye
Gouges below) and are an exception to the above rule. These are dealt
with later in this section. However, Battle Masters are strongly encouraged to be strict when enforcing the above technique limitation.
To make a weak point attack, a hand-to-hand check must be made
with a called shot penalty, generally at -40 or more. The penalty for the
called shot is dependent on the area being targeted (BMs discretion).
Weak point attacks do half-normal damage, ignoring natural armor
(except for chokes, see below). All damage done by weak point attacks
is REAL damage (except for chokes), not temporary. Species that
already do real damage do 1.5 times their normal damage on a successful weak point attack, ignoring natural armor. Opposing characters
may defend normally using any Defensive Technique. Weak point
attacks vary from species to species and are far too numerous to list.

Chokes and Eye Gouges


There are two weak point attacks that can be employed by Characters
against alien species that are not skilled in xeno-anatomy or alien martial
art styles if they have the Weak Point Attack technique. These unique Weak
Point Attacks include chokes and eye gouges, which are detailed below.
Choke: To execute a Choke, your character must be within close range
of the target and make a successful hand-to-hand check. Opposing
characters may defend against the choke by making a hand-to-hand
skill check (50% base, no technique modifier). The penalty to defend
against a choke is equal to the Strength of the attacker. Note that chokes
are often employed when a grappled opponent is controlled. (An
attacker that is Controlling and Choking an opponent may make no
other actions that round).
Opponents lose 1d10 points of Constitution per segment when in a
chokehold. This damage is healed at the same rate it is lost and is only

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

DAM #ACTIONS MODIFIERS NOTES


None

None

Strike/2

+10

A Counter Strike is similar to a hard block. A counter strike is an


attack aimed at an opponents attacking limb. In essence, you strike,
kick, or elbow your opponents punching arm or kicking leg as he
attacks you. The counter strike is treated as a normal blocking technique with appropriate Called Shot penalties. A counter strike requires
one action and does normal strike or kick damage (depending on the
attack you use) to the attacking limb if successful.
A Dodge is simply a character moving his/her body out of the path of
the incoming attack. A character must add their Defensive Modifier to
their chance to dodge.
A Hard Block is designed to injure the attacking limb while blocking.
A hard block will do half of a Characters normal cross (strike) damage to the attacking limb, if successful. However, the attack that was
blocked still does half damage to the limb you used to block.

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CHAPTER 7

Battle Masters Section 7


EEP OUTTHIS MEANS YOU!

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

As any Orion will tell you Eridani arent very

bright sometimes. This Disrapan had been giving the


Eridani a lift as a favor, and told the Eridani to hold
still so he could maintain a steady course. Naturally
the Eridani refused and was insulted that a worthless bird creature would tell him to do anything. The
Disrapan asked again, and the Eridani lashed out at
his impertinence. And so, the Disrapan let go and
flew away muttering something about the ungrateful primitives wandering onto his planet, and our
friend the Eridani wondered briefly if there were
any Sye-Men in Zenax.

Running a campaign in Battlelords is challenge enough for a


Battle Master. Running a campaign in a setting that players know
nothing about is even more complicated. Below we have listed all
the information a Battle Master might need for running a campaign using this sourcebook. If you arent going to be the BM, then you should
stop reading now. Come on, all youre going to do is spoil it for yourself.
Remember, these rules should serve as the guidelines for your game. If you
feel a rule is limiting, then ditch it. The goal of any role-playing game is to have
fun! Your only limitation is your imagination!
[1] Throughout the book you have seen numbers in the text, surrounded
by brackets. In this section, you can cross-reference those numbers to find out
the full story behind the entry in other areas of the book. For instance, while
reading the text on Aktai General Knowledge you notice the number 8 surrounded by brackets. If you are the Battle Master, you can flip to page 133 and
the Secrets of Zenax section and skim down the left side of the text columns
on the following pages until you see the same number surrounded by brackets.
Once you find the same number, you can read the paragraphs to the right to get
the behind-the-scenes story about the Aktai.

STARTING YOUR CAMPAIGN


Step 1: Entry into Zenax
Battle Masters have several options for getting their players into the Zenax universe. Getting them in is the easy part. There are several ways to get to this new
universe; each method of entry has its own advantages and disadvantages that
we will cover below. However, the number and methods of entry into this new
universe is only limited by your imagination. Battle Masters should feel free to
create their own method of entry into the Zenax universe and tailor it to their
particular needs.
The Rift
The easiest way to reach the Zenax universe is to successfully navigate through
the Motaran rift. By passing successfully through the rift, you will be deposited
on the other side in the Zenax galaxy, conveniently dumped in Whe space.
Passing through the rift is a difficult endeavor at best. The strong electromagnetic (EM) and gravitational forces in the rift tend to debilitate and destroy
the power systems in space vessels, generally resulting in the destruction of the
vessels themselves. Its more luck than skill that allows one to pass through the
vortex. These EM disturbances are a convenient excuse for a crafty Battle
Master to cripple the energy-based weaponry in the party. Any device that needs
a battery or other electricity producing power supply must make a System
Shock check at -50 or be damaged.
Without their energy weapons, characters will be forced to conserve their
ammunition or find replacement weapons, which can lead to a whole series of
adventures. Merciful BMs might allow the characters to attempt to repair their
weapons. This, too, can lead to more fun as characters may be forced to find
alien equivalents of the spare parts they require.

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In addition, the rift-style entry is useful in ushering players on to
explore this new universe that you have set before them. Characters
with the astro-navigation skill will quickly realize that they are not anywhere on the recorded star-charts. In addition, the exit side of the rift
is invisible and nearly undetectable. To add insult to injury, the rift only
works one way, meaning your characters will have to find another way
back - assuming they want to get back.
The best part is that the rift will dump your characters well within
the territorial border of an alien race known as the Whe, and the Whe
do not take kindly to visitors. A visit from a hostile Whe patrol ship
should motivate the characters to leave the area. A frantic attempt at
Emergency Damage Control by the characters may give them just
enough power from their crippled ship to get it moving, or at least get
the hyperdrive up and running for a blind jump. This can be especially
useful for preventing the, I wanna stay by the rift and see if we can figure a way back syndrome. In addition, the Whe ship is likely to drive
the characters away from Whe space, where they will be safe - at least
for the time being. If you have players whose characters are Zenax
natives, they can run into the Alliance personnel by helping them to
repair their damaged ship or rescuing them from their doomed vessel
before the arrival of the Whe. I find that a good fire fight is always a nice
start to any Battlelords game, so you can always have the aggressive Whe
pursue the group to a nearby planet so they can duke it out intergalactic style.
Possible reasons for entering the rift include: Paid rift runners, fleeing authorities, explorers/scientist, corporation based claim team.
Dimensional portal
So youre exploring the ruins of an alien race that hasnt been seen for
a thousand years; you walk through what looks like a door and POOF,
youre on the other side of the universe. Dimensional portals are a nice
way to get people and equipment into Zenax without having to worry
about a space ship. This is the toughest method of entry for the characters, as theyll only have the weapons and equipment that they have
with them at the time.
BMs will have to be sure to drop the characters on a planet where
they are likely to encounter some of the native Zenax species.
Characters might appear in ruins on the other side and not even know
theyre somewhere else until they run into aliens in the area. Ironically,
it might be an alien exploration team searching through the ruins on
their side of the portal. Alternatively, really sadistic BMs might dump
characters in the middle of a booming metropolis or outpost world.
Possible reasons for entering the dimensional portal include:
Explorers/archeologists, treasure hunters, fleeing criminals, hiding soldiers, you shouldnt have made that Mutzachan with the silver robe mad!
Experimental FTL drive
This has to be one of my favorite ways for getting into the Zenax
Universe. It has a lot of advantages over the rift entry method but may
not offer the challenge for advanced players of other entry methods. In
this method, characters are on a military or science vessel that is testing an experimental Faster-Than-Light drive. Unfortunately, the drive
works much better than expected and catapults the vessel completely
out of the universe and lands them in Zenax.
The advantages of using this method is that the characters dont
have to scrounge for food, water, and other supplies. Depending on the

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preparedness of the crew commander, the ship may be stocked for


months or even years of travel. In addition, a number of talented engineers will probably be aboard the vessel to help maintain it. These engineers, who might even be the characters, will come in handy for long
term stays in Zenax.
Again, a number of possibilities exist for this type of campaign. If a
military vessel were testing the FTL drive, then it will surely be deemed
a threat wherever it goes in Zenax. In addition, it will receive lots of
attention from people who may want access to the alien technology contained inside or simply want it destroyed. Characters might be marines,
command personnel, or even ship engineers. A number of subplots can
be set up in this type of setting. Characters might be command personnel forced to make tough or unpopular decisions in order to survive.
Worse yet, the characters might be on the receiving end of those unpopular decisions.
This is another one of my favorite subplots. Characters aboard a
well-stocked ship might discover that the captain knew the drive would
launch them across the universe. He refused to tell the crew the risk for
fear they would not come on the voyage. Unfortunately, the captain is
now unable to get the ship back home - but he stocked the cupboards
just in case.
Possible reasons for the FTL vessel include: Testing new FTL drive,
deep space exploration, high-risk corporate claim ship
Stargate Travel
In 2277 A.D. the Rebels issue a report detailing the disappearance of
over four thousand ships that mysteriously vanished during stargate
travel. A good portion of those ships ended up in Zenax, because of the
abundance of wormholes there more on that later. Your characters
could be on a pleasure cruise or on their way to their next assignment
when their ship ends up in Zenax. Depending on the type of ship theyre
on and its destination, characters may not have a lot ordnance with
them. Who packs an Abomination II when theyre going home to see
mom and they arent going to let you pack your crate of reflex missiles
into the cargo hold of a commercial star-liner. Its a safety thing. In
addition, dealing with the dozens, possibly hundreds of panicked civilians on the craft wont be an easy management task either, but somebody has got to take charge. On the other hand, it could just as well be
a military or para-military troop transport that gets sucked into Zenax
with you and buddies. Time to lock-n-load!

Step 2: Setting Campaign Goals or where do we go


from here?
One of two things must happen for this type of campaign to run smoothly. Either the BM must have a good grasp of what the players are likely
to do upon arriving, or he must have a preset goal for the characters.
If you are going to set a goal for your players, it is important to have
a good grasp of what the players characters are likely to do when faced
with the problem you will set before them. It is often best to forgo the
surprise-factor and simply ask your players ahead of time, what they
would like the goals for the campaign to be. If you really want to wingit, be prepared to adapt your plans if the players characters decided they
would rather do something other than what you have prepared for them.

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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.

Meeting the Natives


Players may want to use one of the new species presented in this book
as their character for the campaign. Now if your campaign is exclusively being played with the new species in this book, then thats not a big
problem. However, if some of the characters are from Alliance worlds
(taken from other SSDC products) then you, the BM, will have to figure
out some way for these characters to meet up with their otherworldly
counterparts. Like the goals of the campaign, the reasons for a native
character to team up with a group of Alliance characters will be based
on their personal goals. For some characters the reasons for their
team-up will be simple to explain. For instance, a rogue Whe might be
fleeing a group of Whe hunters and stumbles onto the characters that
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are also fleeing from the Whe. For other characters, like a Disrapan or
Aktai the urge to explore may be strong enough for them to tag along
with these interesting new creatures (i.e. your Alliance characters).
Whatever the reason, the BM must make sure that the characters have
a reason for sticking together. The characters dont necessarily have to
like or trust each other; sometimes its more fun if they dont, but they
do need a reason to hang out together.

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.

[2] Reasons to stick together (Rogue Whe)

Without proper materials

Fleeing from hunters


Protection from hunters
Learning about individuality
Desire for companionship and acceptance
Protection from Whe hating species
Desire to flee Zenax

Reasons to stick together (Other species)


Hunted by or fleeing from the Whe.
Common urge to explore
Accumulating wealth
Thrill of adventure

What? No ship rules?


The first problem a BM is likely to run into is the lack of ship rules.
Until SSDC releases their space combat rules, Battle Masters are going
to have to wing it. In Battlelords the main focus of the game should not
be on ships but rather on the characters. The players should only think
of their ship as a way to get from point A to point B. Battle Masters, on
the other hand, should think of a players ship as a dozen adventure
plots waiting to happen.
In order to be fair to the players, and ease your job as the BM, you
should clearly define the capabilities of the ship. These dont have to be
highly detailed capabilities but can be generalities. You should ask yourself
several questions about the ship you will equip your players with, if any.
Is the ship armed?
How much food and water is onboard?
How long will the ship function in its current state?
Do the players have replacement parts and/or a workshop
onboard?
Do the players have any replacement/spare ammunition
and weapons onboard?
Once you establish the capabilities of the vessel, you can easily use
it as a subplot for a number of scenarios. Does the ship need repair?
Does the ship attract the attention of aliens; which characters have to
fend them off? Again, the possibilities are limitless.
If you really want your job to be easy, you can forgo the ship idea
all together. Once the player characters arrive in Zenax, have them
crash land on a planet destroying their ship and if you wish, a copious
amount of their supplies. You now have a golden opportunity for a
number of adventures. The characters will no doubt have to interact

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WEAPON REPAIR
REPAIR WEAPON

Without proper tools


Without proper tools and materials.
JURY-RIG POWER SOURCE TO
CHARGE WEAPONS

SKILL CHECK
PENALTY
-150
-50
-200
SKILL CHECK
PENALTY

Without proper materials

-100

Without proper tools

-100

Without proper tools and materials.


CREATE NEW AMMUNITION

-200
SKILL CHECK
PENALTY

Without proper materials

-100

Without proper tools

-100

Without proper tools and materials.

-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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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.

Problems with Alliance Weaponry


No ammo available.
Must modify existing power sources to recharge weapons.

Problems with Alien Weaponry


No experience with alien weaponry.
Weapons must be acquired through the black market.
Alien trigger mechanism

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

SKILL CHECK PENALTY


-50

Without proper tools

-100

Without proper tools and materials.

-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

SKILL CHECK PENALTY


-75
-40
-115
SKILL CHECK PENALTY
-50
-50
-100
SKILL CHECK PENALTY

Without proper materials

-20 per TL of option

Without proper tools

-30 per TL of option

Without proper tools and materials.

-40 per TL of 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.

One mans junk


One of the unique things about traveling to an unknown galaxy on the
far side of the universe is that you get to see all kinds of cool stuff.

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Unfortunately, the resident aliens are often thinking the same thing
about your stuff, and thats where the problem occurs. To the residents
of the Zenax galaxy, your technology is the alien technology, and species
like the Whe will kill you to get to it. They want to take it apart and see
how it works, and if you dont want to share it, well thats just too bad
for you.
Items that do not exist in Zenax, that are brought in by Alliance
characters, become exponentially more valuable. In fact, just about any
piece of Alliance equipment is valuable as alien-tech in Zenax. Savvy
characters may be able to trade their valuable equipment for needed
goods, but it will almost certainly make them a future robbery target
once the news gets around.
Items like Omega Weapons and BRIs become worth their weight in
gold, and Omega weapons are HEAVY! Other valuable items like physic
gores and neuro weapons have no equivalent in Zenax and are tremendously valuable. Ironically, it is the common items like Alliance ammo
and supplies that will be most valuable to the characters.
To complicate matters, the characters themselves are likely to be
valuable simply for their uniqueness. Species like the Whe will want to
study and dissect the characters to find out what their weaknesses are
and to discover what makes them tick. In addition, species like the
Aktai may also want to study the characters to further their already
amazing scientific knowledge.

The Black Market


A healthy black market exists in Zenax thanks to the Klee. You can find
anything on the black market - and I do mean ANYTHING - for a price.
Items are priced according to their rarity and how badly you want them.
Prices are usually exorbitant, and characters may have to pay for cer-

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TWENTY-THIRD CENTURY

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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THE SECRETS OF ZENAX


The Zenax universe is filled with thousands of secrets waiting to be discovered, some of which are detailed below. Battle Masters should feel
free to expand upon these secrets or create their own. These secrets
can serve as anything from an adventure hook to the basis behind your
whole campaign. However, the primary reason these are here is to help
BMs get a feel for the Zenax universe. We hope they will provide insight
into the machinations behind what makes Zenax tick.

[4] The Source of the Whe aggression


The darkest conspiracy of Zenax is the source of the war that plagues
all of the species that dwell there - the war against the Whe. Despite
their unwavering aggressiveness, the Whe were not always a war-like
race. Something triggered the Whe aggression, or more accurately
someone triggered it.
As the Aktai began expanding their influence across Zenax, one of
the first species they encountered were the Whe. Being the benevolent
race that they were and not knowing any better, the Aktai tried to help
the Whe by sharing their technology - including their faster-than-light
drives. However, the Aktais fatal mistake was trying to introduce the
concept of individuality to the Whe. The Aktai couldnt understand that
the Whes culture was different than theirs. They couldnt comprehend
that the Whe society was structured because of biological drives, rather
than idealistic ones. Because of the Aktais influence, Whe society started to fall apart.
The Whe were horrified at what the Aktai were trying to accomplish
and responded with hostility. In what could almost be called a global
biological trigger, the entire planet geared itself toward defense of what
the Whe interpreted as a threat to their very existence. After trying to
help the Whe, the Aktai were unable to comprehend why the Whe would
attack them, so they fled the planet. However, the damage to Whe society had already been done. The Whe, who were now under a planetwide
biological urge to fight turned hostile, aggressive, and expansionistic.
Using their newfound Aktai FTL technology, the Whe launched an
assault on their neighboring species, including the Aktai.
[5] It is important to note that the Whe are not governed by philosophy but rather by innate biological drives. They are not communistic by choice; their culture is simply eusocial in nature. The Aktais
influence would have led to the collapse of Whe society if it had continued. In addition, in their current agitated state, the Whe have a biological urge to fight and continue fighting until the perceived threat to
their society no longer exists. Despite their bad rep, the Whe are not out
to conquer for glory or because theyre naturally aggressive, but rather
the Aktai have triggered a society wide defense mechanism. Without the
advent of the Aktais FTL drive, the Whe would have been safely contained and content that the threat was gone once the Aktai had left.
In addition, the prevailing opinion of the Whe is that some of their
number have been corrupted by the Aktais influence. These rogues
now yearned to function as individuals, or at least they had been
changed enough that they could no longer function in Whe society.
Many of these rogue Whe were killed or escaped from their home world
to find their destiny elsewhere in the universe. The rogues are often
tracked by hunters whose job it is to exterminate these contaminated
Whe before they infect the rest of Whe society.

Keeping the Secret


[9]The Aktai have an almost dual nature. Driven to do what they interpret as the right thing, the Aktai often do what many observers view
as decidedly wrong. The Aktai have decided that it would be best for all
parties if the origins of the Whe aggression against their neighbors
remain secret. However, because of their guilt over the whole affair, the
Aktai commanders have flatly refused to counter attack the Whe. This
has angered many of their allies, but it has not aroused any suspicion
as the Aktai are renowned for their do as we please decisions. The
commanders of the Aktai fleets have standing orders not to engage the
Whe, only defend the border.
Very few Aktai are aware of their interference in the Whe culture.
Despite their supposed benevolence, the Aktai have strayed from that
stereotype in order to cover their secret. They have repeatedly killed
those who threatened to reveal their terrible secret, including their own
people. If characters learn of this secret, they had better keep it to
themselves, unless they find a way to prove it and spread the news fast.

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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[6] Lately the Whe have been able to pacify the population of entire
planets using some type of mind control matrix. Since the Whe lack
the matrix abilities to accomplish such a task, their enemies have been
baffled as to how they could accomplish this atrocity. Regardless of the
origin of the Whes newfound powers, many military strategists view this
turn of events as a significant threat. The ability of the Whe to pacify the
population of a planet without need for a garrison frees up troops for
the front. In addition, development of new matrix powers could significantly increase the threat that the Whe pose. The Whe have been closely guarding any information about their new matrix abilities, and their
enemies have been unable to determine their origin.
The secret that the Whe have been guarding so well is that they
hired a powerful Dul warrior to train their matrix controllers. The Whe
have a small cadre of matrix controllers that have been studying with
the Dul long enough to learn the Mind Control matrix. The Whe plan on
having each of these matrix controllers train other controllers, who will
then serve as teachers themselves. If this plan comes to fruition, the
Whe would have a powerful weapon against their enemies.
There are a couple of ways to use this information in an adventure.
One way is for characters to stumble onto this information, which will
make them highly valuable to the Whes enemies and a target for extermination by the Whe. Alternatively, the characters could be hired to
invade Whe space and learn this information first hand. Such a mission
might include eliminating the source of the Whes new powers (i.e. fighting this powerful Dul warrior). Other Dul might take it upon themselves
to challenge this obviously evil and disgraceful individual to combat.
[7] Forced to employ enslaved species in order to continue their military expansion, many believe the Whe have opened themselves up to
disaster. While many of the slaves are under the influence of the Dul
mind control matrix, others are not brainwashed because their jobs
require too much intuitive thought to be completed by anyone in a
semi-comatose state. Unknown to many of the Whes enemies, the Whe
are actually integrating many of these cultures into their own society.
The Whes natural tendency to view everyone as equals has allowed
them to make great strides in adopting these cultures. Though the slave
races are not yet equals to the Whe and many are still living in squalid
conditions, those who willing serve the Whe are trying their hardest to
prove their loyalty and gain acceptance for their species. This may come
as quite a surprise to characters that try and liberate Whe slaves or
attempt to start a rebellion within the Whe enslaved species.
[8] No one knows who exactly created the Aktai, except possibly the
Aktai themselves. If they are aware of their creator, none of them has
ever fessed up to knowing. This is probably the biggest secret in Zenax
and will likely continue to be for a very long, long time.
[10] The Disrapan government is constantly dealing with the threat of
rebel attack. As the rebels cause has gained strength, they have become
more aggressive in their attacks against their oppressors. The arrogant
Disrapan are trying to prevent their allies from learning about their
internal problems, but the rebels have other plans. In order to put
external political pressure on the Disrapan, the rebels are trying to
sneak evidence of their plight offworld in an effort to sway Disrapan
allies to their cause. Characters may be involved in helping the rebels
spread the word about the callous Disrapan government. Alternatively,

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characters may be rebels or simply caught in the wrong place at the


wrong time (assumed to be rebels). The Disrapan government will go
to any length to prevent this information from getting out, and if they
assume youre a problem, it could be hazardous to your health. Should
the rebels fail in their attempt to garner alien support for their cause,
they may begin attacking Disrapan allies to put pressure on the government to make humanitarian changes. However, there is a chance that
this kind of terrorist activity might backfire, so the rebels will only use
it as a last resort.
[11] Lately the Disrapan have been more aggressive toward their allies
and have had small skirmishes with the Razaa. Though the Disrapan are
having too many internal political problems to start a war, their allies
and enemies are unaware of this and the powerful Disrapan are always
taken seriously. What external observers have not recognized is that the
Disrapan are not fighting with the Razaa over territory but over jump
sticks. These powerful medical tools are highly valued by all the races
in Zenax, and the Disrapan feel they are not getting their fair share from
the Razaa. By subtle political messages to the Razaa government and
attacks on Razaa patrol ships under the guise of territorial disputes, the
Disrapan are putting pressure on the Razaa to lower prices and
increase production. Characters might be employed as secret diplomatic emissaries from the Disrapan. No one would suspect aliens or
non-Disrapans of being political couriers. Alternatively, if characters
revealed the true reason for the Disrapan aggression against the Razaa,
they would be forced to suspend hostilities in order to save face. The
other species would quickly demand the same deals that were offered
to the Disrapan by the Razaa, whether any actual deal making occurred
or not. The resulting negotiations and conflicts would no doubt put
heavy demands on the jump stick supply and put them at a premium.
[14] The Cedeun and Klee perform pirate raids on Whe vessels as well
as other unlucky ships in deep space. The pirate raids serve several
purposes for both the Klee and the Cedeun. The Cedeun can chase off
vessels that have wandered too close to one of their hidden citadels
without announcing their presence.
[12] In addition, captured equipment often makes its way into Klee
hands for resell or onto the black market. The Klee find great satisfaction
in delivering stolen Whe weapons to the enemies of the Whe and making
a hefty profit to boot. In addition, when not making raids, the pirate ships
also serve as legitimate salvage vessels, bringing abandoned ships to the
Cedeun salvage yards. The ships and ship parts, whether obtained legally
or through piracy, are often refitted and included in the Klee trader fleets.
Characters who hang around with the Klee or Cedeun long enough may
eventually put two and two together and figure out what is going on.
Whether characters become aware of the Klee/Cedeun connection to
piracy or are actively involved in it, they can use this supply chain to get
just about any piece of information or equipment they might need.
[13] When the Klee home world was attacked by the Whe, many of the
species friendly to the Klee took in refugees. The Cedeun were the first
species to take in the homeless Klee. While most of the displaced Klee
eventually rendezvoused with the infant trader fleets, some decided to
remain behind in the Cedeun asteroid cities. With the help of their
Cedeun host, these Klee scour space looking for Klee survivors that
never made it to the fleets after the exodus. In fact there are so many

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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-

based weaponry that hits the creature causes it to instantly reproduce,


creating two identical copies of the creature. Characters will eventually
to determine what the creature(s) feed off of and use that as bait to lure
the monster back into the box to trap it. Naturally the characters will
discover that the creatures favorite food is them.
[17] Customs: Characters arrive on a planet only to discover that the
medical drugs they are carrying are illegal. The authorities arrest the
characters and search their ship for any other contraband. Under the
guise of a customs search, the authorities also confiscate the characters
alien weapons and equipment. The characters in the group who have
not been arrested must then attempt to free their imprisoned comrades.
Note: This is a good adventure hook to use if characters Alliance
equipment is beginning to unbalance your campaign. BMs can remove
certain pieces of the characters equipment - but remember to be fair
to your players.
[18] Defense Nets: While passing dangerously close to Whe space, the
characters ship is targeted by an automated Whe defense system. A
group of satellites attack any moving object that passes nearby. The
characters are forced to stop their ship until they find some way to disable the satellites. They must work fast though, as a Whe vessel has been
called by the satellites to come and inspect their catch. Only a character that is size class 3 or smaller can approach the satellite without
being vaporized. Once there, they must attempt to disarm the satellites.
Oh, did we mention that once tampered with, the satellites release an
armored robot to enter the captured ship and eliminate the crew and
the ships computer to prevent further tampering?
[19] A Klee trader offers characters big money for captured Aktai
weaponry. To get this technology, the characters must sneak into Aktai
space and steal weaponry in order to get the money they need to repair
the ship and buy food and supplies.
In an effort to spread the Whe thin, the Aktai military is secretly providing funds to weapons manufactures that are unaffiliated with any
species. The goal is to provide advanced weaponry to the Aktais allies
for use against the Whe, without invalidating their claim of neutrality.
Though the Aktai government was morally opposed to this measure, the
military felt it was a necessary step to slow the Whe advance into Aktai
space. These high-tech weapons manufactures will be of great help to
characters who want new equipment or custom built armor but cant
purchase it through other channels. In addition, these facilities are one
of the few places that might have a chance to repair Alliance weapons
and equipment. In fact these companies may offer to try and repair the
equipment in exchange for a piece of this alien-tech or even the chance
to study it. Characters are unlikely to ever see their equipment again if
they agree to such an offer from a government.
[20] The characters are running low on ammo, and their energy
weapons are non-functional. They must deal with a shady black-marketer in order to purchase new weaponsbut they have very little to
trade? In a double-cross the black-marketer kidnaps one of the Alliance
party members to be auctioned off to the highest bidder. Characters
must rescue their comrade before he is sold and dissected.

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[21] Cedeun laser light show: Though camouflaged as entertainment, the Cedeun are actually doing covert medical research at this
facility. For years the Cedeun police have used photowave stunners in
combat against other Cedeun. Now these devices are being adapted for
use against other alien species. Aliens that arrive at the laser light show
are subjected to various types of light and subtly monitored to determine their effects. Characters who become aware of the Cedeuns
deception may be in danger. Additionally, if the news ever got out, the
Cedeun would come under the scrutiny of many of their allies.
[22] Unbeknownst to the characters, Bubbaz, the local Klee merchant,
has been offered a large cache of Whe weaponry in exchange for some
alien ship parts. He plans to frame the next group of aliens as pirates
and seize their ship. Characters must stop Bubbaz and his mercenary
boarding party before he can seize their ship. Ironically, Bubbazs
anonymous employer is an Alliance citizen who is looking to repair his
own damaged vessel and return home.
Characters encounter an Alliance citizen that has crossed through the
rift and used his advanced technology to conquer a small planet and
enslave its primitive populace. The insane Alliance citizen rules over the
primitive people with an iron fist, working them to death as slave labor
to build monuments and palaces in his honor. The planet is too far out
in deep space to be noticed by the major races in Zenax, and its low
technology level makes it of little interest to those who are aware of it.
If the characters are morally opposed to the monarchs schemes, they
may try and dethrone the madman. Alliance citizens are actually
required by law to help, though there is no one to judge them of any
misdeeds in Zenax. Alternatively, evil Battlelords might side with the
crazed dictator and use his small world as a base of operations.
Regardless, the paranoid ruler will see their knowledge of the Alliance
as a threat and eventually try and kill them.
[23] A Klee information merchant has heard rumors of a strange alien,
whose description matches that of one of the party members from the
Alliance. Evidently this alien possess the ability to travel back and forth
from his home world to his outpost in this universe. The characters are
led on a wild goose chase by the Klee in an effort to find this individual.
[24] Haptor Starport: Haptor One will be the first place the Whe are
likely to attack should they invade Disrapan space, and the Disrapan
know it. They have secretly been assembling a military fleet here disguised as merchant vessels. Unfortunately, a Whe spy has discovered the
truth and is trying to sneak out of Haptor to warn his people. The
Disrapan have become aware of the information theft and believe the
visiting aliens (your players characters) are the Whe spies. Now the
characters must prove their innocence by capturing the real Whe spy
before he escapes and before the Disrapan shoot them.
While on a planet near the battlefront, characters are forced to help the
inhabitants repel a Whe invasion force. During the invasion, the characters discover that the Whe always drag their dead off the battlefield.
During a later battle, the characters are able to capture a damaged Whe
Wall Gun. Inside the weapon they discover living tissue. Before finally
reaching safety, the characters must sneak through a Whe encampment.
While passing through the encampment, the characters observe the

136

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TWENTY-THIRD CENTURY

Whe operating on obviously dead soldiers and placing some of their


internal organs inside Whe weaponry. A smart character may be able to
recognize what the Whe are doing. Immediately after death, the Whe are
harvesting the organ that generates Matrices from dead Whe Matrix
controllers and placing them into Whe weaponsspecifically, Wall
Guns.
[25] Ziza Citadel: Characters hear a rumor that the Ziza citadel is a
massive science vessel jam packed with state of the art Aktai sensor systems. Among its many capabilities is the ability to detect wormholes.
Characters must reach the vessel and convince the Aktai to help them
before the Whe attack and destroy it.

[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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QUICK REFERENCE CHARTS AND TABLES


VITAL STATISTICS COMPARISON
RACE

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

Aktai Force Weapons

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

Aktai Fuel Pumps

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

Whe Mass Doublers

25 4mo 25 MD

10

Whe Rail Guns

25 3wk 12 MD

10

Whe Vehon

25 1wk

ST

10

Whe Wall Guns

25 4mo 20 MD

10

SECONDARY STATISTICS COMPARISON


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

VITAL STATISTICS MINIMUM/MAXIMUM


RACE

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

Metal Detector Fuse

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

THE

RIFT

137

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7 BATTLE MASTERS SECTION


FIGHTING STYLE/MARTIAL ART TECHNIQUE TABLE 1
ART

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

FIGHTING STYLE/MARTIAL ART TECHNIQUE TABLE 2


ART

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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QUICK REFERENCE CHARTS AND TABLES


WHE SPECIALIZED AMMUNITION
SPECIALIZED AMMUNITION ENC TL
Acid

AV

PG.

75

COST

Anti-personnel

+1

x7 per box

Chemical attack

x10 per box

Concussion

x7 per box

Disintegration

UC x1.5 per box

+2

VR x20 per box

Incendiary

UC x7 per box

Flash

UC x10 per box

Freezer

x12 per box

Glue

x8 per box

Hologram

VR x15 per box

Nuclear
Petrifaction

VR x1000 per round

+2

VR x10 per box

Smoke

x0.5 per box

Sonic Blast

+1

x1.5 per box

StarShot

+2

VR x15 per box

Surgeon

ARMOR OPTIONS
OPTION

PG.

83

SIZE ENC TL AV COST

A-Grav System

10

Anti-Meson Field

10

4-5 C 200K

4-5 P

AMS
Atmospheric Processor
Cloaking Device

1
23

-40 4-6 C 100K


6

x5 per box

500K
8000

30 6-7 VR 5.0M

Whe Defensive Fields

Exchange Rates

Listed below are the effects


that various weapon systems
have on Whe defensive fields.

Listed below are various


exchange rates of currency
between the species of Zenax.
The Battlemaster should feel free
to change these rates as needed.

Ignore Field
(User not protected)
Anti-armor particle weapons
Neuro Cannons

Currency
Aktai
Cedeun
Disrapan
Dul
Klee
Razaa
Whe

Attack Field and User


(Both take damage)
All Lasers
Thermatics
Mass Doublers
Grav Shears
LGAs
Attack Field
(User Protected)
All other weapon systems

Rate
200
5*
20
1
**
15
N/A

* For their currency the Cedeun


use coins made of rare metals.

Ineffective Against Field


Jammers
Flux Interference Generators
Metal Guns

** Klee have no currency, but


barter for what they need.

SPECIES
All but Dul
Klee
Disrapan, Whe

MEDICAL EQUIPMENT

All
Cedeun

ITEM

PG.

88

ENC

TL

AV

COST

SPECIES

N/A

UC

4000

Whe

Whe Heal Cube

Combat Shield

7000 Dul, Razaa, Whe

Dispersal Unit

250K

Aktai

-Hand-held

12K

Aktai

ECCM Module

2.0

40K

All but Dul

-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

All but Klee and


Razaa

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

WALL MATERIAL (PER 0.1M IN THICKNESS)

AI

THR

250

Whe

Brick

5 UC 14K

Whe

Clay (per 2.5cm)

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

Top Soil (per 2.5cm)


Wood

BEYOND

THE

RIFT

139

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7 BATTLE MASTERS SECTION


Discharge Combat

DEFENSIVE TECHNIQUES
3 Seconds

1.5 second phase

1.5 second phase

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

DAMAGE #ACTIONS MODIFIERS

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

DAMAGE #ACTIONS MODIFIERS

Jab

None

Counter Strike
Hard Block

NOTES

125

DAM #ACTIONS MODIFIERS NOTES

Block

Hand-To-Hand Combat
1 second segment

DEFENSIVE TECH.

PG.

SKILL CHECK
PENALTY

REPAIR WEAPON
Without proper materials

-150

Without proper tools

-50

Without proper tools and materials.


JURY-RIG POWER SOURCE TO
CHARGE WEAPONS

-200
SKILL CHECK
PENALTY

Without proper materials

-100

Without proper tools

-100

Without proper tools and materials.


CREATE NEW AMMUNITION

-200
SKILL CHECK
PENALTY

Without proper materials

-100

Without proper tools

-100

Without proper tools and materials.

-200

With blueprints

+50

ARMOR REPAIR

PG.

131

Kick

1d8

Knee kick

1d6

Close
Range

Spin kick

1d10

Without proper tools

-100

Jump kick

1d10

Without proper tools and materials.

-150

Jump Spin kick

1d12

GRAPPLING TECHNIQUES
GRAPPLING
TECHNIQUES

PG.

Without proper tools


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

SPECIAL TECHNIQUES
SPECIAL
TECHNIQUES

PG.

124

DAMAGE #ACTIONS MODIFIERS

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

DAMAGE #ACTIONS MODIFIERS

REPAIRING LOST AI
Without proper materials

Without proper tools and materials.


REPAIRING LOST THR
Without proper materials
Without proper tools
Without proper tools and materials.
REPAIRING ARMOR OPTION

SKILL CHECK PENALTY


-50

SKILL CHECK PENALTY


-75
-40
-115
SKILL CHECK PENALTY
-50
-50
-100
SKILL CHECK PENALTY

Without proper materials

-20 per TL of option

Without proper tools

-30 per TL of option

Without proper tools and materials.

-40 per TL of option

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QUICK REFERENCE CHARTS AND TABLES


Joint Lock Flow Chart
Step 1: Apply Joint Lock
Attacker makes Hand-to-hand skill Check
Penalties = Attackers Str - Defenders Str, Normal Called Shot Penalties
Requires 1 Action

Step2: Defender Attempts to Avoid Lock


Defender makes HTH check using Defensive Action
Requires 1 action
Step 3b: Defender Succeeds
Joint lock fails
END

Step 3a: Defender Fails


Attacker has successfully
applied the joint lock

Step 4b: Attacker Controls Victim


Defender is at -30 to attack or defend

Step 4a: Attacker Injures Victim


Defender takes 2 pts of Real damage
+ attackers damage bonus for high STR.
Defender automatically escapes after attack
END

Step 5: Defender Attempts to Resist Pain


Defender makes System Shock Check
Penalty = 50%+ attackers HTH Skill Level

Step 6a: Defender Fails System Shock Check


Defender must comply with attackers commands
Defender fails to comply: Go to Step 4a
Defender complies: Go to Step 4b.
Step 6b: Defender Succeeds in System Shock Check
Defender may attempt to escape. Go to Step 7

Step 7: Defender Attempts Escape


Defender makes Hand-to-hand Skill check
Penalty = 5x attackers HTH skill level
OR
Defender makes Strength or Agility Check
Penalty = 5x attackers HTH Skill Level
ALL CHECKS ONE ACTION

Step 8a: Defender Fails to Escape


Go to Step 4b

Step 8b: Defender Escapes


END

BEYOND

THE

RIFT

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APPENDIX: MAZIAN COMBAT RULES

MAZIAN COMBAT RULES


Immunities
Mazians are immune to the Control maneuver
Mazians cannot be put into a joint lock or submission hold.
Mazians are immune to weak point attacks.

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

Mazians are typically non-aggressive, unassuming beings. They are


hardly the first to rush into combat, and usually leave all of the violence
to those who are best suited at it-Rams and Phentari and the like. But
don't let that fool you. Tangle with a Mazian hand-to-hand, and you're
in for a surprise.
Fighting a skilled biped grappler has been equated to fighting a
shark in water; fighting a Mazian is like fighting a vat full of Mega Glue.
You can do what you want to it, but eventually, you're stuck.
Mazians aren't very strong as a species, but consider that once it's
gotten hold of you, it can eventually bring a large percentage of its
strength to bear. Human grappler A tries to pin Eridani grappler B's
arm behind his back. For the most part, the human relies on the
strength of his upper body, his arms and shoulders, to do the work. But
if a Mazian can get into position, it can use its entire body to pin your
arm behind your back. And its whole body can generate more force
than most people can get out of one arm.
Of course, Mazians can't inflict a whole lot of damage in the
process. Unless they have some helpbut more on that later.

Mazian Hand-to-Hand Skill: The Basics


MAZIAN HAND-TO-HAND COMBAT
LEVEL

Without an IFN, Mazians are considered to be at half strength when


employing Joint Locks or Throws.
Strikes made without an IFN do no damage whatsoever.
Kicks and Head Attacks cannot be employed by the Mazian unless it
is in humanoid form.
Mazians may employ the Control maneuver against other Mazians. This
is in fact the primary technique used in Mazian vs. Mazian combat. The
general idea is for one Mazian to try to completely envelop the other, at
which point the first Mazian can cause considerable damage through
compression (squeezing really hard). It's ratheroddto watch.
With 20 levels of the Shape Change skill, Mazians are able to harden
parts of their body. This allows them to employ their full strength for these
maneuvers without an IFN, Strikes, Kicks, and Head Attacks included.

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%

Mazian Combat: You Can't Fight the Blob

17

+68

+6

85

50%

Picture the situation, if you will. You're fighting a Mazian, an oozing


blob with no discernible vital areas. Go ahead, hit it. Kick it. How much
is that going to accomplish? Maybe, you think, you should just grab it
instead. Good idea, until it flows down over your arm, immobilizing it.
Sure, you can move your arm a little, but the Mazian moves with it. And
you can't pull it out. When you try, it just flows over your other arm, and
you're in deeper. Try throwing it off, if you can. Soon it starts moving up
towards your neck, or stays on your arms and extends a single pseudopod toward your neck instead.
Now what's left? Bite it? Let's face it, you're in a very bad place. And
it's all because you thought it'd be fun to pick on the quite little blob in
the corner. Lesson learned.

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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APPENDIX: MAZIAN COMBAT RULES


'Pod Strength: The percentage of the Mazian's strength that may be
employed by a single pseudopod in combat. Note that this information
in this table supersedes the information regarding pseudopod strength
in the Shape Change Examples table, as combat training allows the
Mazian to learn to apply its strength more effectively. With no hand-tohand training, the strength limitations from the Shape Change Examples
table apply. The Shape Change Examples table under the Mazian racial
description explains that Mazians develop the use of multiple
pseudopods via their Shape Change skill, eventually able to create 20+
'pods they can use to manipulate objects. Using these 'pods in combat,
however, is another matter. A pseudopod that can manipulate the controls of a starship doesn't necessarily have the strength to twist someone's arm around. As the Mazian's combat skills increase, its ability to
effectively employ more pseudopods in combat increases, as does the
Strength those 'pods may employ.
With minimal combat training, a Mazian may decide to concentrate
its efforts on one attack to one body part, and in so doing employ 100%
of its strength (50% for Locks, Throws, or Strikes without an IFN or a
LVL 20 shape change skill). But with enough HTH skill, the Mazian may
employ multiple pseudopods in independent attacks on multiple body
parts of the opponent. Example: a Mazian with even 1 level of HTH skill
and a Strength of 60 may use two 'pods to make two separate attacks
against its opponent, each with an effective Strength of 30, or one attack
against the opponent with a Strength of 60. Each attack must be made
separately, and are treated like multiple hand or foot strikes by a biped.
The Mazian might, for instance, choose to try to Control one of its opponent's arms with its first attack, and after having achieved that, may then
use a second 'pod to attempt to control the opponent's other arm, or
attempt a choke, strike, or any other attack. Similarly, the Mazian may
instead use the second 'pod to fire a weapon or utilize another piece of
equipment without penalty, though combat modifiers still apply normally when firing a weapon.
At each point along the HTH skill table, the Mazian may choose to
employ fewer 'pods with the benefits gained at lower levels of skill.
Example: a Mazian with a 60 Strength and 13 levels of HTH skill may
choose to use 5 'pods in five separate attacks, each with an effective
Strength of 30, or may instead use 4 or fewer 'pods in separate attacks,
each with an effective Strength of 60.
In addition, the Mazian may also choose to utilize multiple 'pods in
a single attack. While this does not increase the strength of the attack,
it does increase the attack's chance of success. Each additional 'pod the
Mazian uses in a single attack affords the Blob a +10 to its attack roll.
Example: A Mazian with 9 levels of HTH may make 3 separate attacks,
each with a +36 to the attack roll (the normal HTH attack bonus), or
may instead choose to make one attack with one 'pod at +36 and
another attack with two 'pods at +46. It may also choose to make a single attack with all three 'pods at +56.
Note: Combining multiple pods into a single attack does not allow the
Mazian to exceed the Strength limitations as indicated in the table
above. Even if a Mazian with 13 levels of HTH chooses to make only 4
attacks, if it is using 5 'pods total, each attack is still made at 50%
Strength. The Strength limitation exists because the Mazian has yet to
learn how to effectively employ that many 'pods at the same time.
Combining them into single attacks doesn't overcome that problem.

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.

Use 4 'pods on three attacks - 2 on two separate attacks, and 2 on one


combined attack. The first two attacks are at +52, the third is at +62. All
are made with the full Strength of 50.

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.

Use 4 pods to make one attack at a +82 and a Strength of 50.

9.

Use 5 pods to make one attack at a +92 and a Strength of 25.

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

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APPENDIX: MAZIAN COMBAT RULES


Unlike the Dodge, wherein the Blob moves a portion of its mass out
of the way of the attack, the Envelop involves leaving its body in the way,
and wrapping itself around the incoming attack. It is harder to effect
than the Dodge-a -10 penalty is imposed on the attempt. However, if
successful, the attack is not only nullified, but the Mazian defender may
immediately make a free Control attack against the attacker. This attack
does not count against the Mazian's actions for the round (although the
Envelop defense does), and may be made regardless of how many
actions the Mazian has left for the round.
Expanded Equipment: IFNs
Mazians are non-violent by nature, and thus the majority of IFNs are
used to create internal frameworks that allow the Mazian to more easily and accurately mimic creatures with internal skeletons. But as many
Battlelords have experienced, the little guys can eventually be pushed to
violence. And that's another place where IFNs can come in handy.
Normally, a Mazian is unable to inflict any real damage by striking
on opponent. Let's face it, getting a pseudopod across the face isn't
going to hurt much. There's nothing solid behind it. Of course, a
Mazian with 20 levels of Shape Change can harden parts of its body, and
thus inflict damage with strikes. Mazians can do serious damage at level
20 if the optional Shape-shifting attack rules are used (See Granny's
Basket: LNL Reloaded PDF). But 20 levels of Shape Change takes a lot
of time to accumulate. IFNs, many have found, can be the Mazian's
equivalent of a roll of quarters in the hand.
IFNs are like big erector sets, and can be assembled into countless
shapes and sizes. This includes shapes and sizes much smaller than a
typical biped. By utilizing only a small section of an IFN (0.5 to 1m in
length), the Mazian is able to form sturdy enough pseudopods to inflict
normal damage (1 point plus Strength bonuses) with a strike. Most
Mazians are still not strong enough to inflict terrible damage with a
strike, but any damage is better than no damage.
The downside, of course, is that, like a limb, a 'pod using an IFN is
subject to Joint Locks or Control maneuvers. These attacks, if successful, don't inflict damage on the Mazian, but they do leave him with a
choice: compete Strength against Strength to pull the 'pod out of the
opponent's grip (treat as any biped held in a Lock or Control), or to
abandon the IFN, pulling the 'pod back into its body and leaving the IFN
section in the possession of the opponent. Abandoning the IFN does not
require a roll and cannot be contested, but does require one action.

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

Internal Battery Pack

AFP1

16

External Battery Pack

Finale

AFP2

18

External Battery Pack

Duster

100

External Magazine

AFP-S

18

External Battery Pack

Buster

75

External Magazine

Crusher

10

Internal Battery Pack

140

External Magazine

Squish

28

Internal Battery Pack

Shooter

75

External Magazine

Flattener

12

Internal Battery Pack

Vaporizer

250

External Magazine

Patty

45

Internal Battery Pack

Zapper

450

External Magazine

Adapt

35

External Battery Pack

Death2U

500

External Magazine

Diverse

75

External Battery Pack

Destructor

1,200

External Magazine

Able

130

External Battery Pack

30

External Battery Pack

Capable

115

External Battery Pack

Perfection

80

External Battery Pack

Terminous

50

External Battery Pack

AMTW2

External Battery Pack

30

1,800

External Battery Pack

65

5,500

External Battery Pack

Dis. Mode
AMTW5
MTW

Dis. Mode
AMTW7
Dis. Mode

75

AMTW10

8,500

External Battery Pack

Dis. Mode

40

CEDEUN
PARTICLE
WEAPONS

EAU1

55

External Battery Pack

EAU2

450

External Battery Pack

EAU3

550

External Battery Pack

CEDEUN
PLASMA
CANNON

AKS1

35

External Battery Pack

DJS1

20

External Battery Pack

SKS1

27

External Battery Pack

160

External Battery Pack

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

External Battery Pack

50

External Battery Pack

18

External Battery Pack

200

External Magazine

500

External Magazine

300

External Magazine

175

External Magazine

75

External Magazine

170

External Magazine

230

External Magazine

700

External Magazine

WHE PROJECTILE Emis6


Drak1
WEAPONS
RIFLES
Drak2

1,500

External Magazine

400

External Magazine

2,000

External Magazine

WHE PROJECTILE Drak2A


WEAPONS
MACHINE GUNS Machier7

2,000

External Magazine

1,500

External Magazine

WHE MASS
DOUBLERS

DY8

6,000

Internal Magazine

Kemde3

8,000

Internal Magazine

30

External Battery Pack

1,200

External Battery Pack

KuD9

10,000

Internal Magazine

30

External Battery Pack

Ud9

1,200

External Magazine

280

External Battery Pack

XK8

12,000

External Magazine

5,000

External Magazine

External Battery Pack

Mazz3

7,500

External Magazine

External Battery Pack

JDU6

1,000

External Magazine

160

External Battery Pack

Dij

50

External Battery Pack

2,000

External Battery Pack

Mij

45

External Battery Pack

External Battery Pack

Traj

35

External Battery Pack

External Battery Pack

Mij2

35

External Battery Pack

1,000
1,100
450

3,000
4,000

External Battery Pack

LL-50

5,000

External Battery Pack

XRL-1

8,000

External Battery Pack

XLR-1RF

8,000

External Battery Pack

WHE RAIL GUNS Yulu7

WHE WALL GUN

* See Lock-N-Load: Reloaded for more information on magazine and


battery types.

BEYOND

THE

RIFT

145

Chap7letter:Chap7Version9v5

12/8/09

10:02 PM

Page 146

INDEX
A

Action Summary 118


Actions 117
Advanced Combat Rules 118
Adventure Seeds 133
Aktai 11, 110
Aktai Armor 77-78
Aktai Force Weapons 58, 63
Able 64
Adapt 63
Capable 64
Diverse 63
Perfection 64
Terminous 64
Aktai Full Pumps 58, 62
AFP-S 63
AFP1 62
AFP2 62
Aktai Local Gravitic Accelerators (LGAs)
58, 63
Crusher 63
Flattener 63
Patty 63
Squish 63
Aktai MTW 58, 64
AMTW10 65
AMTW2 65
AMTW5 65
AMTW7 65
Aopdown 113
Armor 77, 131
Armor Options 83, 139
A-Grav System 83
AMS 83
Anti-Meson Field 83
Atmospheric Processor 83
Cloaking Device 83
Combat Shield 84
Dispersal Unit 84
ECCM Module 84
Flight Systems 84
FOF Transmitter 84
Gravitic Compensator (major) 84
Gravitic Compensator (minor) 84
Laser Detector 84
Nutrient Dispenser 84
Radar Detector 84
Rebreather 84
Regenerating 84
Search Light: 84
Self-Sizing 84
Sensor Suite 1 85
Sensor Suite 2 85
Sensor Suite 3 85
Stealth System 85
Waste Processor 85
Armor Repair 131, 140
Armor vs. Hand-to-Hand attacks 118
Attack Techniques 121
Authorities 112

Basic Combat Rules 117


Black Market 132

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

Disrapan Armor 78-79


H-DA 79
L-DA 79
M-DA 79
SH-DA 80
Disrapan Blinding Lasers 59, 66
HILD 66
LL-20 B 66
T3 Tac 66
Disrapan Cutting Lasers 59, 66
CR 10 67
MiS 5 67
ML3 TR 67
TR 5 67
TR 8 67
Type 3 TR 67
Disrapan Impact Lasers 59
Disrapan Missile Systems 68
M-19m 68
M-1d 68
M-2f 68
M-4c 68
MK-15 69
MK-4 68
MK-5 68
MK-6 68
MK-6a 69
MK-7 69
MK-9b 69
Disrapan Missiles 60
Disrapan Nuclear Lasers 59, 68
XLR-1RF 68
XRL-1 68
Dul 23
Dul Armor 78, 80
Armored Suit 80
Ceremonial Armor 80
Chest Plate 80
Soul Prism 80
Dul Weapons 69

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

Hand Weapons 58, 62


BFH 62
Blade Launcher 62
Collapsible Staff 62
Electro-nails 62
Laser Knife 62
Laser Lance 62
Laser Sword 62

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Page 147

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

Trihs Finale 102


Undying Warrior 98
Vibe Strike 98
Matrices, Combat Matrix Advancement
Table 101
Matrices, Matter Control 102
Bond Lock 105
Bond Reinforce 106
Change Color 103
Change Conductivity 103
Change Luster 103
Change Opacity 104
Change State 105
Change Texture 103
Combination 107
Create Matter 107
Create Shield 103
Create Wall 104
Decrease Density 106
Detect Movement 103
Disintegration 104
Disintegration II 106
Dispersal 106
Duplicate 106
Fission 106
Friction Control 103
Fusion 107
Glow 104
Glue 103
Increase Density 107
Invisibility 106
Join 103
Magnetize/Demagnetize 103
Make Brittle 104
Mark Object 103
Permanency 106
Petrify 105
PH 103
Poison Touch 104
Projectile Weapon 105
Rearrange 106
Repair Object (Complex) 106
Repair Object (Simple) 105
Reshape 105
Sharpen 103
Shatter 104
Shrinking 107
Sonic Beam 105
Space Bubble 105
Temperature Control 104
Time Bomb 105
Matrices, Matter Control Advancement
Table 107
Matrices, Vacuum Control 91
Camouflage 91
Cloak 93
Create Cavern 92
Danger Sense 93
Detect Matter 92
Dimensional Teleport 93
Drill 92

Find Radiation Source 91


Fracture 92
Gravity Well 94
Mind Link 94
Mineral Scan 92
Project Null Atmosphere Bubble 92
Radar 92
Radiation Shield 92
Read Thoughts 93
Shield Mind 93
Sleep Shell 92
Stargate Creation 94
Teleport (Large Object) 94
Teleport (Self) 92
Teleport Object 93
TK 93
Wormhole Communication 94
Zero-G Flight 92
Matrices, Vacuum Control Advancement
Table 94
Mazian Combat Rules 142
Mazier Beta 5 115
Medical Equipment 88-89, 139
Aktai cellular regenerators 89
Jump Stick 89
Whe Heal Cubes 88
Meeting the Natives 129
Mental Skills 51, 137
Mitron 115
Money 110
Multiple Weapons 118

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

Racial Preference 38, 137


Rakasa 3 115
Raxe 114
Razaa 31
Razaa Armor 78, 81
Armored Suit 81
Battlesuit 82
Command Suit 82
Warsuit 82
Zad-hide 81
Razaa Continuous Effect Disintegrators
(CEDs) 60, 70
BFG-1 71
Foebender 71
Wargun 71
XG-1 71
Razaa Plasma Weapons 71
MakZa 71
MigZa 72
TaZiZa 72
TragZa 72
TraZa 71
Rift 127
Running a campaign 129

Vehicle Skills 55, 137


Vewhig 114
Vital Statistics Comparison 38, 137
Vital Statistics Minimum/Maximum 137

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

Warmongers Mercs 114


Weak point attacks 125
Weapon Repair 130, 140
Weapon Skills 55, 137
Weapons 57, 130
Weapons Control 112
Whe 35
Whe/Aktai Front 112
Whe Ammunition 75, 137
Whe Anchors 75
Whe Armor 79, 82
Akfu 82
Duy 82
Jduy 82
Nak 82
Tracklar 82
Yun 83
Whe Defensive Fields 139
Whe Fuses 75, 137
Whe Invasions 112
Whe Mass Doublers 61, 73
DY8 73
Kemde3 73
KuD9 73
Whe Projectile Weapons - Machine Guns
61, 72
Drak2A 72
Machier7 72
Whe Projectile Weapons - Pistols 61, 72
Dramier 72
Tramie 72
Waks 72
Whe Projectile Weapons - Rifles 61, 72
Drak1 72
Drak2 72
Emis6 72
Whe Rail Guns 61, 73
JDU6 74
Mazz3 74
Ud9 74
XK8 74
Yulu7 74
Whe Specialized Ammunition 75, 139
Acid 76
Anti-personnel 76
Chemical Attack 76
Concussion Rounds 76
Disintegrator Rounds 76
Flash 76
Freezer 76
Glue 76

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.

These Rift Runners are paid obscene amounts of money by their


corporate sponsors to enter the vortex and make scientific
measurements of the phenomenon. Not all of them return, but not
all of them meet their demise either. The truth is there are other
universes beyond the rift. . . and they have already been discovered. Discovered by those who never return. Trapped on the other
side. Trapped beyond the Rift.
Welcome to Zenax.

Check Out all of


SSDC's Products
Online at

ssdc.com

Tony Oliveira

Beyond the Rift features:


Detailed campaign setting beyond the boundaries
of the known universe
7 new and fully detailed player character races
I was just growing up tables for each new race
Over a dozen new alien weapon systems
New alien armor, armor options, defensive
systems, and equipment
3 new matrix disciplines and over 100 new
matrices, including new combat focused matrixes
Advanced hand-to-hand combat and martial arts
rules for any Battlelords game
New Mazian combat rules and Mazian hand-tohand skill
Dozens of scenario ideas for starting your Zenax
adventures
Rules for playing an extended campaign away
from Alliance controlled space

$19.95 (US) SSDC7001


ISBN 978-1-931320-04-7

Roleplaying In A Dangerous Future

FEATURING THE

SSDC7001

Enter the Zenax Galaxy

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