Sie sind auf Seite 1von 118

As a preface to this document, it would be a good idea to start off with why I (Artorian Runaan on the new

forums) needed it. As much as it would have been nice to set off to give everything the Imperium has
mechanics, that’s entirely too much for me. I just needed the weapons and armour of the basic agents as
well as Jürgand. Why? Because my own Anima campaign will end up with the players working for the
Imperium/against the Imperium/ or whatever crazy third option they come up with. And I admit I took that
picture of Urda from the Core Book and turned her into a renegade that needed stats yay.

Additionally, I’m also designing little perspective switched one-shots, wherein the party gets to play
entirely different groups of character to set the world scene in an OOC/Meta way. A party of Imperium
Agents or Jürgand is somewhere on that list hah.

Now, as for influences that gave me fuel, I credit my memories of Light and Blues comments on the old
Cipher Forums. And also terribly machine translated versions of their comments on Edge’s spanish
forums haha... Warhammer 40K, some vaguely referenced Iron Man gear, generic sci-fi tropes, and
things I can’t remember with my poor brain at this time influenced the rest. I can also credit the fantastic
illustrations of Wen-M as being a awesome visual aid that helped work out some other kinks here and
there.

In that regard, my ideas are kinda all over the place, so feel free to take, tweak, and get rid of what you
guys think is too much. The Power modes of the equipment especially were an odd thing for me, because
as much as I feel they’re overly complicated, I also felt them a necessary balance mechanic that would
put a time limit on my players to get their butts moving. The math isn’t quite there yet I feel, but I was
going for an hour-several hours operational time in reference to the Seven Hours of Fire that Solomon
suffered and the apparently short times of Jürgand’s operations.

Unless specifically stated somewhere, the bonuses provided by the Imperium’s equipment does does not
stack with artifact abilities. Thus “Power Assist” would not stack with an artifact boost that increased
athletics abilities or movement. This can be seen twofold, first Jürganeth armour is in my opinion a
technomagical artifact in of itself, and second, all technomagic processes no matter how minor warp and
distort the user’s bonds with any low to middling grade artifact.

(Don’t forget to enable document outlines under “”View”, helps a lot.)


Jürganeth, Armoury:
Name Armour Natural Movement Damage Fortitude Presence Location Class
Requirement Penalty Restriction Barrier

Jürganeth, Light 20 0 0 80 20 50 Complete Hard

Jürganeth 40 0 -1 100 24 50 Complete Hard

Jürganeth, Heavy 60 -20 -2 120 26 50 Complete Hard

Jürganeth, +20 Base -20 Base -1 As Base Base Base Complete Hard
Experimental

Jürganeth, Patriarch Base Base Base +20 Base +2 Base Complete Hard

Jürganeth, Protection Values​:


Name Cut Impact Thrust Heat Electricity Cold Energy

Jürganeth, Light 4 4 4 4 4 4 4

Jürganeth 6 6 6 6 6 6 6

Jürganeth, Heavy 8 8 8 8 8 8 8

Jürganeth, Experimental +1 +1 +1 -1 -1 -1 -1

Jürganeth, Patriarch +2 +2 +2 +2 +2 +2 +2

Jürganeth, Helm:
Name Armour Perception Damage Fortitude Presence Location Class
Requirement Penalty Barrier

Jürganeth, Visor 0 -0 Perception 60 14 15 Head Hard

Jürganeth, Helmet 10 -30 Perception As Armour 20 25 Head Hard

Jürganeth, Experimental +10 Base -20 As Base Base Base Head Hard

Jürganeth, Patriarch Base Base +10 +20 Base +2 Base Head Hard

Jürganeth Helm, Protection Values​:


Name Cut Impact Thrust Heat Electricity Cold Energy

Jürganeth, Visor 2 2 2 2 2 2 2

Jürganeth, Light 3 3 3 3 3 3 3

Jürganeth 4 4 4 4 4 4 4

Jürganeth, Heavy 6 6 6 6 6 6 6

Jürganeth, Experimental +1 +1 +1 - - - -

Jürganeth, Patriarch +2 +2 +2 +2 +2 +2 +2
Jürganeth, Light​: The lightest of Jürganeth armours, this set of sleek armour is nearly form fitting with how close it
conforms to its user’s body, though it sacrifices armour thickness and coverage to do so. With nothing restricting their
movements, those that wear these armours benefit from a quickened stride, and with some further upgrades, this can
bring the wearer up to quasi-divine speeds. The standard colour for all Jürganeth armours is white plating
interspersed with glowing red technomagic generators and a dark undersuit, but an entirely different colour scheme
with various tertiary or quaternary colours can be used to denote functions and ranks amongst certain patriarchies.
Jürganeth​: Standard Jürganeth, the baseline of powered protection is like little else on the surface of Gaia. Heavier
than the heaviest armours yet with little maneuverability issues, Jürganeth armour is a perfect balance of protection
and speed thanks to the heavy armour plating which covers almost all of its wearer’s body, and it is no mistake that
the vast majority of the Imperiums military forces use it above other choices. The standard colour for all Jürganeth
armours is white plating interspersed with glowing red technomagic generators and a dark undersuit, but tertiary or
quaternary colours can be used to denote functions and ranks amongst certain patriarchies.
Jürganeth, Heavy​: With extra thick adamantium plating and an overall increased amount of plates, heavy Jürganeth
is rock solid, a literal wall of moving metal that few Gaian weapons could ever hope to harm. Most often equipped
with modules built to reinforce its wearer’s strength, this class of Jürganeth is thus usually applied to allow its wielder
to use super heavy infantry weapons such as massive assault cannons. It is uncommon for an individual to request to
wear this armour directly, but it isn’t unheard of. Some desire the heaviest defenses after all. The standard colour for
all Jürganeth armours is white plating interspersed with glowing red technomagic generators and a dark undersuit,
but tertiary or quaternary colours can be used to denote functions and ranks amongst certain patriarchies.
Jürganeth, Helm​: The final piece that completes the coverage of the Jürganeth armour, a helm covers every inch of
its wearer’s head save for their face and neck, which are covered by a thick sheet of glass and the armour’s undersuit
respectively. The importance of a helm extends beyond protection however, as it is where the agent gets all of their
tactical data from, not to mention it is how they communicate with their teammates and squadron over long-distances.
Without it, an agent can be stranded from his squad lest he possesses an external communicator of his own. Young
Jürgand agents have the importance of communication drilled deeply into them at every opportunity, and are thus
taught to always protect their helm for this very reason.
Jürganeth, Visor​: A thin glass sheet wrapped around the front half of one’s face upon which holographic data is
projected, it is attached to the head by a sturdy headband. In its basic function, a Jürganeth visor is meant to free up
one’s perceptions while providing all of the abilities that come standard in a Jürganeth helm. This leaves the agent
more vulnerable to ambushes or stray projectiles, but for the tracker type agent this is little cause for concern in
comparison to the benefit of eliminating the vision obstruction that is a helmet.
Jürganeth, Experimental​: Not a armour classification on its own, an experimental set of Jürganeth is any one of the
standard three classifications fitted with some non-standard device, usually a prototype built by teams of researchers.
These untested field devices tend to set amok the armour’s ability to move properly, at least until the kinks are
worked out and the device is optimized. The general increase in bulk does up-armour its protection however.
Occasionally, these sorts of armours may be built by enterprising Jürgand agents who want to deeply customize their
own abilities, but most of the time it just happens to be a singular unfortunate agent gets lumped into a testing branch
where an obsessed researcher can’t stop testing new devices or advances on them.
Jürganeth, Patriarch​: Like experimental Jürganeth, a set of Jürganeth built for a squadron’s Patriarch isn’t actually a
classification on its own, rather it is a modification to one of the three standard grades. Well, less a modification and
more a ground-up redesign of its functions, protective systems, and its computing abilities, a patriarch-tye armour is a
truly exemplary display of technomagical might on the part of the Imperium. While it is titled “patriarch-class”, this type
of Jürganeth also covers equipment assigned to a squad’s Dominus in addition to a squadron’s Patriarch. Essentially,
it is a command-variant built only for the Imperium’s leaders, and such armours display a wider range of abilities than
their inferior counterparts.

Typical Agent/Jürgand categories​: Assault, Tracker, Stalker, Support, Leader


Jürganeth Inherent Abilities:
Adamantium Construction​: Each type of Jürganeth provides its wearer with a Damage Barrier based upon its size.
Additionally, as all Jürganeth is deeply protective against the elements thanks to powerful technomagic generators,
any heat, cold, or electrical attacks that penetrate this Damage Barrier have their base damage reduced by -30.
Sealed Environs​: Jürganeth provides its wearer with an immunity to climatic phenomena regardless of whether a
helmet is worn or not, thus allowing the wearer to survive in extreme tundras or underground regions. However, if a
helmet is worn, then the wearer can also survive in the vacuum of space and ignore air-borne toxins or special
attacks based on the transmission of gases.
❖ The power draw to refine and recycle the armour’s internal air tanks is miniscule, and as such it works in all
power modes.
Beyond Human​: Jürganeth provides inhumanity to its wearer, as its synthetic muscle fibers, technomagical
generator, adamantium construction, and low-level symbiotic nature reinforces its wearer enough for them to surpass
human limits.
❖ The armour continues to provide Inhumanity in Low Power mode, but ceases to provide the bonus in
Minimal Power mode.
Physical Reinforcement​: Jürganeth amplifies the force, resilience, and speed of its user’s body to just beyond peak
human performance, giving its wearer a decidedly elevated potential for all physical activities. All Jürganeth armours
raise the four physical characteristics (perception not included) of the user to a minimum of 10. If a character already
possess a 10 or higher in a given characteristic, the armour instead grants them a +1 bonus, to a cap of 12.
❖ In Minimal Power mode, the +1 bonus is eliminated. Otherwise, this is a basic function of the armour’s
symbiotic construction and it functions under all power modes.
Power-Assist​: Jürganeth provides significant enhancements to its wearer’s athletic capabilities. Firstly, it boosts their
movement rate by +1. Secondly it increases all of their athletics secondary abilities save Piloting by +40. This does
increase Feats of Strength and Sleight of Hand as well. Finally it causes its user to multiply the period of time they
suffer fatigue loss after by x10, as if they had the "Use of Necessary Energy" Ki Ability.
❖ The default state of power-assist is Low Power Mode. If the armour is on Minimal Power mode, then the
bonus to movement and athletics secondary abilities are both removed. In Minimal Power mode the armour
continues to provide x10 to the fatigue rate of the user, as it is a function of the armour’s inherent
construction
Existential Shield​: Jürganeth provides its wearer with layered with supernatural protections for mind, body, and soul.
It provides Energy AT specific to what kind of Jürganeth is worn (this is taken into account above), and additionally
augments its user’s resistances by +20.
❖ In Low Power mode, the resistance bonus is halved to +10. In Minimal Power mode, the bonus ceases
entirely. The armour’s energy AT is halved while in Low Power or Minimal Power mode.
Unique Modules:
Depending on the function required for a specific Jürgand, modules like optical camouflage, enhanced power-assist,
jet-packs, climbing equipment, pilot interfaces, power packs, or user-locks are available as necessary. It is possible to
have almost all of the modules, but the power draw is extremely significant, not to mention it is rarely approved for
singular agents.
❖ Optical Camouflage (Tracker)​: Tracker type agents that make use of optical camouflage are able to turn
themselves completely invisible (or only specific parts of them if desired), as well as reduce their chance of
being detected by other senses. Firstly when Invisible, only those who can See the Supernatural can roll
Notice or Search to detect the user, and the checks for either are 320 Inhuman and 240 Almost Impossible
respectively. Secondly, while purely of visual nature itself, the optical camouflage is installed with minor
modules that work to reduce the scent, sound, and physical presence of their user through refined magical
processes, penalizing Notice, Search, (and Track) checks made against the user for those abilities by -40.
Lastly it becomes slightly harder to detect the agent mystically while the optical camouflage is engaged, and
they receive a +40 to their resistances to defend against any sort of detection, and at minimum are given a
Ki Concealment ability of 120 if they do not already possess a superior ability.
➢ Minimal Power mode is the default setting, though a Combat Power mode is available, during
which it becomes impossible to notice the user with Notice and the difficulty of the Search check
becomes 320 Inhuman
❖ Optical Camouflage (Stalker)​: Stalker type optical camouflage modules work exactly the same as Tracker
modules, save that they additionally give its user the option to physically transform the Jürganeth armour
they wear into variable styles of dress in order to allow its user to blend in with the people around them.
❖ Enhanced Power-Assist​: This module is typically installed into heavier sets of Jürganeth in order to
counteract their slower natures, and it doubles the bonuses to athletics abilities provided. It also further
increases its user’s Movement by +1, an increase which allows the wearer in question to reach speeds up to
15 if they are not already capable of Zen level feats.
➢ The default state of Enhanced Power-Assist is Low Power mode. If the armour is on Minimal Power
mode, then the bonus to movement and athletics secondaries are both removed. As usual, the x10
increment for increasing the duration of time before Fatigue is lost (just like Use of Necessary
Energy) remains, as it is a natural function of the armour.
❖ Enhanced Pseudo-Muscle Fibers​: A set of Jürganeth with upgraded inner layers of extra sinuous and
graceful pseudo-muscle fibers can when combined with training, enhance the wearer’s hand-eye
coordination and flexibility to truly fascinating and unnatural levels. This module increases the benefit gained
from physical reinforcement to a base value of 12 in both Dexterity and Agility. If the character possesses
abilities at that level or higher however, they instead receive a +1 bonus to each (no cap) and a +10 bonus
to their base speed. This upgrade allows the user to make inhuman level dexterity and agility checks, though
this is relevant only in Minimal Power mode.
➢ The default state of enhanced pseudo-muscle fibers is Low Power mode. When in Combat Power
mode, increase to +2 the Dexterity and Agility bonus and +20 the Speed bonus. Additionally when
in Combat Power module, the armour allows its wearer to perform Zen-level dexterity and agility
checks, even if they are incapable of acting at inhuman levels originally. In Minimal Powered mode,
the increase to speed is removed, but the basic Dexterity and Agility replacement, Dexterity and
Agility increase, and the ability to reach inhuman checks remain as they are natural functions of the
armour.
❖ Enhanced Hydraulic Strength​: A set of Jürganeth upgraded to have a thicker, heavier, and overall studier
internal structure can when combined with training, enhance the wearer’s muscle force and resilience to
truly amazing levels. This module increases the benefit gained from physical reinforcement to a base value
of 12 in both Strength and Constitution. If the character possesses Strength at that level or higher however,
they instead receive a +1 Strength bonus (to a cap of 13) and an increase of +1 to their weight index (cap of
14). This upgrade allows the user to make inhuman level strength checks, though this is relevant only in
Minimal Power mode.
➢ The default state of enhanced hydraulic strength s is Low Power mode. When in Combat Power
mode, increase to +2 the Strength bonus (cap of 14). Additionally the wearer gains a natural ability
to cause Impacts up to their Strength -2, furthermore they can reach a weight index of up to 15, and
finally they gain the capacity to perform Zen-level strength checks even if they are incapable of
acting at inhuman levels originally. In Minimal Powered mode, the increase to weight index is
removed, but the basic Strength and Constitution replacement, Strength increase, and the ability to
reach inhuman checks remain as they are natural functions of the armour.
❖ Spiritual Reinforcement​: With special circuitry and an extra powerful generator synchronized to either its
user’s mind or soul, a set of Jürganeth with this upgrade can give its wielder a decidedly elevated potential
for all mental activities. This module increases two of its user’s Intelligence, Power, or Willpower
characteristics to a minimum of 12. If a character already possesses a 12 or higher in a given characteristic,
the armour instead grants them a +1 bonus, to a cap of 15.
➢ In Minimal Power module, the +1 bonus is eliminated. Otherwise, this is a basic function of the
armour’s symbiotic construction and it functions under all power modes.
❖ Jet-Pack​: Small stabilizers built into the Jürganeth’s boots and gauntlets, combined with a miniaturized
engine secured to its back, allows its user to fly high into the sky. It has several flight speed modes
representing different levels of power consumption for more or less speed. Boosted (12), Standard (10), and
Glide (6), which correspond to Combat Power, Low Power, and Minimal Power respectively. A jet-pack is
incompatible with a power-pack except in the case of certain experimental armours.
➢ Power draw can be increased by +1 in either Combat Power or Low Power modes to temporarily
increase the jet-pack’s flight value by +1.
❖ Climbing Equipment​: These passive systems do not require anything in the way of power requirements,
and simply represent inbuilt modifications to the Jürganeth’s superstructure like retractable pitons or
climbing picks, nearly indestructible climbing wire, grav stabilizers, and a sticky webbing on the palms and
soles of the armour to make climbing far, far easier. In total, the user counts as having a +80 bonus to their
climb skill and can climb any sheer vertical surface even if it’s perfectly smooth. This modification also allows
its user to move at a rate of one-half their movement value instead of one-quarter when climbing.
❖ Pilot Interface​: This module represents modification to the armour’s superstructure and cabling, allowing its
wearer to automatically download relevant information from their craft by plugging directly into its flight
computers. This translates to a +40 to the user’s Piloting Skill (regardless of aircraft, groundcraft, spacecraft,
or watercraft). This module does consume power to run heavier computational processes, but the draw is
generally picked up by the craft’s generator.
❖ Power-Pack​: While unusual in most circumstances, both the more well equipped agents of the Imperium
and Jürgand agents themselves have had need for more power for extended operations. Thus, a
power-pack that takes the form of a slender backpack is delivered during the operation or prepared entirely
beforehand. It itself has no Power draw, as its sole function is to of course increase the base armour’s
Anima Core rating by 50%. This increase directly affects both maximum and current power, thus normal
Jürganeth at 437/540 would become 707/810. If used on its lonesome, in the case of say weapons or for
other devices, a power-pack has 200 Units of its own power which to provide fuel. A power-pack is
incompatible with a jet-pack, except in the case of certain experimental armours.
❖ Ki Enhancer​: While not used by all of Jürgand’s forces, ki enhancers are certainly common enough
amongst those agents who wish to burn as brightly as possible during combat at the expense of operation
times. Once per turn, a ki enhancer module allows its user to consume 3 power in order to increase three of
his ki accumulations by +1.
❖ Magic Enhancer​: The Gift can be induced within children the Imperium deems fit, but even then, its magical
numbers are lower than its domine users by far. This module is thus not as commonly equipped, but when it
is, it can allow its user to cast just a small bit quicker, a huge difference in a life or death situation. Once per
turn, a magic enhancer module allows its user to consume 5 power to increase his magic accumulation by
+20.
❖ Matrix Enhancer​: The rarest of modules despite psychic powers being almost as common as domine use
amongst Jürgand agents, a matrix enhancer gifts its user a minor amount of power they can direct at will to
whatever they desire. While useful, few Jürgand have need of actively enhancing their powers when their
teachers often beat into them reliability and consistency is key, so maintained powers reign supreme.
Mechanically, once per turn, a matrix enhancer module allows its user to consume 5 power to generate 2 PP
he is free to spend as he pleases. If used to increase a maintained power or temporarily purchase a new
power or innate slot, the effects end after the combat ends.
❖ User Lock​: A set of Jürganeth equipped with a user lock only operates for the person gene-coded into its
programming. An unauthorized user cannot utilize any technological functions of the armour save its natural
capacity to reduce their rate of fatigue loss. If they can even fit into a set of armour not customized for their
frame that is.
❖ Symbiosis​: All Jürganeth armours are to some extent symbiotic in their nature, and the bonuses in the
various other abilities such devices can possess are reflective of that. The armour is not sentient, but it
almost seems to act before its wielder does, always guiding them in whatever situation they find themselves
in. A set of Jürganeth that has undergone the process of accepting a symbiosis module has however, taken
this line of inquiry to the furthest possible extreme, no, beyond even that extreme. Extremely rare, no,
essentially unique, an agent who equips his armour with this module is making an irrevocable decision. He
will unite with his armour in a painful process that sees his flesh assimilated into the adamantium structure of
his armour, and in reverse, the cables, arcane circuitry, pseudo-muscles, hydraulics, and generator of his
armour will run like blood, forming tendrils which pierce into his body all over until neither one can be
recognized separately. The effects of this module are thus;
➢ Assimilation​: Once adopted, a Jürganeth equipped with a symbiosis module can never be
removed. The exception is one’s helmet, which may be removed as pleased. Painfully, however.
➢ Naturalized​: All abilities and modules of the Jürganeth armour become naturalized. That is, they
become inherent functions of the character and no longer require power to function. The exception,
are abilities that directly require extra power to function or increase their functions. Such abilities
must be paid with one of the following resources per turn of activation; 5 Ki, 50 Zeon, 2 PP, ​1
Fatigue,​ or 10 Life Points. Additionally, this process grants its user the Without Consciousness,
Does not need to Eat, Does not need to Breath, Immunity to Natural Diseases, Immunity to Natural
Poisons, Immunity to Climatic Phenomena, and Half Pain Penalties Essential Abilities. Because a
set of Jürganeth ceases to be a separate item of its own and becomes a semi-living entity, no
further modifications can be made to the armour and its chosen modules or special functions.
➢ Undying​: Even after the agent wearing a symbiosis equipped Jürganeth perishes, even after his
body rots to dust, his armour continues to fight on, pushed past its limits by the will of the
semi-sentient armour. Mechanically, to truly kill an agent equipped in such a fashion, one must
utterly annihilate their body and armour, removing any trace they existed. Otherwise, for as long as
the armour exists and functions, for as long as it still as an arm to fight and a leg to move, it will do
so using all the statistics and powers of its deceased user save with the addition of Physical
Exemption. Of course, the armour suffers a -40 penalty to All Actions when doing so, for it isn’t
entirely conscious of itself and only uses the natural impulses of its deceased user, but
nevertheless it will fight. Outside of combat, an agent in this state is a simple puppet that obeys its
orders to the letter, and for all intents and purposes, ceases to be a character.

Jürganeth Inherent Helmet and Visor Abilities​:


V.I. Enhanced Perception​: Both Jürganeth visors and helmets provide a passive +30 to their wearer's Notice,
Search, and Track secondary abilities thanks to a non-sentient virtual intelligence which processes visual information
and compacts the formatted data into the user’s mind with a low-key telepathy.
❖ In Low Power Mode this bonus is halved. In Minimal Power Mode, it is removed as the V.I. is shut off.
Sensor Suite​: While wearing a Jürganeth helm or visor, its user benefits from Night Vision, Heat Vision, and See the
Supernatural.
❖ In Low Power Mode, the wearer can only access two modules at a time rather than all at once. In Minimal
Power mode, the wearer can still utilize his sensor suite, save that it remains locked on the last special
vision mode it was used on. In other words, if he wants to change the module he will have to power the suite
up to at least Low Power mode.
Passive Radar​: The passive detection systems of Jürganeth helms and visors utilize a final Search skill of 240
Impossible to acquire and display upon a circular or spherical heads-up-display all nearby lifeforms in a 100 meter
radius. As the radar operates based on detection principles rather than sight, its systems utilize Extrasensorial Vision
and ignore physical obstructions in their way. Additionally, this radar system may be hooked up to a single special
vision module that the helm or visor possess, meaning it can also assist its user in detecting special individuals,
penetrating illusory barriers, and in general cataloguing data not typical to the radar’s usual functions.
❖ The default state of passive radar is Combat Power mode, though at the cost of 1 additional power, it may
double the range at which it operates. In Low Powered mode, the radius of the scan is halved to a base of
50 Meters and its final Search skill reduced to 180. In Minimal Powered mode, its final Search Skill is further
reduced to 140.
Unique Modules, Helm:
As with normal modules for Jürganeth armour as a whole, there a few modules meant solely to be equipped to an
agent’s helm or visor.
❖ Target Acquisition​: Utilizing radar arrays and targeting computers synchronized across all of his weaponry,
the wearer of a Jürganeth helm or visor can intentionally lock on to his foes and increase the accuracy of his
ranged attacks or even eliminate the penalty of multiple shots against the same target thanks to complex
targeting arrays. Aiming becomes a passive action, thus allowing him to perform other actions without
disturbing his bonuses. The bonuses received from aiming are also doubled. Additionally, he may instead of
receiving the normal aiming bonus to his Attack ability, eliminate the penalty of additional attacks against a
single target for as many turns as he spent aiming passively. Thus aiming passively for one turn allows the
user to shoot twice without penalties, while aiming for two turns allows the user to shoot thrice without
penalties. Each set of Jürganeth armour has a cap of how many additional attacks they can eliminate the
penalty of thanks to limited module space. Normal armours are limited to one, experimental or heavy
armours are limited to two, and patriarch armours are limited to three. Some variants allow its user to track
multiple targets and spread penalty eliminated shots a variety of foes instead of a single target.
➢ In Lower Powered Mode, the helm or visor or loses the ability to eliminate additional shot penalties
and his aiming bonus is no longer doubled. Target acquisition cannot be used in Minimal Power
mode.
❖ Target Acquisition (Sweeping)​: This variant of a target acquisition module allow for its user to target
multiple foes with its penalty-free attacks. Otherwise aside from an increased power cost it functions the
exact same.
❖ Melee Target Acquisition​: While not as robust or used as often as the normal target acquisition modules, a
Jürganeth helm or visor can be fitted with a module to instead direct his target computers towards assisting
melee attacks. Combining such modules cannot be done unless the armour is of patriarch or experimental
grade. The benefits of the module including granting all melee attacks the Precise trait, and contrary to the
general rules, it allows its user to aim their attacks (passively) just like if they were using a ranged weapon.
Like with normal target acquisition, its user may exchange the bonus to Attack from aiming for an amount of
penalty-free additional attacks equal to the amount of turns spent aiming. Normal armours are limited to one
additional attack without penalty, experimental or heavy armours are limited to two, and Patriarch armours
are limited to three. Melee target acquisition automatically tracks all foes within close range, allowing for its
additional attacks to be split between targets withotu further upgrades.
➢ In Low Power or Minimal Power modes, the melee target acquisition module is disabled entirely, as
its power draw is more significant than its sibling.
❖ Enhanced Sensor Suite​: In addition to the base few modes a Jürganeth helm or visor provides its wielder,
a module can be equipped to expand its functions with one extra vision . This can be taken multiple times to
add more visions. A list of example visions or sensor additions include, Electromagnetism, X-Ray,
Echolocation, Gnosis, Elan, Growth Potential, and Truth.

Jürganeth Power Costs:


All Jürganeth systems and abilities consume power. An armour (as well as any connected helm or visor)) can only
operate for so long before the intense power draw requirements of the technomagical systems involved overwhelm
the armour's Anima Core. As Anima is a gnostic fuel source that must be obtained by all agents back at Imperium
Facilities, this essentially limits any user to relatively short term stays on the surface of Gaia unless they have
back-up modules, additional methods of acquiring Anima (by killing Gnosis 35-45 Beings to extract it after death), or
another less efficient power source to begin with (like zeon). Low or Minimal Power modes shut off non-necessary
functions to conserve power use for combat only, allowing the armour to sustain itself for much longer periods of time.
Each rank of armour has the following amount of power resources;
❖ Jürganeth: 540 Anima Core Power
❖ Jürganeth, Light: 520 Anima Core Power
❖ Jürganeth, Heavy: 560 Anima Core Power
❖ Jürganeth, Patriarch: 1,080 Anima Core Power
❖ Jürganeth, Experimental: 480 Anima Core Power

In regards to zeon, spending 50 Points of Zeon over 5 Turns will cause the armour to regain 1 unit of Power. Anima
gained from a Gnosis 35 Being is the standard, while Anima gained for each +5 Gnosis beyond 35 effectively doubles
the power capacity of the armour beyond its usual. Thus, Gnosis 40 doubles the armour’s capacity and Gnosis 45
quadruples the armour’s capacity. A Gnosis 30 being in a pinch may be used, but such a being possesses less of the
critical Anima so desired to power the Imperium’s machines. In this case, a single Gnosis 30 being only provides a
quarter of the Jürganeth’s power value.

Jürganeth has three Modes in regards to its power draw. Combat, Low Power, and Minimal Power. The first is for
fully active armours that require the intense power draws necessary to survive combats, the second is for protracted
engagements where lesser systems are shut off to conserve power, and the last is for out of Combat utility in order to
keep the Anima Core going as long as possible. Combat Power draws occur every Six Minutes (120 Turns), Low
Power draws occur every Hour (1,200 Turns), and Minimal Power draws occur every Six Hours (6,000 Turns).

The main armour, that is the Jürganeth and any helm or visor attached to it, must maintain all of its inherent abilities
at the same level of power expenditure. However, all modules can be regulated independently of the main armour,
and often the agent benefits from turning most of them off until they are needed.

Jürganeth​: 1 Combat, 2 Low Power, 2 Minimal Power


Jürganeth, Helm: ​1 Combat, 2 Low Power, 2 Minimal Power
Jürganeth, Visor: ​1 Combat, 1 Low Power, 1 Minimal Power
Modules​:
Optical Camouflage (Tracker)​: 1 Combat, 0 Low Power, 1 Minimal Power
Optical Camouflage (Stalker)​: 1 Combat, 0 Low Power, 1 Minimal Power
Enhanced Power Assist​: 0 Combat, 1 Low Power, 0 Minimal Power
Enhanced Pseudo-Muscle Fibers​: 2 Combat, 2 Low Power, 0 Minimal Power
Enhanced Hydraulic Strength​: 2 Combat, 2 Low Power, 0 Minimal Power
Spiritual Reinforcement​: 0 Combat, 1 Low Power, 0 Minimal Power
Jet-Pack​: 1 Combat, 1 Low Power, 0 Minimal Power
Climbing Equipment​: N/A
Pilot Interface​: N/A
Power-Pack​: N/A
Ki Enhancer​: Special
Magic Enhancer​: Special
Matrix Enhancer​: Special
User Lock​: N/A
Symbiosis​: Special
Other​: Variable

Modules, Helm​:
Target Acquisition​: 1 Combat, 1 Low Power, 0 Minimal Power
Target Acquisition (Sweeping)​: 2 Combat, 1 Low Power, 0 Minimal Power
Melee Target Acquisition​: 2 Combat, 1 Low Power, 0 Minimal Power
Enhanced Sensor Suite​: 1 Combat, 1 Low Power, 1 Minimal Power
Imperium Armoury, Melee​:
Weapon Damage Speed Req. Primary Second Weapon Special Fort. Break. Pres
STR Attack Attack Type
Type Type

Combat Axe 60 +0 6/7 Cut Impact Axe Throwable, One or 20 6 25


two-handed

Combat Blade 50 +10 5/6 Cut Sword One or two-handed 18 5 25

Combat Spear 40 +15 4/6 Thrust Pole Throwable, One or 19 5 25


two-handed. Special

Power Fist 60 -20 7 Impact Heat, Cut Unique Complex, Special 20 13 25

Power Discus 50 +0 6 Cut Heat Shortarm, Complex, 15 8 20


Throwing Special

Pneumatic Weapons +10 +0 +0 As Base As Base Special +0 +0 As Base

Power Weapons +10 -10 +0 As Base +Heat As Base Damage Energy, Special +6 +6 As Base

Monomolecular +5 +0 +0 As Base As Base Special +6 +3 As Base


Weapons

Vibration Weapons +5 +0 +0 As Base As Base Special +6 +2 As Base

Imperium Armoury, Ranged:


Weapon Damage Speed Req. Primary Second Weapon Special Fort. Break. Pres
STR Attack Attack Type
Type Type

Portable Laser -50 11 Projectile Strength 11, Special 20 2 30


Destructor (+20)

Laser Bolt 60 Heat Munition For Laser Destructor 12 9 25

Assault Rifle -10 6 Projectile Strength 11, Special, 15 0 20


(+20) Two-handed

Sniper Rifle -40 7 Projectile Strength 12, Special, 15 -1 20


(+20) Two-handed

Magical Bullet 60 Thrust Munition For Rifles 11 6 15

Turbo-Penetrator 100 Thrust Munition Special, for Rifles 11 14 20

Turbo-Penetrator, 120 Thrust Munition Special, for Sniper Rifles 11 15 20


Sniper

Shield-Penetrator 40 Energy Munition Special, for Rifles 11 5 20

Assault Shotgun -20 7 Projectile Strength 11, Special 15 1 20


(+20)
Magical Slug 60 Thrust Munition For Shotguns 11 8 15

Spread Shot 60 Thrust Munition Special, For Shotguns 11 3 15

Heavy Pistol +0 5 Projectile Strength 10, Special 14 -1 15


(+20)

Light Pistol +5 4 Projectile Strength 9, Special 14 -1 15


(+20)

Submachine Gun +0 5 Projectile Strength 9, Special 14 -1 20


(+20)

Magical Bullet 60 Thrust Munition For Pistols and SMGs 11 6 15

Turbo-Penetrator 80 Thrust Munition Special, For Pistols and 11 14 15


SMGs

Shield-Penetrator 40 Energy Munition Special, For Pistols and 11 5 15


SMGs

Machine Gun -30 8 Projectile Strength 11, Special, 16 0 20


(+20) Two-handed

Machine Gun, Heavy -40 9 Projectile Strength 12, Special, 16 1 20


(+20) Two-handed

Magical Bullet 60 Thrust Munition For Machine Guns 11 6 15

Turbo-Penetrator 100 Thrust Munition Special, for Machine Guns 11 14 20

Shield-Penetrator 40 Energy Munition Special, for Machine Guns 11 5 20

Grenade Launcher -20 7 Strength 10, Special, 16 1 20


(+20) Two-handed

Portable Mortar -40 7/10 Strength 12, Special, 18 2 20


(+20) Two-Handed

Fragmentation 80 (60) Thrust Munition, Special, for Grenade 14 5 10


Grenade Thrown Launcher

Plasma Grenade 100 Heat Energy Munition, Special, for Grenade 14 17 25


Thrown Launcher

Toxin Grenade 0 Impact Munition, Strength 0, Non-Lethal, 13 - 10


Thrown Special

Electromagnetic 0 (100) Electricity Munition, Strength 0, Non-Lethal, 13 16 (-5) 15


Grenade Thrown Special

Webbing Grenade 0 Impact Munition, Strength 0, Non-Lethal, 14 - 10


Thrown Special

Pandemonium 0 Emergy Munition, Strength 0, Non-Lethal, 13 - 10


Grenade Thrown Special
Entropy Grenade 0 Energy Munition, Strength 0, Non-Lethal, 13 - 10
Thrown Special

Personal Missile +20 4 Projectile Strength 7, Special 14 - 20


Launcher

Miniaturized Missile 60 Thrust Munition For Personal Missile 11 6 20


Launcher

Plasma Rifle -30 7 Projectile Strength 11, 17 1 25


(+20) Special

Plasma Pistol -15 5 Projectile Strength 10, 16 0 25


(+20) Special

Plasma Shot 80 Heat Energy Munition Special, For Plasma 15 14 25

Charged Plasma Shot 120 Heat Energy Munition Special, For 15 20 25


Plasma

Rocket Launcher -40 8 Projectile Strength 12, Special, 18 3 15


(+20) Two-handed

Unguided Rocket 100 Impact Special, For Rocket 15 12 15


Launcher

Missile Launcher -40 8 Projectile Strength 12, Two-handed 17 2 20


(+20)

Guided Missile 120 Impact Munition Special, For Missile 15 12 20


Launcher

Assault Cannon -80 12 Projectile Strength 14, Special 26 7 30


(+20)

Magical Shell 155 Impact Munition For Cannons 16 16 25

Explosive Shell 115 Impact Munition Special, For Cannons 16 14 25

Heavy Assault Cannon -100 13 Projectile Strength 14, Special, 26 8 30


(+20) Two-handed

Magical Shell, Heavy 175 Impact Munition For Heavy Cannons 16 16 25

Explosive Shell, Heavy 135 Impact Munition Special, For Heavy 16 15 25


Cannons

Tellum Gnosis Caster +20 4 Projectile Strength 10, Special 16 - 20

Tellum Gnosis Round Natura x6 Energy Munition - - -


Imperium Projectile Statistics:
Weapon Type Rate of Fire Reload Magazine Anima Base Range
(Throwing) (Projectile) Core

Power Discus Throwable 80 80 Meters (260 Feet)

Laser Destructor Projectile 2 120 5 600 Meters (1,970 Feet)

Assault Rifle Projectile 1 32 12 1,200 Meters (3,950 Feet)

Assault Cannon Projectile 4 5 5 2,000 Meters (6,500 Feet)

Assault Cannon, Projectile 6 5 5 2,400 Meters (7,850 Feet)


Heavy

Assault Shotgun Projectile 1 24 8 180 Meters (590 Feet)

Grenade Launcher Projectile 1 12 5 180 Meters (590 Feet)

Portable Mortar Projectile 2 6 5 3,000 Meters (9,850 Feet)

Heavy Pistol Projectile 1 12 16 200 Meters (650 Feet)

Light Pistol Projectile 1 8 20 120 Meters (400 Feet)

Machine Gun Projectile 2 120 5 1,300 Meters (4,250 Feet)

Machine Gun, Heavy Projectile 2 200 5 1,400 Meters (4,620 Feet)

Missile Launcher Projectile 4 5 5 800 Meters (2,620 Feet)

Personal Missile Projectile 1 “6” 6 60 Meters (200 Feet)


Launcher

Plasma Rifle Projectile 2 18 6 280 Meters (920 Feet)

Plasma Pistol Projectile 2 18 6 140 Meters (460 Feet)

Rocket Launcher Projectile 1 1 24 200 Meters (650 Feet)

Sniper Rifle Projectile 1 8 6 2,000 Meters (6,500 Feet)

Submachine Gun Projectile 1 32 12 300 Meters (980 Feet)

Tellum Gnosis Caster Projectile 10 N/A Connected 60 Meters (200 Feet)


to Armour

Projectile Generation​: All Imperium projectile weapons utilize a system of ammunition that generates a
physical projectile of solid magic energies when needed. Each weapon’s reload value represents both the rate of fire
and time it takes in turns to generate a new “Magazine” of projectiles once its magazine is empty. The regeneration of
ammunition costs a single unit of power from its Anima Core which after depletion the weapon cannot be used again
(except as a club) until it is recharged at an Imperium Facility. If further power is needed, power can be diverted from
either a set of Jürganeth or power-pack at the rate of 1 power per turn. Finally, an Imperium made projectile weapon
cannot explode on a fumble, and instead overheats or jams, taking turns equivalent to its “Reload” to fix the problem.
Modernized​: All Imperium projectile weapons are treated as if they used the “modern” rules for guns, core
book PDF pages 314-315. Thus the defender must have the Inhumanity ability to use his full defense.

Power Weapon​s: All power weapons, as they must be linked into the systems of a Jürganeth armour
regardless of type, consume 1 power at a Combat mode rate. A power fist instead consumes 2 power at a Combat
mode rate. If for some reason it is desired however, a power weapon may draw power directly from an attached
power-pack module, depleting it instead of the armour’s reserves.

Adamantium Construction​: Any normal weapon, such as a longsword or battle axe increases its Fortitude
by +6 and Breakage by +2 when made by the Imperium, considering that they utilize materials generally inaccessible
to those on the surface of Gaia. When using Core Exxet rules this changes to +3 Fortitude and +1 Breakage.
Additionally thanks to the Imperium’s vast stock of metallurgy knowledge, the weapon in question automatically
benefits from the Aerodynamic Design weapon modification, increasing its speed by +10.

Weapon Descriptions:
Assault Rifle​: An assault rifle is a technomagic marvel that constitutes the pinnacle of what future gun
designs in Gaia could achieve many hundreds of years into the future. Its advanced systems, combined with the
targeting computers of a Jürganeth Visor or Helmet, make it an absolutely lethal and also versatile weapon thanks to
its ammo selection and fantastic range. An assault rifle possesses the special ability “Auto-Fire”, for which it may fire
3 units of Ammunition in a single Attack. If it is used, its base damage is increased by +20, for it represents a cluster
of shots instead of a single one. Of course, this depletes ammo extremely quickly...
Assault Cannon (Heavy, Normal)​: Similar to an assault rifle’s design being the pinnacle of gun technology,
the assault cannon is the apex of heavy weaponry, combining the strength of a cannon with a mobility no such
weapon on the face of Gaia can match, especially when utilized by a wearer of heavier Jürganeth armours. Unlike
sniper rifles, they do not come with a scope as standard. They are entirely meant to only be utilized by a properly
prepared agent with a Jürganeth helmet or visor, as such, they do not come with a scope as standard. Occasionally
they will come with a scope if meant to be carried by those strong enough to wield it outside of the power-assisted
lifting capacity of a set of Jürganeth. In this case, the scope reduces the difficulty range of a shot by one rank.
Assault Shotgun​: A variant of the assault rifle, an assault shotgun trades range for much greater striking
power as well as the ability to switch to ammunition that spreads out over a large area. While its targets are within 90
meters, it receives a damage bonus of +20. If its targets are Point-Blank, it receives a +40 damage bonus. However,
it suffers an equivalent penalty to damage for if it shoots at a range of 180-270 meters and 270+ meters respectively.
Lastly, a Shotgun possesses the same “Auto-Fire” mode that the assault rifle has, thus gaining a +20 to damage in
exchange for 3 shots expended in a single attack.
Combat Axe​: A combat axe is a sleek white-grey axe with a wide cutting edge. It is fast and lightweight in
comparison to a usual weapon of its type, but it loses out to some degree on its damage. Naturally, its design allows
a wielder with great strength to cause immense damage. Its handle and shaft are coated in a tough synthetic
material, which in combination with the exotic appearance of its head and darkened nature, would make it stand out
anywhere on Gaia. ​(This weapon already includes an Aerodynamic Design Modification.)
Combat Blade​: Designed and forged to be used by any trained agent of the Imperium this white-grey blade
has a long single-edge design that ends with a curved tip. Its grip and hilt let the user to use two hands, a rare design
for a blade of its size (roughly 3 to 4 feet in length) meant to allow the agent in question to leverage the full force of
his strength. Overall, the design is very sleek, and its synthetic materials and incredible hardness would make the
blade stand out near anywhere on Gaia. ​(This weapon already includes an Aerodynamic Design and Two-Hand Grip
Modification.)
Combat Spear​: A mid-sized (five foot) white-grey spear with a sinfully sharp point flanked by sleek cutting
edges, this combat spear is wicked business that is extremely fast for a weapon of its type. Thanks to its speed and
ability to be held with two hands, it can inflict truly impressive amounts of damage while allowing its user to remain
mobile. This weapon naturally penetrates 1 point o the defender’s AT. Overall, thanks to its synthetic materials and
sleek form that looks like it can pierce straight through a human with a simple push, the combat spear stands out
openly anywhere on Gaia. ​(This weapon already includes an Aerodynamic Design and custom Penetration
Modification.)
Grenade Launcher​: A heavy gun with a wide barrel meant to shoot grenades distances no human can
throw them, a grenade launcher unleashes a barrage of magical shrapnel explosions with fragmentation grenades,
though other grenade types do exist. The quirk of a grenade launcher in combat is that it does not need to be aimed
at a specific individual for it to take effect. Its explosive rounds, regardless of type, can simply be shot at a location,
affecting all targets in the blast radius equally. Any damage is blocked or dodged normally, but grenades that are not
strictly physical in nature require the ability to damage or touch energy in order to block them (I.E. one must have the
ability to damage energy to block an electromagnetic grenade). A grenade launcher can fire in a “Semi-Automatic”
mode, which instead of causing two explosions, simply increases the base damage of the first explosion by +10. Of
course, this costs two “shots” of munitions of course. Naturally, the strength bonus of the gun itself does not affect
the damage of the grenades it generates.
Machine Gun (Heavy, Normal)​: Essentially a supersized assault rifle meant for suppressing wide swathes
of a battlefield with firepower, a machine gun and its heavier version are meant to be carried around by a agent
equipped with heavier Jürganeth armour. Otherwise, a soldier with the strength and stamina to wield one outright is
very rare indeed, though with the prevalence of genetic modifications and implants amongst the Imperium’s forces,
this is less true for them. Machine guns cannot fire in a single shot mode, they must either fire in “Auto-Fire” mode,
which provides the usual +20 damage in exchange for three rounds of ammunition, or in “Suppressive-Fire” mode.
Suppressive-Fire mode does not need a specific target and expends a massive amount of rounds in a turn (ten
rounds), but in return it forces all enemies in a ten foot radius of where the gun was aimed to take a 140 Very Difficult
Composure check or suffer the Fear state. The attacker must roll as normal (the attack is resolved first), but the
chaotic spray of bullets inflicts a -40 to their attack. If an affected enemy leaves the area or seeks hides behind cover
strong enough to withstand Suppressive-Fire, then the Fear state is canceled. Re-entering the affected zone (for as
long as the attacker continues to use suppressive fire) causes a new Composure check.
Missile Launcher​: A development in the Imperium’s arsenal that extended out of an inquiry about
miniaturizing the missile banks used on spacecraft millennia ago, a missile launcher is a large man-portable weapon
that fires a guided missile at its target. The missile then seeks the enemy out before detonating with a large blast that
is as effective at taking out infantry asb much as it is larger targets. A guided missile requires at least a single turn of
aiming at a target or the approximate location of a known target before it can be fired, but, after it has fired, it ignores
all penalties it would usually suffer for attacking a moving target or a target in cover and in fact can turn around
corners to some extent. If someone wishes to fire the missile unguided, then its ignore cover and corner turning ability
is ignored (and the weapon suffers from a massive initiative penalty). Missiles cannot fly past their effective range
value, they will lose control and crash to the ground (exploding or falling inert, up to the GM).
Missile Launcher, Personal​: The logical end-game of that researcher’s inquiry, a personal missile launcher
is simply a very small missile launcher attached to a brace around one’s wrist or into a hardpoint on a construct’s
forearm. When fired it sends fires a small storm of magical missiles at a single target, which is then resolved as a
single attack. The missiles do explode, but because of their small size, they do not inflict a blast radius on their target.
Unlike normal missiles they do not need to be aimed, they are simply fire-and-forget. Lastly, as these missiles are
very short range, they do not fly around corners or go beyond their effective range, but they continue to strike a
moving target or target behind cover without penalty.
Monomolecular Weapons​: A design style that takes advantage of the thinnest possible edges and tips by
machining the length of a bladed weapon to be as thin as a handful of molecules if not a mere single molecule, a
monomolecular weapon cuts through armour and bone with it didn’t even exist. Mechanically, a monomolecular
weapon must be adamantium, so in total, it adds +5 base damage, +3 Breakage, +6 Fortitude, and it penetrates 4 of
the target’s ATs. Visually, this looks no different than a normal thrusting tip or cutting edge, but in practice it is
anything but the same… Naturally, its clean cuts means the wounds it inflicts only take %50 of the time to heal (or fix
for constructs).
Monomolecular weapons take up the edge, point, or end slots of an edged, pointed, or end-ed weapon, thus
making them incompatible with other such modifications. Within reason, it might be additionally possible to add on a
wave pattern or a hollow-edge to edged monomolecular weapons and retractable tips to pointed monomolecular
weapons. Naturally, a monomolecular upgrade to a end-ed weapon requires that it have a Bladed Tip in the first
place. Finally, a monomolecular weapon is useless to combine with a power weapon, for its sheer cutting edge is
effectively redundant when paired with the destructive energies of such a weapon.
Mortar, Portable​: What is essentially an upsized sized grenade launcher, a mortar is a adamantium tube
which can be carried by two handles equidistant from its center. It is meant to be fired after being placed on the
ground, then braced with a series of hydraulic supports, but otherwise remains “relatively” portable compared to say,
extremely heavy and very awkward assault cannons. A mortar’s first strength requirement is for when it is braced,
while its second requirement is for when it is carried freely. Mortars are exactly like grenade launchers in combat,
they may be fired at any point within its maximum range affecting all targets within its blast radius equally, and their
special non-physical grenades require the ability to touch energy to block properly. The differences between the two
however, lay in the mortar’s firing arc and its inability to fire in “Semi-Automatic” mode. The latter is self-explanatory,
but the former is simple as well. Because of how a mortar arcs its shots extremely high up into the sky, it ignores any
cover the defender may have. The exception of course, is a roof on a building, which acts as cover until it is blasted
through. As its range is rather vast, a mortar comes inbuilt with a series of customized targeters that allow its user to
see any location within its maximum range. Naturally, this process dislocates the user’s sight from whatever situation
his body is in so he applies the Vision Totally Obscured penalty to any action he takes other than firing the mortar. If
the user does not wish to take this penalty to say, his defenses, he may fire in any direction at any distance up to its
maximum range, but he suffers the Vision Totally Obscured penalty to his attack roll if the target is not visible or able
to be located with some other sense.
Pistol (Heavy, Light)​: The agents of the Imperium as well as Jürgand themselves might often have access
to far heavier or farther ranged weaponry, but despite this pistols both heavy and light are cherished amongst them
for their portability and concealability. Some even go so far as to develop entire combat styles around the use of two
pistols, something that certain members of the Solomon Empire once mimicked. Both pistols can use a
“Semi-Automatic” mode, wherein they receive a +10 damage bonus for expending 2 shots in one Attack.
Plasma Rifle​: A fairly recent (a thousand to two thousand or so years) advance in technology, a plasma rifle
contains a powerful Anima Core harvested from the flames of an Elder Agni or equivalent being of Flame. Using that
specialized core’s powers along with a series of heavily refined technomagic systems, the rifle produces an
immensely hot burst of energy equivalent to a small sun. The subsequent shot is extremely capable of burning its
way through nearly anything, causing immense damage to organic targets as well as destroying with ease inorganic
objects. It is also capable of charging its shots, allowing for terrifyingly potent attack to be unleashed upon its targets.
A plasma rifle has a “Semi-Automatic” mode that allows it to fire two shots at once, increasing its base damage by
+20 but of course doubling its ammo consumption. Lastly, plasma weapons gain 50% extra damage against
structures, as inanimate structures fully absorb the full brunt of the plasma’s heat.
Plasma Pistol​: The exact same as a plasma rifle, only in heavy pistol form.
Pneumatic Weapons​: A hammer, mace, or impact weapon with a wide enough blunt facing that has been
upgraded to delivers a powerful impact through technomagic and hydraulics. These weapons are very outright
powerful, but are noisy in their operation even when made with technomagical processes. Mechanically, a pneumatic
weapon is usually designed, not retrofitted (and so they have a very synthetic or modern design), and they receive
the following bonuses; +10 damage, +2 strength for the calculation of damage, and lastly, they cause an Impact with
a value equal to the user’s strength +2 up to a cap of 15. If a pneumatic weapon is made out of adamantium (it most
likely is), increase its Fortitude, Breakage, and initiative (as per Aerodynamic Design) as normal. While the design
itself can look fairly low-key, its effects certainly aren’t.
Pneumatic weapons take up a unique slot on a blunt weapon, and thus they are compatible with every other
blunt weapon modification, even power weapons. In the case of combining a pneumatic weapon with a power
weapon, the damage bonuses stack unlike usual.
Portable Laser Destructor​: A heavy weapon meant for use truthfully only by the divinely fluidity of
movement machina possesses, this is a version thereof that takes the form of a very bulky machine gun meant for
heavy infantry use, though unlike a machine gun it has a rotating barrel system instead of a single barrel. It fires a
torrent of fist sized bolts of energy, called lasers, at its target, drowning them indiscriminately in a shower of green
energy. Mechanically a portable laser destructor possesses two firing modes; “Storm”, which uses 12 units of
ammunition at once, in return for which a laser destructor thus can make two penalty free additional attacks, each of
which may be aimed at a different target (in reality, each “attack” is four laser bolts at once); and “Hyper-Storm”,
which uses 24 units of ammunition at once and can attack four additional times with a -20 penalty to all of them.
Power Fist​: A power fist is a reinforced adamantium gauntlet with claw-like sharpened tips that is wreathed
in a crackling field of a mixture of purified destruction magics and plasma. The field simultaneously provides several
benefits to the Fist itself. Firstly its destructive potential is already accounted for with its increased Breakage, while
secondly it also doubles the user’s strength bonus while using it. Lastly, the weapon naturally ignores any AT that it
hits, reducing the defender’s armour total by -6. Despite being a gauntlet similar in capacity to a Martial Artist’s
padded equipment, a power fist cannot be combined with Martial Arts. It is too different in style as well as application.
If the power fist is unpowered, then its Breakage is reduced by 6, its damage is reduced by 10, it loses the Heat
Attack type, and its armour penetration is reduced to -2.
Power Weapon​: A powered adamantium version of a basic melee weapon, like a longsword or spear, has
the same stats it has in its base form save for several changes. Firstly additionally gains +4 Breakage over the bonus
for adamantium, secondly the weapon gains the Heat Attack type, thirdly it can damage energy, fourthly it gains the
Complex weapon trait, fifthly it increases its base damage by +10, and lastly it naturally ignores -4 of the Defender’s
AT. If the weapon is unpowered, it loses all bonuses except for its adamantium nature and the ability to damage
energy.
Power weapons as a modification take up the “Special Slot” of an adamantium weapon (tacked on to the
automatic “Aerodynamic Design” modification they come standard with). Thus they remain compatible with most
other modifications, within reason. It would not make sense for a “Training Edge” for instance, to be applied to a
Power Weapon’s edge.
Power Discus​: Identical to a chakram in all aspects save for its Fortitude, Breakage, range, and special
rules which are typical of a power weapon, a power discus also automatically returns to its wielder after being thrown
unless intercepted by a 180 Absurd Sleight of Hand check.
Rocket Launcher​: A kinsman to a missile launcher, a rocket launcher is a metal tube with a simple sight
attached to it. When triggered it fires a single magically generated projectile that flies directly at whatever it was
pointed at, exploding upon impact. They make for very good infantry clearing weapons, as well as building demolition,
and are easy and reliable to use in comparison to the bulky cannons used across Gaia.
Sniper Rifle​: Very similar to an assault rifle, a sniper rifle is far heavier and more unwieldy than its smaller
sibling. It however, packs a greater punch and a much further range, allowing it to be used to precisely eliminate
targets from a vast distance away. While the human eye cannot see as far away as the rifle can reach, it comes with
a telescopic sight that in lieu of any targeting computers the user might have, can suffice for guiding its user’s shots
over the great distances they must aim. Mechanically this means that the difficulty of making shots at certain ranges
is reduced by two ranks. A sniper rifle also possesses “Semi-Automatic”, and can receive +20 base damage in
exchange for 2 shots of ammunition expended.
Submachine Gun​: Essentially a cut-down assault rifle meant to be used in close quarters environments or
just for those who want a lighter and more maneuverable weapon, a submachine gun can unleash a lot of firepower
at a very rapid rate. As such, its user can use an “Auto-Fire” mode, which allows for them to receive a +20 base
damage in exchange for 3 shots of ammunition being used at once.
Vibration Weapons​: A brutal weapon design for cutting or thrust weapons that cannot be retrofitted or
made with any material other than adamantium, a vibration weapons pulsates back and forth with a hypersonic
frequency that tears through flesh and bone with sickening ease. Mechanically, it increases the base damage of the
base weapon by +5, its Breakage by +2, its Fortitude by +6 and the PhR of any criticals it inflicts by +20 (accounting
for Adamantium). Additionally, all wounds it causes take %50 extra time to heal and it penetrates 2 of the target’s
ATs.
Vibration Weapons take up a unique slot on an edged or pointed weapon, and thus they are compatible with
every other edged or pointed weapon modification, even power weapons. Naturally, the superior damage, Breakage,
and penetration of the power weapon overrides that of the vibration weapon’s own statistics.
Tellum Gnosis Caster​: A wrist-mounted weapon that takes the form of a small bow that seems to unfold
into a much larger bow when fired, a Tellum Gnosis Caster is extremely rare amongst the Imperium’s forces, there is
hardly two dozen in existence. The Caster, unlike most ranged weaponry that pull their munitions from technomagic
cores, directly draws power from the Jürganeth suit or power-pack it is connected to. For this reason it lacks a
magazine value and Anima Core value, drawing 10 points of power directly from its generator whenever it is fired.
While it is a single-shot weapon, it may be fired only once every 10 turns.

Ammunition Descriptions:
Without exception, all ammunition generated by an Anima Core is capable of damaging energy.
Electromagnetic Grenade​: An unusual type of magically generated grenade the Imperium rarely finds use
for, an electromagnetic grenade is built to combat technomagic and technological forces. With a combination of a
powerful static discharge and anti-magic residue, it can seriously harm or destroy unprotected such devices.
Mechanically, an electromagnetic grenade does no damage, and it strikes all targets within a 10 meter radius
equally. Should this attack succeed, it automatically destroys any technomagical or technological device powered by
electricity that isn’t shielded against such attacks. Against shielded or hardened equipment such as everything the
Imperium uses, the grenade must instead roll a Breakage check against the Fortitude of any affected items in the
vicinity, a +2 bonus is included if used in “Semi-Automatic” mode. If it succeeds with a margin of 1-3 points, the
device is shut down, but if it succeeds by a margin of 4+ points it is destroyed instead. While the grenade has no
bonus to its Breakage check based upon strength, it does halve any supernatural addition to the technomagic or
technological item’s Fortitude. In the same respect however, any addition to Breakage the grenade might benefit from
is halved in effectiveness (rounding down). Finally, as indicated in its entry the grenade’s breakage of -5 is used
against anything other than technomagic or technological devices.
If used against technomagic or technological construct no breakage occurs and instead these grenades use
the damage value written in parentheses, doing severe harm to their delicate inner structure with tremendous ease.
Entropy Grenade​: A special type of magically generated grenade used to sap the vital essence of
troublesome enemies with deep resistance to normal damage (such as an Etrien Gnosos), an entropy grenade
scours every target within its 10 meter blast radius equally, doing no normal damage and affecting them with a MR of
120 plus 20 points for every %50 achieved on the combat table to a cap of 200. Failure causes full damage equal to
how much the check was failed by. This life force is fed back to the agent that was the source of the grenade,
restoring an amount of life points equal to the damage dealt, though they may designate other targets to be healed at
half the usual rate. The field left behind by the initial explosion causes the same final attack value to consistently hit
the same zone and all who remain within it (including new targets), who must make new defenses and a new MR
check if they fail. Only one entropy grenade may be used at a time to damage or heal any given individual, though the
area of effect may be increased by shooting new locations of course. “Semi-Automatic” mode simply increases the
zone affected by an entropy grenade to radius of 20 meters, and the usual limits apply.
Explosive Shell​: Unlike the standard shell of an assault cannon, an explosive shell will detonate upon
impact with a target or at a distance set by the user. First its normal damage is calculated as per the attack rules,
then, just like a cannonball, it explodes with a Final Attack of 280 Impossible to all targets within 30 Feet. The
shrapnel however flies further yet, and hits up to 60 feet away in all directions with a 240 Almost Impossible Attack,
and finally it stops at a range of 120 feet away in all directions with a 180 Absurd Attack. A person inside the blast
radius is only hit by one zone of the explosion, even if he dodges into the zone beyond it. Athleticism may be used to
defend against the explosion part of the attack.
Explosive Shell, Heavy​: A magically generated munition made for heavy assault cannons, identical to
normal explosive shells.
Fragmentation Grenade​: A fragmentation grenade is a magically generated explosive weapon designed to
propel tiny pieces of metal or other material, called shrapnel, across a wide distance in order to cause immense
damage to unarmoured or lightly armoured enemies. Within a confined space, such as a small room, the GM may
increase a fragmentation grenade’s damage by +10 to represent the so called “chunky salsa” effect. Unlike usual
explosives, a grenade’s attack value is rolled as per its user’s attack and strikes a blast radius of 15 meters (50 feet).
It can however affect up to 30 meters (100 feet), but its damage is reduced to 60 for this purpose. This grenade can
be used as thrown weapon instead of a munition for a grenade launcher, if so desired.
Guided MIssile​: A magically generated missile is a heavy explosive projectile meant to seek out and
destroy large targets or a cluster of infantry. Like an explosive shell, a missile can be fired at a target (which it usually
is thanks to its guided nature) or it can be simply set to explode and strike a huge radius. In either case, resolve the
attack and its damage as usual (if fired at a target), then resolve the explosion. This explosion strikes at a Final Attack
value of 280 directly within a 10 meter (32~ foot) radius, then up to a Final Attack value of 240 across a further blast
zone of 20 meters (64~ feet), and then finally it strikes targets out for a range of 40 meters with a Final Attack value of
180 Absurd. This final range bracket however is mostly shrapnel and reduced force, so the base damage of the
missile is halved to 70 (after Strength).
Laser Bolt​: Standard magically generated munition for a portable laser destructor. This laser does specially
penetrate through 1 point of the defender’s AT, but otherwise it has no special advantages.
Magical Bullet​: The standard magically generated munition for an assault rifle, pistol, submachine gun,
sniper rifle, or machine gun.
Magical Shell​: The standard magically generated munition for an assault cannon.
Magical Shell, Heavy​: The standard magically generated munition for a heavy assault cannon.
Magical Slug​: The standard magically generated munition for an assault shotgun.
Pandemonium Grenade​: Used to completely destroy the cohesion of an enemy unit, a pandemonium
grenade applies a wide-scale series of mystical effects upon every unfortunate within its range. Like most other
special type magically generated grenades, it strikes all targets within a 10 meter radius equally, doing no damage in
the process. Unlike other special grenades, it has five effects which trigger in rapid success against any target that
fails their defense, with a bonus of +20 to the difficulty per %50 achieved on the combat table to a cap of 200.
Inanimate objects are automatically hit and suffer higher checks easily. First, is an MR of 140 that causes Deafness.
Unlike usual, this only lasts for 10 minutes per 10 points of failure. Second, is an MR of 140 that Mutes the target.
Unlike usual, this only lasts for 10 minutes per 10 points of failure. Third, is an MR of 120 that causes Blindness.
Unlike usual, this only lasts for 10 minutes per 10 points of failure. Fourth, is an MR of 120 that causes Hallucinations.
Unlike usual, this only lasts for 10 minutes per 10 points of failure. Fifth and finally, is an MR of 120 that reverses
gravity in the blast radius completely. Targets affected by reverse gravity fly upwards at a rate of 50 feet per turn to a
cap of 300 feet. Upon reaching this cap, they hang in the air for an amount of turns equal to their failure on the MR
check divided by 10, after which they plummet down to earth and are no longer affected by reverse gravity. A
pandemonium grenade’s effects continue to effect those that failed any of its MRs even after they leave the zone,
with the exception of reverse gravity (naturally they plummet back down to earth after a short time). A pandemonium
grenade does not effect any newcomers to its original blast radius, and it only affects those that initially were struck.
Personal Missile​: A very small magically generated missile roughly the size of a bullet, its explosion on its
own does little damage, but when fired as a cluster at a single target it manages to do heavy damage.
Plasma Shot​: While a plasma shot is the “standard” munition generated by a plasma weapon, its results are
anything but. A plasma shot ignores 2 of its target’s AT, and causes an automatic critical if it damages them with a
+40 to the result.
Plasma Shot, Charged​: Beyond the gruesome incineration capabilities of a standard plasma shot, a
“Charged” plasma shot instead ignores -6 of its target’s AT, causes an automatic critical if it damages them with a
+80 to the result and hits all targets equally in an 5 foot radius. Of course however, this costs the weapon’s Anima
Core greatly. Each “Charged” shot takes an entire Magazine’s worth of shots, automatically depleting the weapon’s
power by 1 on the spot. If this “Charged” shot is combined with “Semi-Automatic”, then it instead consumes 2 full
units of power on the spot. Respectively, this takes 2 and 4 turns of preparation, during which the user can also freely
aim or adjust targets.
Plasma Grenade​: An extremely lethal but hard to manufacture weapon, a Plasma Grenade is a special
explosive weapon designed to incinerate everything within its blast radius with the fury of ten thousand suns. It, like a
fragmentation grenade equally attacks all targets within a 15 meter (50 feet) blast radius regardless of being launched
or thrown. Unlike a fragmentation grenade however, it does not affect anything beyond this radius, so it does not
reduce damage or function like typical ranged weapon (effectively its blast radius is also its maximum radius). The
special effects of plasma are in full effect, so the grenade ignores 4 points of the defender’s AT, it automatically
inflicts critical hits with a +40 bonus to their level, and it gains %50 extra base damage against structures. Unlike
normal grenades used by grenade launchers and mortars, plasma grenades are not magically generated and must
be carried manually on the agent’s person.
Shield-Penetrator​: Shield-Penetrator ammunition, used by assault rifles, pistols, submachine guns, and
sniper rifles, uses up 2 shots of ammunition at once. However, in return, it gains a x4 damage multiplier against
magical and psychic shields. If this is combined with “Auto-Fire” or “Semi-Automatic” , then in total 6 or 4 shots are
used respectively. Lastly, the penetrative nature of the round means it reduces the AT of its target by -2 (further
increasing its damage against shields after the multiplier).
Spread Shot​: When a shotgun user utilizes this round, his range is capped at 180 meters, after which the
shot’s spread simply cuts its effectiveness deeply to the point it is negligible. In return, He hits all targets in a cone of
effect where he aims within a 10 meter radius. The range of damage bonuses/penalties becomes +40 (Point-Blank),
+20 (2 to 30 meters), -20 (60-90 meters), and -40 (90-180 meters).
Toxin Grenade​: A type of magically generated grenade meant to deliver a chemical payload to a wide area
rapidly, a toxin grenade has variable effects depending on what chemical it contains. Mechanically, a toxin grenade
does no damage, instead, it immediately causes a cloud to erupt across a 20 meter diameter, obscuring all within it
with thick smoke and applying an inhalation based toxin to any person inside it equally. This toxin attack cannot be
blocked without the ability to block for an area, so it must normally be dodged. Unlike usual, every turn spent within
the gas cloud requires a VR check instead of once every five turns, and in fact, every turn spent in the cloud makes it
harder to pass the VR, which is boosted by +10 up to a cap of +40. Leaving the cloud will mean the character does
not have to make any more VR checks, but naturally if the effects of the toxin have already affected him then they
remain.
As for the obscuring effects of the cloud itself, anyone inside the cloud suffers the “Totally Obscured” penalty
for as long as they remain within the cloud, while anyone looking into it from the outside suffers the same.
The effects of a toxin grenade last for up to a minute (20 rounds) before they disperse. Stiff or intense winds
will of course reduce this as the GM sees fit (typically by a factor of 2 and 4 at the bare minimum respectively).
Tellum Gnosis Round​ The devastating, ruinous, and perditious nature of a Tellum Gnosis equipped
weapon is revolting beyond belief, and the fabric of reality itself quails before its eldritch curse. Even the Imperium’s
researchers aren’t truly aware of the intricacies of the scarce few wrist-mounted bow-shaped casters that carry the
forgotten technologies inside of them that enable a single agent to cast the Tellum at their foes in the form of a
shimmering golden projectile through which are wrapped black coils of silken energy. Regardless of its frighteningly
misunderstood origin, the Imperium uses these devices for the sole purpose of utterly destroying the protections and
powers of rebellious gods. There is simply no divinity that can withstand the shock of being pierced by the Tellum’s
all-consuming edge. And it is no wonder why, for those judged individuals that have managed to survive the
after-effects have all but broken down into insane wrecks that gibber endlessly on and on and on again over the “real
truth” of the cosmos…
❖ Ruination​: A Tellum Gnosis projectile inflicts a Presence check on the defender should they take
any damage at all. This check is equal to the damage caused up to a cap of 180. Failure on this
check reduces the target’s gnosis by the amount they failed by, down to a minimum of 0. This of
course strips away any of their Essential Abilities and Powers that require gnosis to function. This
reduction usually lasts for 1 hour per point of failure, but if a creature fails the check by more than
double their Gnosis (Gnosis 35 is 70, Gnosis 40 is 80, etc) then the reduction is permanent- and all
supernatural powers and abilities affected are completely lost forever. Once affected by a Tellum
Gnosis projectile, an individual target may not be affected by it again until the effects have worn off
(which is never, in the case of a creature whom completely loses its gnosis).
❖ Natura Sunder​: While a Tellum Gnosis is designed to afflict supernatural beings, it may still be
used against natural beings. In this case, the rounds reduce Natura instead of Gnosis, and the
presence check may never reach higher than 160. Additionally, the downsides are never
permanent, though they still last for 1 hour per point of failure.
❖ Wave-Pattern Perforation​: A Tellum Gnosis projectile completely and utterly ignores any
invulnerability state or protective immunity a target may have, no matter its Gnosis.
❖ Animus Vessel:​ A Tellum Gnosis projectile is fired based upon the wielder’s Power characteristic,
which replaces strength for purposes of both range and damage. Additionally because its nature is
utterly alien to the physical and spiritual realms, it completely ignores further modifiers to its
damage both positive and negative.
❖ Scintillating Light:​ Because of its Energy Attack type and ability to bypass all physical
constructions regardless of being mundane or magical, a Tellum Gnosis projectile completely
ignores armor type, fortitude, and breakage. They cannot be stopped by anything nor do they affect
physical equipment in the slightest.
Turbo-Penetrator​: A Turbo-Penetrator is an immensely powerful round that an assault rifle, pistol,
submachine gun, and sniper rifle can make use of by using 4 Shots of ammunition at once. The bonuses however,
mean that the shot halves the target’s AT, and it is able to penetrate any presence barrier or immunity of a being with
Gnosis 35 or lower (Includes Natural targets). If combined with “Auto-Fire” or “Semi-Automatic”, it uses 12 or 8 shots
of ammunition all at once respectively.
Unguided Rocket​: Just like a cannon or assault cannon with explosive shells, a magically generated
unguided rocket impacts the target (causing its full damage), then explodes. This explosion attacks with a final attack
value of 240 Almost Impossible and stretches for 10 meters (32 feet) in all directions. Targets beyond this distance
(up to 20 meters or 64 feet~) will be peppered with shrapnel at a value of 140 Very Difficult, but generally they will be
unharmed due to the relative ease of the check and the fact the rocket’s base damage is halved at that range (60).
Webbing Grenade​: A type of special magically generated grenade that utilizes tightly packed cables of
spiritually resonant material and sticky fibers, a webbing grenade is meant to disable and trap an enemy.
Mechanically the grenade does no damage upon impact and instead hits a 10 meter radius equally, subjecting all
within its radius who fail their defense to a trapping value of 14. This value is of course rolled as usual, though unlike
usual, it also prevents teleportations or other similar supernatural escapes. Should a character fail to break free, they
are not constrained permanently. They may every turn, roll to try to free themselves. Should the webbing be attacked
in order to free someone trapped by it, it has a Fortitude of 19.
Weapons of the Soul:

Weapons of the Soul are as to the Imperium’s agents as artifact weapons are to those on the surface of Gaia. They
serve to enhance their user’s inherent aptitudes for combat, allowing them to reach new heights of power. Of course,
this all well and good to say, but it truthfully depends on the strength of the user’s own soul. A weaker user will not
benefit highly from the weapon, while someone of inhuman soul would boast of a truly significant increase in power.

Each weapon, which is a +0 melee or ranged weapon of any kind, benefits from several “generic” effects on top of
which unique effects born of each individual wielder’s soul are added. Valid weapons do include power weapons,
specially modified weapons, and metamorphic combat limbs.
Soulmate​: While not usually sentient, when a Weapon of the Soul is first wielded by someone, it delves
straight into the user’s soul and connects to them on a very intimate level. The resulting bond is very much like an
Artifact’s bond with its user on the surface of Gaia, and Weapons of the Soul count towards the user’s presence limit.
They are jealous however, and interfere easily with normal artifacts, so double the presence value they would usually
take up. Additionally the bond is so strong that if a separate user picks up the weapon, they can only use it as a high
quality weapon and never any of its special abilities. Lastly, no matter where the weapon is at any time, its bonded
user can call out to it as a passive action, summoning it immediately to their hand.
Genetic Lock​: A Weapon of the Soul only operates for the person gene-coded into its programming. An
unauthorized user cannot utilize any technological functions of the blade, though they of course can use it physically
anyways.
Adamantium Construction​: Like other weapons forged by the Imperium’s special processes, the Weapon
of the Soul increases its Fortitude by +6 over the base weapon’s type, its Breakage by +2, and its Speed by +10.
Master Key​: A low level function of a Weapon of the Soul as a technological device is to transmit its user’s
identity to certain facility emplacements, allowing them ease of access to areas where they are allowed. In effect, it is
truly a near-unfalsifiable method of identification that then can be used to set user priorities or access across the
Imperium’s technological systems.
Note​: If a power weapon is used as the base weapon, the, the bonuses acquired by the weapon do
not stack. For instance, the +6 Fortitude of a power weapon does not stack with the +6 Adamantium
Construction of a Weapon of the Soul (which in this case is because they are both made of Adamantium
already). Additionally, if combined with a power weapon, a Weapon of the Soul ignores the power cost per
turn of use since it feasts on the splendour of its wielder’s soul.

A Weapon of the Soul receives several further benefits, this time from its soul bound with its user.

Soul Resonance​: A Weapon of the Soul is normally of +0 quality, but depending on its user’s unmodified
Power score, it increases (or decreases) in quality. This increases every facet of the weapon as normal, and for all
intents and purposes it IS of that quality permanently. That is, until its user increases or decreases their Power score.
This quality bonus also applies to its user’s projection, magical or psychic.
❖ Power 1-4 = -5
❖ Power 5 = +0
❖ Power 6-9 = +5
❖ Power 10-12 = +10
❖ Power 13-15 = +15
❖ Power 16-19 = +20
More than Steel​: A Weapon of the Soul always has a Secondary Attack type of Energy for which the usual
-10 Penalty is applied when utilizing it. Additionally it can damage any kind of being, ignoring any kind of immunity
such a damage barrier or presence barrier, and it penetrates through even gnostic protections. However, this effect
may only go so far and it scales based upon the quality bonus of the weapon. -5 weapons affect Gnosis 15 Beings,
+0 weapons affect Gnosis 20 Beings, +5 weapons affect Gnosis 25 Beings, +10 weapons affect Gnosis 30 Beings,
+15 weapons affect Gnosis 35 Beings, and +20 weapons affect Gnosis 40 Beings.
Flames of the Soul​: At the cost of 5 LP sacrificed per turn, the user of a Weapon of the Soul can gain an All
Action Bonus equal to double their weapon’s quality.
Unique Abilities​: For every +5 quality bonus that a Weapon of the Soul has, it gains one unique ability that
depends entirely on its user. For example, one weapon may transform into many different forms if they are extremely
adaptable, another might speed its user’s initiative by +30 because their thoughts are always racing, another may
give the weapon a powerful cold attack because its user has a frosted personality, and finally another may finally
reduce its wielder’s offensive projection by -30 while increasing their defensive projection by +30, as if they had a
reverse Mental Pattern: Courage because their defensive combat instincts are elevated. These abilities should
roughly be equivalent to a Level 3 Artifact Power, but in some cases will be weaker or stronger depending on the
specific intensity of personality the bonded user possesses.

Examples​:
❖ Natural Adaptability​: The Weapon of the Soul can passively transform into any melee weapon of any kind,
including power weapons. If changed multiple times, it uses the lowest speed of the weapons to calculate
initiative. Lastly, when the agent uses any form of her soul weapon she doesn't know how to use, she only
suffers a -20 Penalty thanks to her innate bond with it.
❖ Lioness​: The agent’s nature as a lone hunter who kills only according to her own whims and code, provokes
her Weapon of the Soul to become the perfect weapon for a hunter. The arrows of the Weapon of the Soul
cannot be easily heard or seen even in passage, and those trying to detect them and their origin with notice
or search take a -40 penalty to doing so. Finally, the Weapon of the Soul increases the agent’s ability to
maneuver and she benefits from the Free Movement through Nature monster power.
❖ Searing Cinder​: The Weapon of the Soul’s primary attack type is Heat, and its secondary attack types are
Energy and Thrust. Additionally, the Weapon of the Soul automatically creates an projectile when its string is
pulled back.
❖ Chants of the Sun​: The Weapon of the Soul can cause explosions upon impact, just like a technomagic
assault cannon might. If the agent pays 2 Ki, she automatically hits a 10 meter radius around her target with
the same final attack ability.
❖ Running Advance​: The agent advances implacably as a hunter who can never be shaken, and her
Weapon of the Soul reflects that mentality. Firstly she eliminates the -10 attack penalty for moving and
shooting. Second, she halves the attack penalty for moving at maximum speed (-25). Finally, she multiplies
the time it takes for her to suffer fatigue when using the athleticism ability by x10. This stacks with Use of
Necessary Energy and Jürganeth up to a x30 multiplier.
Combat Equipment:
The equipment of Jürgand is manufactured with the strength of its operatives and the sheer scope and breadth of the
devices they may need at any given time. While the list is simply innumerable due to many one-off prototypes in
addition to tried and true equipment from the generations of Jürgand past, most combat units are outfitted strictly to
their specialized roles. For this reason, most equipment a Jürgand agent acquires comes down to personal taste and
the exact combination of utility they require.

Personal Shield Unit​: Utilizing the same transparent wall of blue-force technology used to defend aircraft or
substations, a personal shield unit is a powerful protective field that assists in the survivability of the agent that wears
it. While it may be to some extent overkill in combination with the sheer skills of the agents themselves, over the
centuries and millennia of service many Jürgand have come to swear by their shielding units and the crackling blue
energies which have saved their lives from many an ambush. Mechanically, when attacked the agent has the option
of either defending for themselves or taking a final defense value of 240 Almost Impossible. This defense is treated
as a mystical shield that ignores all penalties, and it possesses a life point pool of 800. As its shimmering blue
energies are quite resilient however, it also has a Damage Barrier of 80, it halves the base damage of any attack not
capable of damaging energy, and it regenerates LP at the rate of 40 LP per turn, but only one turn after the most
recent attack has passed. When these life points are depleted, the barrier falls and must cooldown over 30 seconds,
after which it may regenerate as normal.

Magnified Binoculars​: A set of simple but robust mechanical binoculars with inbuilt rangefinders and thermal-vision
capabilities, magnified binoculars assist the reconnaissance duties of a Tracker type agent by extending the range of
their sight by up to a magnification of x60. Not all agents of Jürgand possess the necessary visual acuity to see
clearly up to the horizon after all. Additionally, the thermal vision on the device is strong enough to pick up signatures
through heavy walls and all but the most insultated of installations.

Handheld Scanner​: An external device that either is attached to the side or back of one’s Jürganeth or is held in
one’s hands, a handheld scanner is meant to increase the scanning power and acuity of an agent’s typical sensors.
This device triples the range of the armour’s senses regardless of what mode of power it is currently set to. When
doubled power draw occurs to further strengthen the agent’s sensors, this becomes a total of a x6 multiplier.

Breaking and Entering Tools​: A kit of precision engineered tools meant to assist an agent in breaking through all
kinds of doors, whether guarded by latch, padlock, keys, or else, it acts as a lock-picking kit which provides a +40
bonus to all rolls made with it. For doors that are barred, it also includes a short-range drilling laser which can melt
through hinges and security systems that are entirely too annoying to bypass regularly. In this case, the door will be
destroyed, but that’s the price of entry (remember to hide it well). Lastly, the kit includes a technomagic slate
designed solely for the purpose of crackling into networks and electronically locked doors, though the chance of an
agent encountering such devices is astronomically low unless they have been sent to sabotage the Illuminati or
Technocracy.

Memory Editor​: A small handheld black metal device easily concealed within the fold of one’s clothing or within one’s
armour, a memory editor is used in countless situations by a variety of the Imperium’s agents on Gaia, though
occasionally Jürgand agents themselves, especially Stalkers and Trackers, may have use for its abilities as well. As
its name implies, it can create, delete, or edit the memories of a target as needed by the individual agent. During the
time the target’s memories are being edited, they are completely incapable of taking actions and remain exactly in
place where they were. The MR for this starts at 120, but if the device is trained on a target for two additional turns, it
increases the difficulty of the check by +20. This increase caps at +80 for a total of 200 MR after eight additional
turns. If the agent in question needs to edit the memories of several targets at once, the device can do so in a radius
of 15 feet with a penalty of -40 to the MR check.
Climbing Equipment​: A kit less useful for Jürgand agents who can simply have their Jürganeth modified with the
proper climbing aids, climbing equipment is nevertheless useful when a back-up is needed or a researcher needs to
work with Jürgand agents in treacherous environments. It includes a variety of things not seen on the face of Gaia
such as synthetic ropes, belay devices, rappel hooks, climbing gloves that allow one to hang from any surface for any
period of time, and a very advanced system of pulleys that makes ascending and descending down a properly
prepared surface extremely quick. This equipment gives the user in question a +40 to their climb skill, but also allows
them to move at a rate of one-half their movement value instead of one-quarter.

Nanomachine Repair Applicator​: Nanomachines are a very powerful medical tool in addition to their uses in the
fields of genetic engineering or warfare. This is no exception for inorganic bodies, and in fact, nanomachines repair
them better than they would a human body. A nanomachine repair applicator is thus designed for use by researchers
or properly trained personnel to temporarily fix a damaged device on the field of battle. For the few Jürgand agents
who have ever commanded groups of powerful combat marionettes however, the device can be quite a lifesaver in
keeping their puppets working. When applied by at least a roll of 80 - Medium on a Mechanics check, the paste within
the applicator gets to work immediately, repairing any kind of damage inflicted on the inorganic device or unit in
question with a regeneration of 10 for up to one hour. For every extra rank passed on the difficulty check, the
applicator increases the rate of regeneration by +1 up to a cap of +5 at 280 Impossible. This application only works
on a single damaged location, and thus it cannot heal more damage than was in a single hit. It is possible that several
applications of nanomachine paste will be thus necessary to treat heavier injuries or that some massive injuries may
simply be beyond the applicator’s scope of repair. For combat marionetes, criticals are usually no issue, but for those
that can feel pain the paste repairs any penalty save amputation if it fully treats the wound. In the case of amputations
however, the affected limb must be placed up against the wound for the associated critical penalty to be removed.

Repair Tools​: Nanomachines are the quickest and most efficient method of fixing a broken device inside and outside
of combat, but sometimes something is more thorough. A kit of repair tools includes handheld welding devices, tightly
packed replacement sheets of metal, a small fabrication device meant to create materials needed on the spot,
several miniaturized technomagic generators, circuitry, and an assortment of other useful hand tools. This
mechanically allows for the agent or researcher in question to use their mechanics skill to fix damage to technomagic
devices and other machines as if they were rolling the medicine skill. This kit provides a +40 bonus to the roll when
doing so thanks to the sheer breadth of tools it covers as well as the fabrication device included.

Nanomachine Surgical Kit​: A kit of precision engineered surgical tools combined with a redundant amount of
sterilizers, bandages, anesthetics, and even a small handful of nanomachine applicators, a nanomachine surgical kit
gives a +40 to the medicine skill of any skilled doctor that uses it. The included nanomachines are themselves not as
efficient when used on organic tissue, but they nevertheless automatically heal 50 Life Points of a single injury over
one hour and reduce critical penalties by -15 (including penalties caused by broken bones or amputations if all the
parts are in place). Every difficulty rank over 80 Medium increases the life points healed by +10 and the critical
penalties reduced by -5, to a cap of 100 LP and -40 critical penalties at 280 Impossible.

Agathodaemous​: A chemical formed of supernatural compounds and synthetic materials, Agathodaemous is a


cure-all panacea for use in the field by even untrained agents, healing damn near any injury in an instant and rather
quickly counteracting the effects of venoms or diseases. The silvery substance, when applied to a wound instantly
shapes itself into new flesh, healing the target immediately for %25 of their life points, to a maximum of whatever
damage the injury in question caused. Critical penalties are healed immediately if the damage is fully mitigated,
otherwise they are halved. When injected into the bloodstream or drunk, the silvery substance automatically
eliminates any venom or disease of Level 70 or lower, while for those of Level 80 and higher it grants a +80 bonus to
the patient’s VR or DR. Finally, it must be noted that once a vial of Agathodaemous has been used on an individual,
they have to wait for at least half an hour before they can use another (the supernatural shock on their system is
otherwise too great).
Handheld Terminal​: A portable technomagic device shaped late a small slate, a handheld terminal is meant for an
individual user to store data, record visual information, and send messages. Generally speaking, both the hardware
and software of handheld terminal is limited in what it can do. Thus aside from its normal utilities it can be used for
any kind of Technomagic (Programming) checks, though its user incurs a -20 penalty to do so, while Technomagic
(Hacking) checks cannot be attempted outright.

Wrist Terminal​: A personal terminal fitted to one’s wrist, it allows an agent trained in hacking to break into
technomagic systems and manipulate their very function from the outside. The terminal works when in physical
proximity to a target, or if within a short range up to 50 feet away. A terminal provides no bonus to the Technomagic
(Hacking) check necessary to use it, as without the terminal there can be no check at all. As in other instances the
chance of encountering ancient technomagic from long lost civilizations is basically zero, while the chance to
encounter Illuminati or Technocracy devices is only barely above utterly negligible, so agents often practice against
dummy targets or each other to keep their skills sharp.

Mechanical Tools​: A set of precision engineered tools meant to crack open the physical shell of a technomagic
device, they are not meant for repairs, but instead are meant to assist the agent in question in analyzing the structure
of the device’s internal so they may better understand how to reprogram it. If an agent cracks open a device and
sufficiently studies its innards (for at least a minute, up to days, weeks, or even months for very complex devices),
they receive a variable bonus on the hacking check from +20 to +40 to alter or analyze its functions.

Database Crystal​: A compact psychic crystal fused with a technomagic casing, a database crystal is a portable
repository of knowledge on a single knowledge or creative secondary skill meant to boost its user’s checks according
to the subject it contains within. To use it, the agent in question simply clutches the crystal in their hands and opens
up the innate bond they share with the device. For as long as they concentrate on the crystal, the agent thus receives
a +40 to the skill the crystal contains knowledge on. A crystal may only have one bonded user at a time, who can be
replaced upon severing its connection with its current owner. During combat this recall requires a WP 12 check to at
least receive half the normal bonus at +20, and a WP 16 check to receive a +40 bonus.

Mystical Analyzer​: For individual squads and teams of a Patriarchy that for some reason lack a member with
magical capabilities, a mystical analyzer is key for staying aware of all supernatural threats and obstacles. The device
has a range of 50 meters, in which it scans all objects, persons, places, or supernatural abilities with a final Magical
Appraisal and Occult of 280. It reveals any secrets such an expert on the topic would know by swiftly communicating
this information to its user through a V.I interface. If a creature or person wishes to resist analyzation, they must hide
themselves using Magical Appraisal in a contest against the analyzer’s final value. Naturally, this device does not
detect mundane beings or objects, that is up to the agent’s normal scanners. If the agent so desires, he may hook the
analyzer up to his Jürganeth to provide it more power, which allows it to use the scanning range of the armour’s
sensors at the cost of doubling power consumption.

Matrix Analyzer​: While psychic powers are quite rare on the surface of Gaia, they are trivially easy for the Imperium
to gift to its agents through use of genetic manipulation and implants. Despite this, some Jürgand squads
nevertheless lack matrix capabilities, and it is in this case that they must take on a Matrix Analyzer to stay aware of all
psychic forces in the vicinity. The device has a range of 50 meters, in which it scans for active matrices, latent powers
in people, what disciplines a matrix user possesses, what level of psychic potential a target has, and how much free
PP the target may possess. This is equivalent to a result of 280 Impossible Sense Matrices for the discerning matrix
user that may quite rightfully wish to hide themselves from this detection. If the agent so desires, he may hook the
analyzer up to his Jürganeth to provide it more power, which allows it to use the scanning range of the armour’s
sensors at the cost of doubling power consumption.

Dimensional Pocket​: A satchel type container affixed to an agent’s waist, a dimensional pocket might just look like a
plain lump of white metal, but in actuality it is one of the most advanced devices the Imperium has ever created.
​ ach device can carry up to 5,000 pounds of gear and
Mostly due to the fact ​it’s a mobile pocket dimension. E
equipment, meaning a single one is all an agent (or hell, a team) will ever need. Naturally, as the device works by
compressing objects from the real world into a space the size of one-four human fists, it does not matter what size or
shape an object placed into it is.

Boreal Field​: A boreal field is a handheld technomagic generator that when activated, emits a frigid supernatural
chill. This has little effect on an individual’s body itself, but it severely impacts their ability to call upon their physical
energies. Thusly used by the Imperium to debilitate domine users, it turns ambushes into near instantly lethal
encounters for the target. Mechanically the device has a range of 30 meters, within which it lowers the value of all Ki
Accumulations by -2. A boreal field remains active for up to five turns, after which it shuts off and must recharge for
five turns before it can be reused once more.
Note:​ With a tactical network, a team or squadron can designate themselves to be immune to the power of a
boreal field. In this way, the agents can avoid the hurdle of debilitating their own members.

Antimagic Generator​: A handheld technomagic generator specialized in absorbing all nearby magical energy into
itself while simultaneously attacking the very bonds of supernatural power in the region, an antimagic generator
combat enemy mages by stunting their powers significantly. Mechanically, the device has a range of 30 meters,
within which it lowers the Magic Accumulation of all those affected by -30 and reduces the zeonic value of active
spells by the same amount. Spells that fall below their base value in this manner are dissipated, destabilizing until
they oscillate themselves into destruction. Once the device is shut off or destroyed, spells that were not destroyed are
regain their full effectiveness. An antimagic generator remains active for up to five turns, after which it shuts off and
must recharge for five turns before it can be reused once more.
Note:​ With a tactical network, a team or squadron can designate themselves to be immune to the power of
an antimagic generator. In this way, the agents can avoid the hurdle of debilitating their own members.

Resonance Crystal​: A fist sized red crystal that is attuned to very destructive psychic energies, it automatically
combats any psychic matrix that enters its reach. Usually, the crystal is stored within a special pouch that smothers
its effects or a dimensional pocket until it is needed, after which it is simply pulled out and held. Its lust for destruction
is a natural process after all. Mechanically the crystal has a range of 30 meters, within which it lowers the Psychic
Potential of all psychic users and their powers by -40. If A psychic power is brought below its base rank this way, it is
immediately annulled and the psychic suffers fatigue loss as per the category he falls down to. If the crystal is
destroyed or stored once more, all affected powers regain their psychic potential at a rate of 10 points per turn.
Note:​ If a team or squadron of agents spends at 3 days within the range of a specific resonance crystal, they
become somewhat acclimated to the destructive crystal’s effects and they halve the penalty to Psychic Potential. If
they spend a full week, they become immune to that specific crystal’s effect, or rather, the crystal has become “bored”
of them and just doesn’t bother targeting them.

Domine Harness​: Worn underneath one’s clothing or armour, a domine harness is a series of synthetic straps that
run around the length of one’s body. Each length of material is superconductive to the energies of the body, and thus
when taken into account overall, a domine harness increases its user’s Ki Reserve by 30 points and a single chosen
accumulation by +1. Contrary to the general rules, this directly increases its user’s Ki Reserve and they do not have
to retrieve the ki stored within by accumulating. This accumulation bonus does stack with other technomagic bonuses
to the same chosen accumulation, instead, take the higher of the two bonuses.

Zeon Transfuser​: A palm-sized metal device that looks like a clock-shaped amulet, a zeon transfuser allows its user
to store and use magical energy above and beyond their natural reserves, up to 750 points to be precise. This stored
zeon can be accessed by anyone after the fact, but when the zeon transfuser is directly in contact with its primary
user’s body, it bonds to their spirit. This allows them to call upon whatever is stored within much easier, and they can
do so as a passive action that does not require a laborious extraction process. For all intents and purposes, a zeon
transfuser increases its primary user’s natural zeonic pool, though other users must extract zeon as normal through
accumulation.

Tactical Network (Dominus, Patriarch)​: Taken only by a squad Dominus and squadron Patriarchs, a tactical
network is a combination of a personalized terminal, a series of small psychic crystals given to the individuals who will
be a part of the network, and a specialized V.I. built for maximum efficiency in the field of combat calculations. The
resulting field of psychic and magical energy forms a collective between the minds of its users, vastly increasing their
awareness and combat potential for as long as they remain in synchronization. This collective has several benefits,
which are the following;
Range​: A tactical network has a theoretical range of 50 miles, but this is usually overkill by far. By drawing
power from their armour at a rate of 1 Combat Power or 2 Low Power, the host may double this range however.
Expertise Sharing​: Any individual of the collective may benefit from any two combat modules, styles, minor
ars magni, or other similar combat abilities possessed by any other member of the collective. Thus, a member might
borrow from one teammate the Armour Penetration module and the Running Shot module from another.
Sensory Merge​: Any individual of the collective may benefit from a single sense they themselves do not
already possess that is possessed by at least one member of the group. Particularly unique senses cannot be shared
this way, but some may at least transfer some measure of benefit all the same.
Perception Assimilation​: in addition to the above borrowed-sense and training, the entire collective links
their overall perceptions, sharing visual data between all of them in rapid flashes of subsequent information. This is
enough to prevent all individual members of the collective from suffering the flanked or from behind penalties so long
as one of the members of the collective is not suffering such a state. Additionally, the group doubles the bonus to
Perception their V.I. Enhanced Perception gives them regardless of if they are wearing a visor or helmet.
Anima Certamina​: Perhaps most powerful of all, a tactical network transfers a portion of the collective’s
strongest member to the weaker members, imbuing them with a portion of their might and prowess. First, measure
the abilities of the group’s participating agents. The one with the highest combat abilities is chosen as the donor. This
tends to be the Dominus or Patriarch, but it is possible for this to not be the case. Second, calculate the difference
between their combat abilities and the combat abilities of the others in the collective.
If this difference is less than 25 points, the weaker members of the group receive no bonus to their combat
actions, if this difference ranges from 25 to 50 points, they receive a bonus to their combat actions equal to a quarter
of the donor’s DEX, STR, INT, WP, or POW modifiers, if the difference ranges from 50 to 75 points, they receive a
bonus to their combat actions equal to half of the donor’s DEX, STR, INT, WP , or POW modifiers, if the difference
ranges from 75 to 100 points, they receive a bonus to their combat actions equal to the donor’s DEX, STR, INT, WP,
or POW modifiers, and if the difference goes over 100 points, they receive a bonus to their combat actions equal to
the donor’s DEX, STR, INT, WP, or POW modifiers x 1.5. Any bonuses obtained this way are rounded down to the
closest 5 or 0 result.
Note​: Naturally, this bonus does not stack with other combat action bonuses.
-Tactical Superiority​: A tactical network only truly provides its perception and combat bonuses against a
foe that is incapable of fighting on the same level as the agents of Jürgand. Against foes that possess a similar type
of device, all such bonuses cease to function. In effect, both sides are so evenly matched their elevated abilities do
not matter to one another. All other functions of a Tactical Network remain in effect however.

Personal Drone Companion​: A personal drone companion (or a PDC) is a small construct roughly the size of a
eden ball that flies using a small anti-gravity system, and while each starts of looking like a sleek aircraft-like shape,
they usually end up greatly different in appearance based on their user’s needs. A PDC’s purpose is variable, and
some agents simply use them as an extra weapon slaved to their will, while others use them as medical assistants or
even assassins. Each PDC performs a single function per combat turn that is based upon the loadout it is equipped
with, though greatly personalized PDCs can occasionally have more than one mode. Nothing stops an agent from
using multiple PDC at once, though without specialized equipment only two may be used by an individual user. Use
the following list as a basic list of what PDCs can do, though naturally more are possible if a user is creative.
Gun Drone​: Equipped with a single ranged weapon of small or medium size, an enslaved gun drone
automatically fires its weapon at whatever target its user attacked last. It is completely dedicated to this purpose, so it
lacks self awareness and must be programmed to differentiate between teammates and enemies if friendly fire
incidents are to be eliminated. A gun drone may at maximum be 30 meters from its user at any time. If it goes beyond
this for some reason, it beelines right back.
Initiative:​ Acts at the beginning or end of its users turn.
Movement:​ User, to cap of 12.
Presence​: 40
LP​: 60
AT:​ 3
Attack​: 180 Final. Ignores penalties save for user surprise.
Ammunition​: 5 magazines of equipped weapon. Must be replaced by mechanic.
Shield​: 180 Final w/ 120 LP. Damage Barrier of 60. Halves non-energy damage.
Hospitalier Drone​: A hospitalier drone is equipped with a nanomachine surgical kit and two external
containers of Agathodaemous. The drone has two uses, either it acts as its own unassisted doctor, or it supplements
the ability of a trained healer. In either case, it must remain by its user and cannot fly away like other drones.
Initiative:​ Acts at the beginning or end of its users turn.
Movement:​ User, to cap of 12.
Presence​: 40
LP​: 50
AT:​ 2
Shield​: 180 Final w/ 100 LP. Damage Barrier of 60. Halves non-energy damage.
Medicine​: 140 Final Medicine for surgical kit. Adds +20 (+60 total w/ kit) if assisting trained user.
Repair Drone​: A repair drone is equipped with a repair ki and four external nanomachine repair applicators.
The drone has two uses, either it acts as its own unassisted technician, or it supplements the ability of a trained
mechanic. In either case, it must remain by its user and cannot fly away like other drones.
Initiative:​ Acts at the beginning or end of its users turn.
Movement:​ User, to cap of 12.
Presence​: 40
LP​: 50
AT:​ 2
Shield​: 180 Final w/ 100 LP. Damage Barrier of 60. Halves non-energy damage.
Repair​: 140 Final Technomagic for tool kit. Adds +20 (+60 total w/ kit) if assisting trained user.
Assassin Drone​: An assassin drone is equipped with a single melee weapon of small or medium size, it
automatically seeks and destroys whatever target its user last attacked. It is completely dedicated to this purpose, so
it lacks self awareness and must be programmed to differentiate between teammates and enemies if friendly fire
incidents are to be eliminated. An assassin drone may at maximum be 100 meters from its user at any time. If it goes
beyond this for some reason, it beelines right back.
Initiative:​ Acts at the beginning or end of its users turn.
Movement:​ User, to cap of 12.
Strength:​ 8
Presence​: 40
LP​: 40
AT:​ 2
Attack​: 180 Final. Ignores penalties save for user surprise.
Shield​: 180 Final w/ 80 LP. Damage Barrier of 60. Halves non-energy damage.
Supernatural Stealth:​ 140 Final Stealth w/ Ki Concealment.
Optical Camouflage​: Invisible of 240 Notice and 140 Search.
Sensor Drone​: A sensor drone is equipped with a powerful sensor akin to the portable ones carried by
agents, though its non-sentient nature does see a drop in information accuracy gathered this way. A sensor drone
may at maximum be 100 meters from its user at any time. If it goes beyond this for some reason, it beelines right
back.
Initiative:​ Acts at the beginning or end of its users turn.
Movement:​ User, to cap of 12.
Presence​: 40
LP​: 40
AT:​ 2
Shield​: 180 Final w/ 80 LP. Damage Barrier of 60. Halves non-energy damage.
Sensors:​ 180 Final w/ Extrasensorial Vision. Has a 100 meter range.
Supernatural Stealth:​ 140 Final Stealth w/ Ki Concealment.
Optical Camouflage​: Invisible of 240 Notice and 140 Search.
Notes​: Shield Regeneration is %5 of the shield’s LP. See Personal Shields.

Networked Drone Controller​: A wrist-mounted terminal meant to give an agent much greater control over their
personal drone companions (PDCs), a networked drone controller or (NDC) allows an individual to have up to five
personal drones active at once rather than the usual limit of two. As a primary feature not otherwise possible, an NDC
gives its user the ability to see through the sensors of its linked drones, greatly helping coordination as well as
reconnaissance overall. Additionally, the NDC allows for the drones linked to it to achieve a much greater
effectiveness than is usual for the non-sentient devices on their own. The following benefits and abilities are granted
to all of the drones connected to an NDC so long as its user takes one Active Action to do so in a turn (which must be
taken before the drones act).
Skillful:​ The final value of a drone’s Attack, Medical, Stealth, or Sensor skills increases by +1 rank.
This increases to +2 ranks if the user possesses a 240+ in both Technomagic and the associated skill.
Reactionary Shielding:​ The final defense value of a drone’s shield increased by +1 rank and
doubles its life points and regeneration.
Independent Targeting​: Gun or assassin drones are not limited to the same target as its user, and
they may engage any suitable target within range.
Range Increase​: All drones have the maximum range they may be away from their user doubled.
Hospitalier and repair drones may now fly out to a range of 100 meters. This increases to triple and 200 or quadruple
and 300 respectively if the user has a 200+ or 280+ Technomagic skill.

Combat Stimulant​: A one-use injector carrying a drug meant to imbue a soldier with superhuman mental stability
and discipline, a combat stimulant grants its user +40 to resist the effects of Fear and Terror, then additionally a
bonus of +80 to their Composure and Withstand Pain secondary abilities as well. This effect last for one hour, then its
effects fade. As a downside due to numbed nerves however, repeated use within a short span of time (that is within
the same day) incurs a stacking -10 penalty to Initiative and complicated physical tasks. Finally, combat stimulants
are highly addicting so soldiers who use them regularly are often screened for psychological problems.
Medicine:
The Imperium has made countless advances over its millennia long existence, but the field it is most proud of, the
field it has worked many countless wonders is, is that of the science of genetics. Or simply put, genetic engineering.
With much a simple word, a flick of a wrist, and a patient lulled into sleep by anesthetics, a skilled researcher can
perform near-miracles, no, miracles they are in a relatively short amount of time. He might erase a genetic defect
from a man who grew up with a permanently hunched back, allowing him to walk upright for the first time in his life.
For another, perhaps a woman, he might grant her the strength of another, augmenting her musculature with genetic
information recorded from a suitable volunteer. And for yet another, he might add functions that never existed at all,
such as natural night vision or the ability to accurately detect motion through sound.

In any case, the Imperium’s most wonderous genetic sciences lays with the protodeus, humans who have the divine
DNA of a divine entity written into their bodies before birth or short after it. This process grants the young children
grants superior potential, power, and presence based upon the gnostic might of the creature whose Anima has fueled
the process. Most protodeus are Jürgand agents, superpowered soldiers who possess knowledge and potency above
all others, but some fall into other functions. The Ladies are such an example, as are certain high ranking leaders
within the Imperium, and a good percentage of the Inner Circle are also protodeus themselves.

To complete a genetic engineering procedure not only requires knowledge, but the requisite tools. The Imperium
simply does not practice their art of fusing mortals with gods without the utmost of investment, and this is reflected in
the care by which they apply their medical sciences.

Medical Advances:
Advanced Anesthetics​: Formed from liquids, organic components gathered from all over Gaia, and
synthetic chemicals manufactured only in the Imperium’s laboratories, advanced anesthetics are used make all
surgeries and genetic procedures painless for the patient involved. There is near to no chance of the patient waking
up during the procedure, and even if they did, they wouldn’t be able to think a single thing with their nerves and brain
so drugged out even a dragon could barely manage better than to crack open a ponderous eyelid with the same
anesthetic applied.
Advanced Surgical Tools​: The doctors of Gaia have made many great strides in the field of medicine of
late, but in comparison to the complex and hyper-precise tools and machines the Imperium has manufactured, they
look like childish barbarians playing with sticks and weeds. Overall, this is a very broad category, covering tools from
specialist disciplines such as neurosurgery to machines that can diagnosis a patient’s genetic record within minutes
of starting its observations. In any case, when the Imperium’s researchers are able to fully utilize their entire range of
devices, they receive a +20 up to +80 bonus on the check depending on the difficulty of the procedure involved, with
simpler procedures providing a larger bonus and more complicated procedures providing a smaller bonus. When it
comes to treating diseases though, this bonus is always +80, as the sheer spectrum of antibacterial and antiviral
compounds they possess is bewilderingly vast.
Stasis Tanks​: A stasis tank is a cylindrical tank filled with special chemicals that allow the person inside it to
breath even as the chemicals promote healing and restoration, its primary purpose is to increase recuperation speed
for a patient after a major surgery, though the Imperium uses them mainly for genetic engineering. While outside the
tank, many researchers congregate to carefully oversee the ongoing genetic procedure or recovery, the inside of the
tank may as well be a blank void for the patient. They’re asleep the entire time after all, not even once being allowed
to wake up due to the great many amount of chemicals coursing tinto them. It is plausible that a long enough
recovery period or genetic operation allows a person to skip a few years in this manner, their body emerging from the
tank pale and clammy, but without having aged even a single year. Mechanically, a stasis tank cuts in fourth recovery
times and it flat out prevents any non-supernatural disease its patients might catch while they are inside (it removes
any pre-existing disease that isn’t genetic as well). For supernatural diseases, it boosts it patient’s DR with a +40.
Nanomachines​: Nanomachines have an innumerable amount of uses, most of which are production based
thanks to their extreme ability to automatically precision engineer certain technomagic components. These specific
ones are used to assist surgeons in certain surgeries, as well as in genetic engineering operations. In fact, without
nanomachines, any significantly advanced genetic engineering procedure would take unfeasibly long periods of time.
Well, unfeasible to all but the Imperium anyways. ​Nanomachines halve the duration of all operations listed below.

Genetic Engineering:
The Imperium is capable of nearly anything in regards to genetic manipulation, they can even perfectly merge the
DNA of humans and sylvains in such way as to create a hybrid race between the two of them, or for that matter, a
fusion between man and supernatural beast. But in the end, they have a very low amount of interest in anything that
isn’t protodeus or enhancement related..

Elimination, Natural Defect (12-60 Days)​: With a time period ranging from 12 days to 60 days, any natural defect
such as blindness, deafness, a vulnerability to heart disease, etc, can be corrected. In the case of vulnerabilities to
certain diseases thanks to one’s heritage, this is corrected in a single treatment. In the case of problems that are tied
to disadvantages, they are instead reduced by 1 CP. If this eliminates the disadvantage, then the character no longer
suffers from it at all. If this reduces the disadvantage from 2 to 1, for say blindness or serious illness, then an
appropriate disadvantage replaces the original one. Nearsighted and Sickly work respectively. Any further defect
elimination operations will not work again on that disadvantage, though they of course may target other ones.
Notes:​ 1 CP disadvantages range from 12-24 days, 2 CP disadvantages range from 24-60 days.

Elimination, Handedness (6 Days)​: A simple process that rewires the recipient’s motor-functions to act as if both of
sides of the body were identical to each other, this grants the character the Ambidextrous advantage for free.

Replication (7 Days)​: This process replicates any lost limbs or body parts such as an eye a person may have
suffered from combat injuries, accidents, or just the natural course of some diseases. For this process, the patient in
a stasis tank is counted as having Regeneration 15. Thus, any amputated limb or lost organ will regrow after a full
seven days within the tank.

Appearance Change (18 Days)​: This operation can change an individual to appear as any other possible human
appearance, even in the process possibly switching gender. While humans have a general limitation of features
according to their ethnicity, this is not an issue for this operation. Nor for that matter, are features that should be
produced only through mutation, such as unnatural hair colours or a sixth finger on both hands.The operation has
little use to Jürgant agents aside from Stalker types, but it is very much offered to the Imperium’s array of Gaian
agents in order to produce alternate identities or shake inconvenient queries from the agent’s past misdeeds.

Physical Alteration​: The Imperium favours simple genetic procedures over more invasive ones, and the physical
alteration procedure showcases this well. The operation takes the form of a rather quick and painless genetic edit of
the patient’s DNA, after which their body is rapidly fed nutrients to grow into their new physical capacities. This
operation type has three ranks, minor, moderate, and severe, each rank gives progressively stronger results albeit
with more noticeable changes to a person’s body. Regardless of which rank of operation is taken, a single character
may only ever take up to three operations to increase his or her physical characteristics. Altering their genetics further
could possibly cause damage or mutation after all.
❖ Minor (36 Days)​: As the most basic version of the operation, a minor physical alteration can only
raise a single physical characteristic (including Perception) by +2 permanently, or two physical
characteristics by +1 permanently, up to a cap of 10.
❖ Moderate (72 Days)​: The standard level of physical alteration, a moderate level alteration instead
raises a single physical characteristics by +3, or one physical characteristic by +2 and a second by
+1, or three physical characteristics by +1, all up to a natural cap of 10.
❖ Severe (144 Days)​: The highest level of physical alteration engineering allows for a human body to
reach inhuman capacities they could not before. There are only two differences between a severe
and moderate operation. First, the subject is automatically granted the Inhumanity Ability for free.
Second, the cap of physical attributes is extended to 11. Excessive growth performed this way will
change the look of the modified individual to some extent, as well as their size. For example,
someone who gains +3 strength up to 11 this way might become extremely brawny and bulky in a
way that is entirely impossible for normal humans to appear like. Not all individuals change this way
however.

Mental Alteration​: An exact mirror of the physical alteration procedure, save that it is meant to increase the various
non-physical characteristics of the patient, a mental alteration operation targets the very essence of the soul and
mind, rewiring and rewriting more than just simple DNA to complete its duty. As with physical alterations, regardless
of whether a patient undergoes a minor, moderate, or severe operation, they can only ever take on three total such
operations.
❖ Minor (36 Days)​: As the most basic version of the operation, a minor mental alteration can only
raise a single mental characteristic (Intelligence, Willpower, Perception, or Power) by +2
permanently, or two physical characteristics by +1 permanently, up to a cap of 10.
❖ Moderate (72 Days)​: The standard level of mental alteration engineering, a moderate level
alteration instead raises a single mental characteristic by +3, or one mental characteristic by +2
and a second by +1, or three mental characteristics by +1, all up to a natural cap of 10.
❖ Severe (108 Days)​: The highest level of Mental Alteration engineering allows for a human or
human-like mind to reach inhuman mental power and strength of soul. There are only two
differences between a severe and moderate operation. First, the subject is automatically granted
the Inhumanity Ability for free. Second, the cap of mental attributes is extended to 13. Excessive
growth in the case of perception will noticeably alter the eyes of a person in a variable fashion (a
pupil may become square for instance), but power, willpower, and intelligence do not cause
appearance changes like alterations to physical characteristics might.

Genetic Splicing (Human/Human)​: An alternate method of increasing the natural abilities of a human body, genetic
splicing combines the genetic material of a donor subject with the DNA of the transplantee, giving the latter some
measure of the former’s own presumably much higher abilities. This procedure is somewhat more complex and
invasive, so it is less favoured by the Imperium’s medical researchers. That’s not to mention for the need to pull in a
suitable donor and a much longer process either. As such, this operation actually tends to come from requests only,
particularly from more intimate pairs or bonded comrades. It should be noted that this operation is only possible once
per characteristic, as combining the genetics of more than one person with the same end goal can result in far too
high chances of mutation.
❖ Advanced (144 Days)​: The Imperium doesn’t bother with the lesser operation of this type, but
naturally it increases the capacities of the transplantee moreso than the basic versions. In any
case, it is necessary to compare the transplantees’ selected characteristic with that of the donor’s
characteristic. The transplantee gains an increase in his selected characteristic equal to %80 of the
difference between him and his donor, rounded up. For example, a donor with a 12 perception and
a transplantee with 5 perception would result in an increase of +6 to the transplantees’ perception
(5 to 11). There is a cap to this increase however, and no operation may raise the transplantees’
value above 13.

Mystical Infusion​: A specific offshoot of procedure that was devised from the enhancements of a protodeus, a
mystical infusion operation induces within the subject the capacity to use magic, an ability that is downright
impossible otherwise without divine magic. The Imperium saves this operation for the times it requires a specifically
designed individual or protodeus, such as specialist Jürgand agents or Ladies. In either case, they either create the
specific combination of genetic talents they need or they target the ungifted and unborn child of a magically capable
pregnant agent. Under almost no circumstances does it allow others to undergo the procedure. Some parts of natural
laws are just better left untouched after all.
❖ The Gift (Instant)​: In an unborn child at the earliest stages of development, a mystical infusion
operation can outright induce within them a fully functioning magical capacity. The child is forced to
purchase “The Gift” as normal using its own CP, and it may never select the “Incomplete Gift”
advantage when doing so.
❖ Incomplete GIft (28 Days per Year of Age)​: When used on any individual other than an unborn
child, the mystical infusion process can only partially induce the capacity to use magic. Or rather,
the Imperium simply refuses to go to the extent it would require to induce the true Gift within an
individual if they are not their brainwashed agents. The character does obtain the “Incomplete Gift”
advantage for free, but without a further source of improvement (CP may not be spent on this) the
character will never possess an unfettered access to magic.

Awoken Matrices​: A much simpler process than a mystical infusion that was developed during the beginnings of
technomagic, the operation to awaken an individual’s mental powers is relatively quick and painless, even for adults.
One implantation of a psychic crystal synchronized with the mind of the individual and a tweak of a few important
genetic strands and it’s over. The Imperium is thus much more free with its use, and quite a few non-military
personnel even possess low-key psychic abilities to compliment whatever their civilian roles are.
❖ Single Discipline (12 Days)​: Put concisely, an operation to awaken a single psychic discipline
does exactly that by providing for free the “Access to a Single Psychic Discipline” advantage. It is
possible to later awaken all disciplines, in which case it takes a special operation that lasts 12 days
(6 w/ nanomachines) and 1 CP.
❖ All Disciplines (24 Days)​: This version of the operation to awaken one’s matrices gives the
individual access to all disciplines, though it costs slightly more from the person existentially to do
so. This operation grants the character the “Access to all Psychic Disciplines” advantage, but they
must spent 1 CP of their own to do so. If they at the time do not have a CP, they must immediately
spend the next CP they acquire through an even level.

Flash Training​: Through the cloning of memories from trained agents who have spent a lifetime learning various arts
of battle or skills, it is possible to induce similar levels of knowledge within an individual. The Imperium naturally tends
to use this only on its brainwashed Jürgand agents during their foundational years in the academy, but occasionally it
offers the process to its agents down on the surface of Gaia who need to use certain high-powered technomagic
devices but lack the training do so.
❖ Modules (1 Day)​: The primary use of flash training, this variant of the operation induces within an
individual the training necessary to use six different types of weapons they did not know previously.
This is for all intents and purposes, a free archetypical module. Naturally, this operation can only be
performed once, so it is necessary to pin down what exactly will be useful for the future.
❖ Styles (9 Days)​: Combining cloned memories with low-key genetic alterations, it is possible to
specifically create within an individual natural ability in a single chosen combat style. Any style
module is valid for this purpose, as are minor Ars Magni, though the MK cost of the latter must still
be paid normally through training before it can be accessed. Can only be taken twice.
❖ Secondaries (18 Days)​: Through a process where cloned memories are edited into generic data,
data which is then converted into genetic information, it is possible to induce within an individual 20
to 120 points in a single chosen secondary ability, depending on the whims of the researcher
behind the process. Unless the individual is a Lady or High Lady however, this operation can only
be performed a maximum of three times. Points can be upgraded from lower values to higher
values however.For the Ladies, there is no limitation to the amount of secondary abilities learned
this way on top of an increased maximum value of 180. In fact, all of them are turned into living and
breathing repositories of information through either this instant-use method or similar procedures
which induce rapid accumulation of knowledge over a period of time.

Sensory Alteration​: Through a procedure that comes close to borrowing traits from animals but in the end only skirts
such things, it is possible to create an extra-sense within an individual. The Imperium without exception arms its
Jürgand agents with the ability to see supernatural forces this way, or with any other sense that they might find useful
in their duties. Regardless of choice or operation variant, an individual may have only three sensory alterations.
❖ Visual (12 Days)​: The primary use of this procedure grants the individual in question a single extra
vision, whether that is See the Supernatural, Heat Vision, Night Vision, Complete Night Vision, See
Electromagnetism, See Truth, See Gnosis, or some other bizarre mode of sight.
❖ Tactile (36 Days)​: Of little use in most cases, it is still possible to gift an individual the ability to
sense tremors in the ground. This allows them to “see” in all directions using their sense of touch
and ignore penalties for darkness when doing so.
❖ Aural (36 Days)​: Also quite rare, an aural operation allows the individual to use the sense of
echolocation. This allows them to “see” in all directions using their sense of hearing and ignore
penalties for darkness when doing so.
❖ Olfactory (36 Days)​: An olfactory operation increases the individual’s scent detection into a
high-functioning state so they can navigate the world by scent. This allows them to “see” in all
directions using their sense of smell and ignore penalties for darkness when doing so.
❖ Acute Senses (24 Days)​: This operation tweaks the individuals senses sharply, increasing their
overall perceptions without adding inhuman functions. Naturally, this grants “Acute Senses” for
free.
➢ Notes:​ Tactile, Aural, and Olfactory senses suffer notice penalties according to their type.

Genesis Advancement:​ Usable only by humans, this operation rewrites the entire structure of a person’s body from
the ground up in order to gift them quasi-divine power, a process that takes combining their mortal DNA with the
power of hyper-refined Anima from a divine entity.The name of a demi-god such as this is “Protodeus”, the for now
final step of human evolution. Entities that are suitable for creation of protodeus are Alpha, Beta, and Sigma grade
entities, Apophis class entities are too weak spiritually and there is doubts even amongst the Imperium that an
Omega class being ever existed. In any case, the higher the grade, the more absolute the powers of the individual.
Unfortunately for individuals who are already grown beings, this process is excruciatingly painful and overly
lengthy, meaning those who are not stringently prepared for the trial of agony they must endure will surely become
insane or likely even die. This process is thus meant to be attempted on a newborn or a child up until a year and a
half of age. Of course artificially seeded human children are the best subjects for this change, as they can simply
have Anima/divine DNA inserted into the sperm and egg used to make them. A painless process, unlike the others
who must undergo a rewrite. It should come as no surprise that the Imperium just outright prefers to make the latter
type of protodeus, as it is almost trivial for them to mix the two, divine DNA and human DNA, when the yet unborn
child hasn’t even begun the process of growing and maturing.

Mechanically, a Genesis Advancement operation has the following effects upon the individual child;
❖ Artificial God​: The protodeus benefits from the gnosis score of the entity used to make them. This is mainly
used to grant the protodeus extra CP equal to the CP their artificial gnosis would grant them, but it also
applies against certain types of protections and supernatural abilities. Occasionally, a protodeus made from
a particularly unique entity might inherit a special trait, in which case they will have special monster powers
bought using their own DP values.
❖ Divine Weave​: By simple dint of the process, a protodeus at minimum becomes a Natura +10 individual,
even if he or she was +0 or +5 before. If the deity used in the process has Gnosis 40 or higher, then this
instead brings them to Natura +15. It is not possible to be brought to Natura +20 as a Gnosis 50 being does
not exist to become fuel for the process.
❖ Broken Limiters​: As a side effect of the protodeus’ importance in destiny rising, they destroy their level
caps, if they had any, and they immediately increase their level by +4 (likely to 4 or 5 since even a child with
great potential is still 0 or 1). They may with enough time and training, grow to possibly even match the
infamous Deva, the greatest Jürgand agent to ever live and likely the strongest warrior to ever exist aside
from the Beryls and Shajads.
❖ Accelerated Learning​: All protodeus are injected with stimulants that alter their brain chemistry to learn
quicker, and it is for this reason that they increase all EXP they gain by +6.
❖ Flash Training​: All protodeus are injected with the knowledge of six weapons, which they grow up knowing
how to use as if they had trained with them all of their lives. Additionally, they receive a small bonus of 20
points to their Composure, Science, and Memorize scores, representing the Imperium’s subtle editing of
their personalities for loyalty and basic competence in a high-technological lifestyle.
❖ Limited Elemental Domain​: Most protodeus are deeply typed to an element thanks to the being that was
used to create them, but some children all the same are more general in attunement. Regardless of if they
have an affinity or not, all protodeus have the ability to control 3 intensities of any element they wish (Light,
Dark, Fire, Water, Air, and Earth). If they have an affinity for a type, they lose the capability to manipulate the
other elements, but they increase their own control to 6 elements.
➢ Note:​ There are further benefits for a protodeus who possesses an affinity. Firstly, reduce the MK
cost of all Ki Abilities related to said element by 5 MK. Secondly, reduce the ML cost of buying
spells on the related path to said element by 2 ML per 10 Points on the path. If bought individually,
spells are flat reduced in cost by 4 ML. Thirdly and finally, those with Psychic matrices that
specialize in an element gain the related discipline and its first two abilities for free.
❖ Supernatural Senses​: A protodeus automatically gains the See the Supernatural advantage.
❖ Limited Immortality​: A protodeus has a natural lifespan of 1,000 years, and they do not suffer aging
penalties whatsoever.
❖ Inhumanity​: A protodeus naturally has the Inhumanity and all that it entails.
Implants:
The Imperium does not only just rely on genetic engineering to boost the capacities of its agents, and in fact, save for
operations performed for the sake of the protodeus, it is quicker and simpler to make use of implants, technomagic
devices built for insertion into a human body in order to raise or alter their capabilities. To some extent implants (or
cybernetics as they referred to by some) overlap with many genetic engineering procedures, and that should be the
case, for the Imperium has many many ways of achieving a singular objective.

All implants augment or replace a specific part of the human body. Unless they are stated to be compatible with other
similar implants, they cannot be combined. So a ballistic fleshweave would be incompatible with sub-dermal plating
and a cybernetic arm would be incompatible with a metamorphic combat limb. While they can be combined with
genetic engineering, similar abilities such as from Flash Training and Facultas Implants do not directly stack. They
can overlap however, so Flashing Training can still be complemented by a Facultas Implant if different abilities are
taken. Lastly, unless stated each implant can be taken only once.

Ballistic Fleshweave (Skin, 2 Hours)​: By weaving a very thin layer of synthetic fabrics built to disperse the kinetic
energy of ranged weapons into the recipient’s skin, a ballistic fleshweave implant can be used to grant some measure
of protection against projectile and throwing weapons.
Against such attacks the character has 1 AT and a damage barrier of 60. For those ranged attacks that
surpass this barrier, they have their base damage reduced by -20. Naturally Jürgand agents aren’t very likely to take
this implant since their Jürganeth armours are far superior, but the Imperium’s agents on Gaia’s surface can find it
quite useful from time to time. The only clue that this implant has been taken is when the character is cut open, a thin
layer of flesh-coloured fabric can be seen merged into their skin layers.
Naturally this skin implant cannot be taken with other skin implants. In the case the character possesses a
cybernetic replacement, any such affected areas do not benefit from the protections of ballistic fleshweave (there is
no skin for it to be woven into).

Cerebral Implant I, II, II (Brain, 6 Hours)​: An implant that replaces a large chunk of the character’s brain with a
miniaturized terminal capable of extremely rapid calculations, a cerebral implant gives the recipient vastly improved
cognitive abilities, as well as an easier time memorize information.
Mechanically, a cerebral implant permanently increases a character’s intelligence by +1, +2. or +3 points
depending on its grade and grants a bonus of +20, +40, and +80 to their memorize skill respectively. This intelligence
boost may not take the character above 16 Intelligence. Any bonus in excess of 16 is applied as a bonus to any INT
based characteristic tests however.
Naturally this brain implant cannot be taken with other brain implants.

Corrective Implant (Variable, 6 Hours)​: Not a specific implant, but rather a category of specialized technomagic
devices customized to the recipient, corrective implants can reduce or even remove most physical defects and flaws
of the individual, and to some extent mental as well.
Mechanically, any physical disadvantage, whether blindness, mute, feeble, or etc, can be reduced in value
by 1 point using corrective implants. If this brings the disadvantage to a value of 0, it is nullified, though it continues to
exist. A 2 point disadvantage reduced to a 1 point disadvantage this way is either reduced in effects or replaced with
another suitable disadvantage, blind might be replaced with nearsighted for example. Naturally, if the implant is
broken or destroyed (likely with a aimed Breakage attempt), then the defect or flaw returns in full force within the next
six to twenty-four hours. If the implant is repaired, then the flaw is corrected once more.
This variable-type implant may be specially taken with all other implants.

Cybernetic Enhancement I, II, II (Body, 12 Hours)​: Through a combination of adamantium bone grafts, synthetic
twitch muscles, internal hydraulic systems, and perhaps outright cybernetic replacement, the recipient’s physical
might is greatly enhanced over the human norm.
With this implant, a character can permanently increase any three of their four physical characteristics by +1,
+2, or +3 to a cap of 15 depending on the grade of enhancement taken. This implant cannot be taken again after,
though naturally if they are removed in a special surgery that takes as long as the initial surgery, he can re-select
which are his chosen characteristics (or upgrade the value of the increase).
This whole-body implant may be specially taken with all other implants.

Cybernetic Replacement (Variable, 2 Hours)​: Any lost body part that isn’t regrown through various regenerative
means can plausibly be compensated for with a cybernetic implant, that is a fully functioning replica of a human limb
or organ made of adamantium and many intricate technomagic innards. What makes it an interesting choice to take is
that cybernetic limbs can be tinkered with, their functions customized on a per user basis. Especially clever or adept
agents thus might install a small compartment used to hide smaller objects or create a detachable limb capable of
moving entirely on its own. It must be noted that while replacement implants are obviously metallic in nature, they can
be covered in synthetic skin covers depending on the needs of the individual. It must be noted that these replacement
limbs cannot be taken for characters who have a major deficiency or flaw unless corrective implants have already
been taken, in which the corrective implant is merged with the cybernetic replacement.
Mechanically, cybernetic replacements functions exactly the same as their equivalent human counterparts,
albeit with a few unique benefits. The most common replacement parts are listed below, but naturally far more are
possible depending on an individual’s situation and technomagic knowledge.
❖ Arm:​ Damage Barrier 80 (Arm), Physical AT 2, Natural Weapon (40 Damage, +0 Speed).
❖ Hand​: Damage Barrier 80 (Hand), Physical AT 1, Natural Weapon (20 Damage, +20 Speed).
❖ Leg:​ Damage Barrier 80 (Leg), Physical AT 2, Natural Weapon (40 Damage, +0 Speed).
❖ Foot​: Damage Barrier 80 (Foot), Physical AT 1, Natural Weapon (20 Damage, +20 Speed).
❖ Torso​: Damage Barrier 80 (Torso), Physical AT 2, Heart is only hit on a natural 50, -80 to target.
❖ Skull:​ Damage Barrier 80 (Head), Physical AT 2, Head is not a vulnerable point for Knock-outs.
❖ Jaw​: Damage Barrier 80 (Head), Physical AT 1, Natural Weapon (40 Damage, +0 Speed)
While the same body part cannot be replaced with more than one implant, other body parts may be replaced
of course.

Cybernetic Senses (Variable, 2 Hours)​: Similar to cybernetic replacements save that they are meant for the five
sensory organs of the human body, these implants do not just replace their human functions, rather they enhance
them in some noticeable fashion, often with variable options. Less immediately obvious than limb replacements,
cybernetic sensory implants are disguised against casual consideration and scrutiny through a variety of methods,
false skin being the most common. It must be noted that these replacement senses cannot be taken for characters
who have a major deficiency or flaw unless corrective implants have already been taken. Halve all benefits granted
from cybernetic senses in this case.
❖ Ocular (Eyes)​: An ocular replacement grants the recipient Night Vision and +1 permanent Perception.
Additionally, these replacements are fitted with one of the following extra vision options, See the
Supernatural, Heat, Complete Night Vision, X-Ray, Electromagnetism, or Truth.
❖ Olfactory (Nose)​: An olfactory replacement grants the recipient the ability to sense the world through scents
and +1 permanent Perception. As. he can now “see” the world using his scent detection skills, he counts as
having radial vision and ignores penalties for darkness and similar effects.
❖ Aural (Ears)​: An aural replacement grants the recipient the ability to sense the world through echolocation
and +1 permanent Perception. As he can now “see” the world using his hearing, he counts as having radial
vision and ignores penalties for darkness and similar effects.
❖ Lingua (Tongue)​: A lingua replacement grants the recipient +1 permanent Perception and the ability to
identify toxins, substances, or otherwise any conceivable surface through the sense of taste. Remember not
to just lick random people or you’ll end up a creepy pervert forever.
❖ Dermal (Skin)​: A dermal replacement grants the recipient the ability to sense the world through tremors in
the air and ground, as well as +1 permanent Perception. As he can now “see” the world uses his tactile
sense, he counts as having radial vision and ignores penalties for darkness and similar effects.
➢ Acute Senses​: If two or more senses have been replaced, the recipient is granted the “Acute
Senses” advantage for free. Acute Senses included, the maximum permanent bonus to perception
is +4, regardless of how many implants are taken. Any bonus over this is applied as an increase to
the recipient’s perception checks.
➢ Note:​ Any special detection based upon smell, hearing, and touch suffer appropriate penalties for
their perception type of course.
These variable-type implants may not be combined with other similar implants.

Database Implant (Brain, 6 Hours)​: A database implant is a variant of a cerebral implant that focuses on filling its
user’s mind with a vast amount of information on every single subject possible. It just so happens that this is a lesser
version of the implants given to Ladies, one that was downgraded for use in Jürgand agents and other certified
personnel.
Mechanically a database implant grants its user +20 to all knowledge skills, +10 per level to a single chosen
knowledge skill, and a base of 120 in three knowledge skills chosen at the time of implantation. Subterfuge and
Creative skills may be selected for either of course, so long as they are knowledge skills.
This brain implant may not be combined with other brain implants.

Facultas Implant (Brain, 6 Hours)​: Similar to a cerebral or database implant, a facultas implant directly plugs into
the brain of the recipient, injecting its knowledge of a combat style straight into them. Thus, like a flash training
operation, it gives them for free combat abilities they would not possess without diligence. The individual strength of a
facultas implant is higher than flash training however, as its more invasive methods grant more direct knowledge than
the subtle genetic manipulations of the latter.
Mechanically, a facultas implant grants the two following effects;
❖ Modules​: The recipient is granted knowledge on how to use six weapons, essentially a free
archetypical module. This can be exchanged for a whole-class module if desired. However, on top
of this, the base cost of all other non-Impossible weapons are discounted by 10 points (to a
minimum of 5, regardless of Weaponsmaster reductions).
❖ Style​: The recipient is granted the use of two free abilities from the following list, style modules,
minor ars magni, Leo: Weapon-Pistols, and Libra: Variable Weapon. Abilities that require MK to
function must still be bought with MK before they can be accessed, though their DP cost is ignored.
This brain implant may be specially taken with up to one other brain implant.

Fortress Implant I, II, III (Brain, 6 Hours)​: An implant that reinforces the recipient’s brain with psycho-reactive
plating, a fortress implant vastly increases the character’s mental fortitude and ability to manifest psychic powers.
Mechanically, a fortress implant permanently increases a character’s willpower by +1, +2. or +3 points
depending on its grade and grants a bonus of +20, +40, and +80 to their composure skill respectively. This willpower
boost may not take the character above 16 Willpower. Any bonus in excess of 16 is applied as a bonus to any WP
based characteristic tests however.
Naturally this brain implant cannot be taken with other brain implants.

Hydraulic Jacks (Body, 4 Hours)​: Through a system of compact hydraulic pistons, extra flexible pseudo-muscles,
shock-absorbers, and joint reinforcements installed into the recipient’s entire body, it is possible to increase their
ability to jump and perform daredevil feats associated with leaping and falling great distances.
Mechanically hydraulic jacks double the distance a character is allowed to jump (2/5ths Horizontal, 1/5th
Vertical), and they reduce the difficulty checks of surviving falls by one rank, regardless of whether a acrobatics or
jump check is made to do so.
This body implant is incompatible with other body implants, with the exception of corrective implants and
cybernetic enhancement implants.
Interface Port (Neck, 2 Hours)​: An interface port implant takes the form of a small unobtrusive metal plate combined
with a three or so foot long synthetic cable installed into the base of one’s neck, where the spine curves to meet the
braincase.
Through the port that is located on the plate, the recipient may directly link himself with a mechanical device,
and in doing so he may control it instinctively like another part of his body. As this method of control is an instinctual
telepathy, it removes much of the latency many devices incur, reducing the time taken to perform a technomagic
action related to the device by a factor of at least half, sometimes as much as a quarter or more. Additionally, as it
frees up the agent’s hands, he may perform any actions related to the device as if they were a passive action. Finally,
depending on the device’s exact function, the character receives a bonus of +10 to any action related to using it,
stacking with other bonuses to the same actions.
Note:​ An interface port does not stack with a Pilot Module for a set of Jürganeth armour, as they
are essentially the same device built in two different ways.
This neck implant may not be combined with other neck implants.

Internal Air Tank (Lungs, 1 Hour)​: A canister of highly compressed oxygen installed into either one of or both of the
recipient’s lungs, the function of an internal air tank implant is simple. It allows its user to hold their breath for up to an
hour before incurring suffocation checks.
After the first check is made, the increment for each successive check is half again of the one before it. This
reduces down to an increment of 30 seconds (10 turns) after seven successive checks, or in total 118.71 minutes
(round up to two hours). After this, constitution checks are made as normal. If the recipient also has “Use of
Necessary Energy”, then these values are multiplied by x60.
This lung implant may not be combined with other lung implants.

Language Interface (Head, 4 Hours)​: A module installed into the side of the recipient’s head, a language interface is
small metal box within which is stored a V.I. program.
This V.I. automatically processes the various senses of the recipient, translating for them any language and
parsing it into understandable meaning. Additionally, the V.I. can interpret the recipient’s brain functions through
predictive processes, after which it then forces the user’s tongue or hands into taking the actions necessary to speak
or write the language needed for the situation at hand. This implant knows all known languages spoken in Gaia,
including dead languages or otherwise ones unknown to the populace of the world at large. This naturally does not
extend to unique languages or code systems.
This head implant may be speciallialy combined with skull replacements and/or corrective implants, but not
other head implants.

Metamorphic Combat Limb (Arm, 12 Hours)​: Easily the most powerful combat implant in the Imperium’s arsenal, a
metamorphic combat limb is a cybernetic arm that is fitted with small dimensional generators that bizarrely increase
its internal storage capacity beyond the limits of logic and reason. In doing so, it is fitted with an innumerable array of
combat components, each optimized for maximum performance in their speciality, whether this takes the form of
roaring serrated hacksaws, a hyper-long overly flexible length of living metal, or a gun with a power of a light cannon
compacted into a wrist-sized housing depends, but regardless all of them are imminently lethal.
Mechanically, a metamorphic combat limb is a special weapon that takes either the form of a melee
implement or a ranged cannon. Each of these two forms can be switched between on the fly as a passive action,
though the wielder must use the slower speed score of the two when doing so. Additionally, both forms have a
smattering of sub-modes which can be used to enhance their functions, of which two different abilities can be chosen
every turn.There are variant metamorphic combat limbs which only possess one main mode, melee or ranged. These
specialized limbs allow for the user to gain three and six sub-modes at once depending on their current level of
output.
Metamorphic combat limbs are not compatible with other arm implants, though naturally as the character
has two arms the other can be fitted for an arm implant of their choice.
Nano-Infusion (Instant)​: A very simple treatment performed with an injection, a nano-infusion is less a true implant
and more a clever use of medical nanomachines.
Simply put, a nano-infusion doubles a character’s natural regeneration value and specially augments their
PhR, VR, and DR by +10. These nanomachines last for a month, after which they are flushed out from the body and
more must be acquired.
Naturally, nano-infusions are compatible with every other implant.

Reflex Enhancement I, II, III (Torso, 4 Hours)​: An implant which takes the form of superconductive alloy wires
installed into key areas of the body combined with spinal disk replacements, a reflex enhancement implant drastically
cuts its user’s reaction times and speeds up their mental processing power.
Mechanically a reflex implant permanently increases the character’s base speed by +20, +40, or +60
depending on the grade of implant taken. Additionally, grades 2 and 3 respectively grant the character the Light
Sleeper and Danger Sense advantages. This implant has its disadvantages however. Firstly, due to the character’s
high functioning system, they require twice the amount of food normal humans. Furthermore, grade 2 and 3 implants
also double and triple the time the character must sleep, as well as respectively increasing the penalties the character
suffers for going without sleep (the character’s nerves are so jacked up they become exhausted easily).
This torso implant is incompatible other torso implants, with the exception of corrective implants or a torso
replacement.

Respiratory Filter (Neck, 1 Hour)​: By installing a filtration system into the nasal and throat passages of the recipient,
they can be hardened to breathable toxins or gases, and other similar supernatural effects.
Mechanically, a respiratory implant increases its user’s VR and DR against any inhalation type toxin or
disease by +40. Additionally, it takes them twice as long to suffocate, so they only take suffocation tests every minute.
This neck implant is incompatible with other neck implants, with the exception of corrective implants or a
interface port.

Sub-dermal Plating (Skin, 2 Hours)​: Through the addition of thin plates of hardened synthetic materials, the
recipient’s flesh becomes akin to natural armour.
Mechanically, the subject is granted Physical AT 2 and a Damage Barrier of 60 to all locations of their body.
Additionally, attacks that penetrate this barrier have their base damage reduced by -10.
This skin implant cannot be taken with other skin implants. In the case the character possesses a
cybernetic replacement, any such affected areas do not benefit from the protections of sub-dermal plating.

Synthetic Alma Implant I, II, III (Unique, 12 Hours)​: Through a series of miniaturized technomagic generators
surgically placed into the recipient's body, the strength of their soul and affinity for magic can be greatly strengthened
thanks to personal-sized field of magic they emit.
Mechanically, a synthetic alma implant permanently increases a character’s power by +1, +2. or +3 points
depending on its grade and grants a bonus of +20, +40, and +80 to their magical appraisal skill respectively. This
power boost may not take the character above 16 power. Any bonus in excess of 16 is applied as a bonus to any
POW based characteristic tests however.
Naturally this unique implant can be taken with any other implant.

Voice Modulator (Neck, 1 Hour)​: A simple addition to the recipient’s larynx, a voice modular allows them to change
their voice to mimic the voice of another, as well as adjust volume to be louder or quieter than is natural.
Mechanically, a voice modulator adds +40 to the character’s disguise check to impersonate another
individual through voice related checks. Naturally, this does not work in person without an appropriate method of
disguising one’s appearance.
This neck implant is incompatible with other neck implants, with the exception of corrective implants or a
interface port.
Metamorphic Combat Limbs:

Form Damage Speed Primary Attack Second Attack Weapon Special Fort. Break. Pres
Type Type Type

Metamorphic 50 +0 Cut, Impact, or Unique Special 21 2 User


Melee Implement Thrust

Metamorphic -10 Unique Strength 12, Special 19 2 User


Cannon (+20)

Magical Beam 60 Thrust Munition For Metamorphic 13 9 User


Cannon

Metamorphic Projectile Statistics:


Weapon Type Reload Magazine Anima Base Range
(Projectile) Core

Metamorphic Cannon Projectile 1 - - 300 Meters (985 Feet)

Naturalized​: A metamorphic combat limb lacks the need for magazine and Anima Core values, as it is directly
connected to both the user’s soul and a powerful generator stored within its internal pocket dimensions.
Unique​: A metamorphic combat limb requires training in both the Libra and Leo Impossible Weapons, as well as its
own module worth 20 DP before it can be used without penalty. The penalty for its use untrained is -80 instead of -60.

Melee​: In melee mode, a metamorphic combat limb can strike either the Cut, Impact, or Thrust ATs, chosen on a per
attack basis. Additionally, they are medium sized weapons and thus hit three targets with an area attack.
❖ Monstrous Bludgeon​: This sub-mode increases the metamorphic limb’s base damage by +40 but lowers
its speed by -20.
❖ Furious Flurry​: This sub-mode gives the metamorphic limb one extra penalty free attack.
❖ Razor Hacksaws​: This sub-mode increases the value of any criticals the metamorphic limb inflicts by +20.
❖ Monomolecular Penetrator​: This sub-mode causes the metamorphic limb to penetrate 4 points of the
defender’s AT.
❖ Wild Vines​: This sub-mode gives the metamorphic limb an area of attack of 30 feet which affects 10 targets
and halves the penalty for area attacks to -25.
❖ Scorpion Stinger​: This sub-mode gives the metamorphic limb the Precise trait and a Paralyze VR of 140
with a duration of Normal and an activation of Instantaneous.
❖ Living Metal​: This sub-mode gives the metamorphic limb an attack range of 60 feet and allows it to trap
without penalty using its user’s Willpower characteristic in place of Strength or Dexterity.
❖ Generated Mass​: This sub-mode gives the metamorphic limb an inbuilt full shield without initiative penalties.
❖ Antigravity Field​: This sub-mode increases the metamorphic limb’s speed by +20.
❖ Reckless Abandon​: This sub-mode grants the metamorphic combat limb a bonus of +20 attack and
damage when its wielder charges.
➢ Chaotic Aberration​: One per five turns at the cost of 2 Fatigue and either 100 Zeon, 10 Ki, 4 PP,
or 25 Life Points, the wielder of a metamorphic limb may supercharge all of his melee attacks in the
turn. In doing so he benefits from a total of five sub-modes rather than two.
Cannon​: In cannon mode, a metamorphic combat limb attacks at range using the Thrust AT. Additionally, it
automatically generates projectiles for itself and thus it can be fired infinitely.
❖ Charge Beam​: This sub-mode increases the metamorphic cannon’s base damage by +40, but lowers its
speed by -20.
❖ Plasma Beam​: This sub-mode gives the metamorphic cannon a Primary Attack type of Heat.
❖ Ice Beam​: This sub-mode gives the metamorphic cannon a Primary Attack type of Cold.
❖ Wave Beam​: This sub-mode gives the metamorphic cannon a Primary Attack type of Electricity.
❖ Soul Beam​: This sub-mode gives the metamorphic cannon a Primary Attack type of Energy and either the
Light or Dark Elemental Attack type.
❖ Annihilation Matrix​: This sub-mode increases the value of any criticals the metamorphic cannon inflicts by
+40 and it causes any wounds to fall apart at the atomic level, so they cannot be healed naturally and must
be healed with supernatural methods.
❖ Acceleration Field​: This sub-mode increases the metamorphic cannon’s base speed by +10 and doubles
its base range. Increases to triple range if combined with Narrow Aperture.
❖ Narrow Aperture​: This sub-mode gives the metamorphic cannon 2 points of AT penetration and the Precise
trait.
❖ Resonance Emanation​: This sub-mode gives the metamorphic cannon a blast radius of 10 meters.
❖ Pulse Beam​: This allows the metamorphic cannon to attack all targets in a line 1 meter thick up to a third of
its base range. Increases to 3 meters thick if combined with Resonance Emanation.
➢ Hyperbeam​: One per five turns at the cost of 2 Fatigue and either 100 Zeon, 10 Ki, 4 PP, or 25 Life
Points, the wielder of a metamorphic cannon may supercharge all of his ranged attacks in the turn.
In doing so he benefits from a total of five sub-modes rather than two.

Notes:​ Using Chaotic Aberration and Hyperbeam together costs 4 Fatigue and either 200 Zeon, 20 Ki, or 50
Life Points and increases the increment at which they can be used again to ten turns instead of five.
Warmachines:
Combat exoarmours have been the epitome of the military potential technomagic can provide for countless millennia
across many different civilizations, including the Duk’Zarist and Sylvain empires. While the materials that constituted
these warmachines varied, the Duk’Zarist forged wooden rune-encrusted giants, the sylvain crafted graceful silvery
behemoths, and Solomon produced adamantium wonders, a single such mechanized warrior could heft with ease the
burdens of truly huge weapons and leap far and wide across battlefields no normal mortal could hope to survive
amongst.

It should be no surprise that the Imperium possesses similar machines of war, and in staggering numbers as well. It
is said that their Apophis-class warmachines number well over at least a thousand at minimum, with all likelihoods
pointing to maybe even several thousand. Paired with an agent of Jürgand, or even lesser but still invariably skilled
militia pilots, a single such exoarmour could engage and more than likely defeat the entire combined military might of
the empire of the “worms” below known as Abel.

Yet, an Apophis exoarmour is truthfully, only scratching the surface of the potential such warmachines can reach. The
proscribed art of taking the corpse of a divine being and enclosing it within a technomagic shell over many long
decades or even centuries of work, can produce an armament that defies the laws of the universe and slays even the
greatest Simga-grade gods of the various pantheons with unrivaled ease. Such a device is no longer really an
“exoarmour”, rather it is something else, a machine which has its feet planted firmly in divine realm. It is for this
reason that they are named, “Deus Ex Machina”, an apt descriptor in of itself that invokes an ominous sense of
respect in all who hear the phrase.

For all of the might of a Deus Ex Machina however, they are supremely hard to maintain and keep powered, a single
individual amongst their ranks can after a short deployment period, take hundreds of hours of close repair
surveillance combined with enough processed and refined Anima (the resource of divinity itself harvested from dead
gods) to power a small substation to keep in proper order. In addition to this, the Imperium simply refuses to make
use of their godslaying warmachines, for there is truthfully no circumstance other than an impending emergency to
the entire fabric of reality that they might deploy one. Because of this lack of necessary circumstances and only a
limited pool of pilots, most of the Imperium’s machina are sitting silent inside of fortified hangars, guarded by an
innumerable number of defense systems, golems, and even a handful of Jürgand agents at any given time.

There is an exception to this rule however. Along with their more mundane kin the Apophis exoarmours, the small
and fast moving Ramaat-class of machina are used sparingly but with enough commonality to have been seen by
nearly all of the inhabitants of Jormungandr at any given time. Usually these missions consist of diverting the course
of interstellar objects or comet-destroying duties, but sometimes there is an actual enemy strong enough to warrant
the deployment of a single such warmachine backed up by a squad of Apophis. These machina are produced
through the corpse of a quasi-divine elemental being or the weakest tier of divinity, an Alpha-grade being, and though
they have less power than their eldritch kin, they still possess abilities that firmly place them and their pilots well
within the realm of the divine- a single Ramaat’s grace can blind lesser mortals with the incomprehensible
smoothness by which it moves.

The different types of warmachines are as follows,

Apophis​: A 3 to 5 meter tall combat exoarmour bristling with heavy weapons. It can be considered
“superheavy” Jürganeth, or the largest form thereof. Usually, these heavy exoskeletons are used in
hazardous situations where the safety of the agent inside is paramount, like in space or deep within the
heated bowels of the earth, but occasionally their raw power is necessary to breach an especially hardened
foe’s defenses.
Ramaat​: The smallest possible Deus Ex Machina, it takes a similar form to an Apophis exoarmour,
averaging 3 to 5 meters in height. A Ramaat machina possesses less gnostic power than many of its
brethren, and thus it is weaker overall, but nevertheless its divine nature and near limitless speed can be
combined with a skilled pilot to defeat truly gargantuan foes.

Deus Ex Machina:​ An on average 15+ meter tall mech built around the corpse of a truly divine entity, each
warmachine is built to the exact specifications of the corpse comprising its internal framework. Wielding
incomprehensible gnostic power, a Deus Ex Machina can reshape worlds with its unrivaled destructive
potential. Even the might of the quasi-divine generators utilized by the squadron ships of Jürgand pales in
comparison, for the gargant cannon each craft is equipped with is still in the end a machine- and not of the
divine realm. Each Deus Ex Machina can be only piloted by an individual that synchronizes with them, for
the deceased god that lays still within the frame of the towering construct has no will of its own. Thus, a pilot
that has the proper ability to synchronize with it much dominate the corpse of the entity within, forcing them
through an act of sheer willpower to move and act as they did in life- but with an all-conquering power. This
pilot almost always takes the form of a specialized Protodeus, but there have been on rare occasions
individuals who synchronized with the weave of reality well enough to pilot a Deus Ex Machina without a
divine lineage of their own.

Beyond the general classifications of the Imperium’s various warmachines, it is important to note that the more
powerful the dead divine entity, the in general more powerful a Deus Ex Machina is. The Imperium divides divine
beings into the following classifications;

(Null):​ Not usually suitable for powering the Imperium’s technomagic, these powerful supernatural beings of
Gnosis 30 sometimes possess the barest minimum of divine power to act as the basis for a Ramaat-class
machina.
(Maidens of Light, Lords of Darkness, Elder Elementals, Aityr, high-ranked Demons)

Alpha:​ The lowest of the divine beings, these demi-gods possess a normal grade of reality warping gnostic
powers. Thus they can be can be used to create fully fledged machina, though the Imperium favours higher
grade entities usually.
(Seraphim Potestas, C’iel Wyrm, Gaira Drake, Elder Aityr, ancient Demons)

Beta:​ The first step of what the Imperium classifies as a god in a pantheon, these Gnosis 40 beings possess
an elevated grade of divine powers that allow them to ignore many rules of reality while simultaneously
benefiting from the ones that make them the strongest under any circumstance. This is the Imperium’s
favoured rank of divinity to hunt for the purpose of turning into Deus Ex Machina, for such beings are far
more powerful than lower rank beings and are efficient to hunt when compared to entities of even higher
gnosis.
(Elemental Aeons, Ergo Mundus, Ancient Aityr, a collective demonic entity such as Baal)

Sigma​: The fabled Sigma-class entities are the greatest entities of a divine pantheon, and these Gnosis 45
beings possess a nearly immeasurable control over the facets of reality they are responsible for. Such
beings are functionally invincible to mortals, and it is through only the use of technomagic or something
inconceivable can they be vanquished. While their ability to ignore reality and create events that favour them
is unrivaled, the Imperium does not find hunting them efficient, for the expenditure of resources to slay them
is significantly more than they are currently able to justify. As of current the four living Sigmas have peace
treaties of some kind with the Imperium, with one such being, Tawil At-U’mr, being left alone simply due to
his vast important to the continued functioning of reality.
(Tawil At-U’mr, the Demiurge, a fully and successfully manifested Baal)
Omega​: The existence of an Omega-class entity, an unknowable divine creature of absolute creative power,
is not understood to be fact. If such a being ever existed, it has either long ceased living or left for
dimensions yet unrealized for the mortals of Gaia. It is theorized by the Imperium’s researchers that a
Gnosis 50 entity is a self-contained universe of sorts, a living manifestation of the will of the cosmos and the
powers that fill it. What then, does the apparent absence of such a being, of its silence, imply for the current
state of affairs of Gaia?
(?????)

Categorically for mechanics, warmachines are split into two different types. Exoarmours and Machina. Apophis and
Ramaat warmachines fill the former, while only fully fledged machina fit into the latter category. Each has different
rules, as is detailed below. We start with exoarmours,

Exoarmours:
Exoarmours are similar enough to the symbiotic nature of Jürganeth powered armour in that a pilot “dons” it like an
extra layer of adamantium skin. Considering their size, they seriously increase the physical abilities of their pilot and
drastically increase their resilience, but they manage to do so without very much loss of defensive ability. These
graceful warmachines are quite capable of rolling under, tumbling over, parrying, riposting, and blocking the attacks
of their enemies, even if their relative size might indicate otherwise.

Mechanically, an exoarmour replaces its users characteristics with those listed below. Additionally it changes its
user’s base speed, alters their life points, and makes other changes to their vital statistics, which are listed in an
additional table. The pilot has no choice on whether or not to use his own characteristics, as it is the warmachine
doing the heavy lifting at this point.

Ramaat machina additionally bolster their pilot’s supernatural abilities, granting them an elevated ability to activate
techniques, cast spells and determine psychic matrices. Unlike the replacement of physical characteristics however,
a Ramaat machina only replaces its user’s mental characteristics if its own scores are higher. In this case, simply add
one point to the characteristic (to a cap of 19).

Exoarmour, Essentials​:
Type Strength Constitution Agility Dexterity Power Willpower Presence Power Gnostic Rank

Apophis 14 14 13 13 - - 100 1,120 -

Ramaat 14 14 16 16 15 15 120 1,240 Null or Alpha

Exoarmour, Vitals:
Type Life Points Movement Speed Weight

Apophis +350 Life Points 650 Feet 20 Base +1 (15 Index)


(14.5 Value) (40 Unarmed)

Ramaat +350 Life Points 1,500 Feet 40 Base +1 (15 Index)


(16 Value) (60 Unarmed)

Exoarmour, Protection Values:


Class Cut Impact Thrust Heat Electricity Cold Energy

Apophis 8 8 8 8 8 8 8

Ramaat 8 8 8 8 8 8 8
Exoarmour, Gnosis​:
Class Gnosis DP to Spend Gnostic Abilities (Applies to Pilot)

Null 30 100 Extended Perception, Elemental Control


(Variable)

Alpha 35 200 Extended Perception, Elemental Control


(Variable), Immortal, Presence

Type​: The type of exoarmour.


Strength​: The strength characteristic of the exoarmour, replaces its pilot’s own score.
Constitution​: The constitution characteristic of the exoarmour, replaces its pilot’s own score.
Agility​: The agility characteristic of the exoarmour, replaces its pilot’s own score.
Dexterity​: The dexterity characteristic of the exoarmour, replaces its pilot’s own score.
Power​: The power characteristic of the exoarmour, it either replaces its pilot’s own score or modifies by +1 point.
Willpower​: The willpower characteristic of the exoarmour, it either replaces its pilot’s own score or modifies by +1
point.
Presence​: The presence of the exoarmour, which replaces the base presence of its pilot for any incoming effects.
Power​: The amount of power a exoarmour has to utilize its special abilities before it runs dry. A exoarmour that runs
out of power can only function at a very basic level.
Gnostic Rank​: The various gnosis values a Ramaat exoarmour can possess.

Life Points​: The bonus the pilot receives to their life points for donning an exoarmour.
Movement​: The direct movement of the exoarmour. Any listed index values of .5 represent a value halfway between
the current and next value.
Initiative​: The base speed of the exoarmour, after which weapons and class bonuses are added.
Weight Index​: The direct weight index of the exoarmour. Any listed index values of .5 represent a value halfway
between the current and next value.

Gnosis​: The gnosis of the Ramaat exoarmour, which the pilot also counts as when targeted by effects or attacks
certain protections.
DP​: In regards to a Raamat exoarmour’s divine powers, its DP score depends on what classification it is ranked as.
This DP is spent freely to acquire powers that emulate the deceased divinity it was made from, though this may vary
depending on the exact needs of the Imperium. Essential Abilities cannot be bought, as they are useless to the
exoarmour and its pilot.
Extended Perception​: Just as the gnostic ability, save that it applies to the Raamat exoarmour’s sensors and the
pilot’s visions.
Elemental Control​: Just as the gnostic ability, scales as normal off of the Raamat exoarmour’s gnosis and element,
if any.
Immortal​: Just as the gnostic ability, the Raamat exoarmour is immortal to death and destruction if its attackers
cannot muster at least Gnosis 10 if not higher depending on the exact gnosis of the exoarmour.
Presence​: As gnostic ability, typed to the Ramaat exoarmour’s element if any.
Exoarmour, General Rules:
Recalculate all vital statistics and abilities while utilizing an exoarmour. This includes resistances, primary
abilities based on physical characteristics, primary abilities based on mental characteristics (Ramaat only), secondary
abilities based on physical characteristics (exclude Piloting and Knowledge secondaries), secondary abilities based
on mental characteristics (exclude Knowledge secondaries), movement, weight index, initiative, number of actions,
etc. If for some reason the character’s own characteristics are greater than an exoarmour’s, unfortunately they gain
no benefit from this and they must replace their own characteristics with those of the exoarmour’s for as long as they
pilot it. Thus in this case the pilot’s abilities actually decrease.

Piloting and Secondaries​: An exoarmour pilot utilizes his Pilot secondary to determine his overall ability to
maneuver his warmachine. He may, if his pilot score is higher, use it in place of his Acrobatics, Athleticism, Climb,
Jump, Swim, Ride (no one knows why), Feats of Strength, Lock-Picking, Stealth, Theft, and Sleight of Hand
secondaries.
❖ Coordination​: The size of an exoarmour penalizes its pilot should they try to use their secondaries
to use, manipulate, or handle anything human-sized that requires fine coordination (for example,
adjusting the gears of a clock, stealing from a human-sized target, or trying not to break a child’s
toy). This penalty ranges from -40 to -80 depending on just how difficult the exact task may be.
❖ Concealment:​ An exoarmour is at at most three or so times the height of a human, and thus they
suffer penalties when trying to hide or act quietly despite their inherent grace. To the pilot’s hide
and stealth skills (or his pilot in place of stealth), he suffers a -40 penalty at all times in addition to
other normal modifiers. This penalty may be halved if the pilot is able to make use of the Weight
Elimination ki ability however, as he can noticeably silence his warmachine’s footfalls when almost
weightless.

Body of the Machine​: An exoarmour’s machine nature provides it and the pilot wrapped within it a
resilience that mortals simply do not possess, but most noticeable of all it also allows them to utterly break their limits
completely.
In addition to the changes detailed above under Essentials and Vitals, an exoarmour provides its pilot with
the ability to fully achieve Zen level physical checks and abilities, even if they themselves cannot do so. Additionally,
unless a critical results in amputation, an exoarmour and its pilot ignores any pain penalties from such injuries.
Naturally, the exoarmour also is completely indefatigable and thus its pilot does not suffer exhaustion from
movement, though he of course may suffer from overuse of fatigue in combat, lack of sleep, or other deprivation
penalties.
➢ Pre-existing Injuries​: While an exoarmour may itself be very hardened any penalties from
pain that a pilot is suffering from, such as from a broken rib or even an amputated limb,
affects their combined combat ability as usual.
➢ Critical Immunity (Ramaat)​: Further beyond these mechanical benefits, a Ramaat machina
is so existentially potent despite its lower gnostic grades than its kin that it ignores criticals
that do not come from a source of Gnosis higher than its own. Its pilot may also ignore any
existing penalties from personal injuries he is suffering, as the divine beast laying dead
within the machina responds instinctively to his suffering with an increased combat drive.
➢ Repair Framework:​ While exoarmours are fully machine based and cannot themselves
regenerate, they do possess advanced but limited protection systems that enhance their
survivability over the length of a mission. An exoarmour may heal %20 of its maximum life
points by paying %10 of its maximum power. As these systems are limited however, the
second healing attempt halves the healed percentage to %10, while the third and final
possible healing attempt restores a simple %5. Once an exoarmour has healed itself three
times, it can no longer do so and must retreat to be independently repaired.
Synchronization (Ramaat)​: Like other Deus Ex Machina, a Ramaat exoarmour requires a pilot that has the
proper potential to bond with it in order to make full use of its functions. Unlike its eldritch brethren however, it can still
be used by a pilot that doesn’t truthfully synchronize with it.
To determine a pilot’s suitability to pilot a machina, the GM rolls in secret a 1d10. For a specialized
protodeus, the GM adds a +5 to this roll. For non-protodeus individuals he determines to have a peculiar affinity for
the machina, he adds a +2. This number determines the ease at which an individual has in piloting the Ramaat, or if
they can pilot it at all. This result, once determined, never changes.
1-3:​ The individual is not capable of piloting the Ramaat machina at all.
4​: The individual is barely capable of piloting the Ramaat machina, so they suffer from an increase
in two ranks of all piloting checks and physically related secondaries they have to make when using it.
5-6:​ The individual is relatively suitable to pilot the Ramaat machina, so they suffer from only a
single rank increase in the difficulty of all piloting checks and physically related secondaries.
7-9:​ The individual has a reasonable match with the Ramaat machina, and they have no penalties
to utilize it whatsoever.
10+:​ The individual possesses a perfect bond with the Ramaat machina, and so they actually
decrease the difficulty of all piloting checks and physically related secondaries by one rank.
Opposed Rolls:​ When a pilot makes an opposed roll against an opponent, each increased
difficulty rank penalizes his pilot checks by -30 and each decreased difficulty rank boosts his pilot checks by +30. Half
of this penalty or bonus also is applied directly to his Attack, Defense, Projection, and Initiative scores as well. This
bonus does not stack with other combat action increases (such as from an Anima Certamina).

Attack​: The pilot utilizes his own attack score for the purposes of utilizing an exoarmour’s weaponry.
Furthermore, the exoarmour’s powerful targeting computers compensate for even the least skilled pilots, so he
ignores any penalty for lacking training in a specific weapon type.
❖ Multiple Weapons​: Most exoarmours have more than a single weapon, regardless of whether they
are ranged or melee. In this case, thanks to the targeting systems of the exoarmour he wears, the
pilot may utilize all of his weapons in a single turn. However in doing so, he suffers a -10 penalty for
each one used after the first. Ambidextrous does not affect this ability as the pilot’s own ability to
coordinate his arms in harmony has nothing to do with how the exoarmour assists his aiming.

Defense​: Exoarmours exist on the razor edge of the line between defense abilities and DR. They are larger,
tougher, and far more resilient than any normal mortal, but in the same breath they retain an unnatural limberness
and near precognitive reflex for avoiding danger which their pilots also benefit from.
Mechanically the pilot thus uses his own block or dodge skills to defend himself while wielding an exoarmour
and he can only be put on the defensive if he suffers a critical, but in the process he suffers a -80 penalty. Essentially,
the exoarmour is considered to be benefiting from an Absorb Hits maneuver that specially allows the pilot to roll a
1d100 and add his modified defense value. Finally, circumstantial penalties such as surprised, flanked, and from
behind work as normal, but the pilot does not suffer penalties for making multiple defenses.
❖ Power to Evasion:​ By expending 5 power, the pilot may for a single turn halve the special -80
defensive penalty to all defenses he makes that turn. By expending 10 power, the pilot may for a
single turn ignore this penalty instead.

Shield Generator​: In addition to an exoarmour’s ability to defend itself, it possesses a powerful


technomagic force field to protect itself when it might otherwise be incapable of. Thus in any given turn, the pilot may
choose to defend against an incoming attack using his warmachine’s shield generator instead of relying on his own
skill.
As each exoarmour has a different power source, their field statistics differ, but they share the same core
traits. Firstly, the shield does not originate from the pilot and thus ignores all penalties but surprise and put at
weapon’s point. Secondly, all shields regenerate LP when they are not being damaged, but this regeneration is
delayed until one turn after the most recent attack directed at the exoarmour. Thirdly, when a shield is damaged it
halves the amount if the incoming attack is not capable of damaging energy. Finally, when a shield reaches 0 LP,
they shut down for 30 seconds (10 turns), after which they may begin regenerating as normal.
❖ Apophis:​ 240 Final Defense, 1,500 LP, 120 Damage Barrier, 75 Regeneration.
❖ Ramaat:​ 240 Final Defense, Unbreakable
➢ Power to Shields:​ By expending 5 power, an exoarmour pilot can increase his
warmachine’s final defense value by one rank and its damage barrier by 20 points.
➢ Accelerated Regeneration:​ By expending 2 power, an exoarmour pilot can immediately
force his shield to regenerate double its usual amount of life points, even if it was
damaged in the current turn. Naturally, this may be done only once per turn, though if no
further attacks target the warmachine, it falls back to its usual regeneration rate.

Technomagically-Reinforced Adamantium​: Thanks to the constant flow of power input into an


exoarmour’s technomagic-reactive armour plates, they possess elevated special defense attributes.
❖ Apophis​: As it is considered to be superheavy Jürganeth, an Apophis exoarmour has a Damage
Barrier of 140 and it halves the base damage of any heat, cold, or electrical attack that strikes it.
❖ Ramaat:​ Built from the raw weave of divinity, a Ramaat exoarmour has a Presence Immunity of
120 and it halves the base damage of any supernatural heat, cold, or electrical attack that strikes it.

Sealed Environs, Exoarmour​: Sealed completely within the plating and superstructure of an exoarmour,
the pilot is protected from the outside elements of all types, even space or the darkest depths of the oceans. As the
plating of an exoarmour is thicker and more robust than smaller sets of Jürganeth, they also insulate their weaers
better, and thus the pilot has a special immunity to climatic phenomena in addition to their usual immunities to natural
poisons and diseases. This special climate immunity allows them to completely ignore the effects of natural heat,
cold, and electricity sources, which allows them to for example pierce straight into the molten inner layers of a
planet’s depths or even into the stellar heat of celestial bodies. Also as with Jürganeth, the oxygen purification
systems of the exoarmour mean the pilot does not count as needing to breath, thus they cannot suffocate while their
warmachine is active.

Anti-Grav Generators​: Outfitted with powerful Anti-Grav generators, an exoarmour is quite capable of flying
or hovering above the ground. Flying is considered to be any active movement over 1/4th of the exoarmour’s
movement, while hovering is considered to be any passive movement up to a maximum of 1 /4th the exoarmour’s
movement.
❖ Apophis​: Flight Speed 15
❖ Ramaat:​ Flight Speed 16

Sensor Suite​: Through the lens of a quasi-divine technomagic weapon, does the pilot of an exoarmour see
the world. He thus benefits from See the Supernatural and Complete Night Vision. Additionally the exoarmour’s
receivers have the option to switch to several other vision modes, of which the primary three are Heat,
Electromagnetism, and Sound. Heat and Electromagnetism allow the user to see through different types of walls,
while Sound allows the user to “see” through the utilization of sonic pulses which mechanically translates to
sound-based Extrasensorial Vision.

Passive Radar​: More powerful than the systems installed into a powered armour helmet or visor, the
technomagic sensors of an exoarmour automatically scan the surroundings with a final Search Skill of 240 Almost
Impossible, displaying upon a holographic display all nearby lifeforms and relevant terrain data in a 1 kilometer
radius. These radar systems utilize Extrasensorial Vision and ignore physical obstructions in their way.
❖ Power to Sensors​: At the cost of 1 power per half minute (10 turns), the exoarmour may increase
this range to 5 kilometers.
Target Acquisition​: Utilizing a combination of the exoarmour’s high grade sensors and its technomagic
processing power, the wearer’s ability to aim his ranged and melee attacks becomes a natural reflex bordering on
sublime perfection. For ranged attacks, the wearer both doubles his aiming bonuses and has the ability to passively
aim. The latter ability thus allows him to keep on the move while aiming as precisely as possible. If the wearer uses a
complete action to aim (and thus fires every other turn), he automatically maxes out his aiming bonus to +60. Melee
attacks are much simpler, all of the attacks the wearer makes receives the Precise trait, thus halving the penalty to
target a certain spot or pull off certain maneuvers.

Exoarmour and Characteristic Increases​: While the pilot’s own physical characteristics are disregarded
when calculating his abilities with his exoarmour, there is the question of supernatural enhancements and whether or
not they can be used to increase the exoarmour’s potential. An increase that is wholly typed to the character, such as
from an artifact or an innate power, cannot apply to an exoarmour’s physical characteristics. Artifacts are completely
incompatible with technomagic after all, and innate powers are those qualities of the pilot themselves. However
increases that come from Ki, Magic, or Psychic sources can be applied to the exoarmour’s physical characteristics,
albeit all such increases are halved. In the case of the Physical Increase psychic powers, “Imbue” is unnecessary
when doing this, for the exoarmour is in this case treated as a direct extension of the pilot himself.
❖ Apophis​: The limitation of strength, constitution, and related indexes is 18. The limitation of
dexterity, agility, and related indexes is 16.
❖ Ramaat​: The limitation of all physical characteristics and related indexes is 18.

Wargod of Destruction (Ramaat)​: A machina, regardless of its level of construction, increases its pilot’s
supernatural abilities by an unimaginable amount. In the case of a Ramaat machina, not only does it fortify its pilot’s
mind and soul to be almost divine, it can further if temporarily significantly bolster their ability to to channel and utilize
the very powers that make them special.
❖ Ki​: Once per turn at the cost of 3 power, the pilot of an machina can increase three of his ki
accumulations by +1. This can be increased in increments of 3 up to 18 power for a +3
accumulation bonus across the board.
❖ Magic:​ Once per turn at the cost of 5 power, the pilot of an machina can increase his magic
accumulation by +20. This can be increased in increments of 5 up to 15 power for a +60 magic
accumulation.
❖ Psychic:​ Once per turn at the cost of 2 power, the wearer of an machina gains 1 temporary PP he
may spend as he wishes and an additional +10 Psychic Potential. If used to increase a maintained
power or temporarily buy a new power, the effects end after the combat ends. This can be
increased in increments of 2 up to 12 power for a total of 6 PP and +60 Psychic Potential gained.

Resplendent Power (Ramaat)​: In addition to the machina’s ability to enhance its pilot’s ability to wield his
own supernatural powers, the almost always ancient divinity used in the warmachine’s construction combined with
some of the most powerful technomagic generators ever made allows the pilot to vastly increase the output of these
abilities. Even in the face of the consequences of Rah’s machine does this enhancement work- creating an inherently
vast gap between the capabilities of any machina pilot and their competition.
➢ Resplendent Domine​: The machina permanently increases the range and area of effect of
all domine powers its wielder uses by x3. Additionally for its melee attacks, the machina
automatically obtains an attack range of feet equal to half its presence, and all such
attacks it makes benefit from the Trail of Destruction ability. Finally, the pilot naturally
benefits from a Ki recovery rate of 1 Ki per two turns. If he has even a single rank of Ki
Recovery, his rate of regeneration becomes 1 Ki per turn.
➢ Resplendent Magic:​ The machina permanently increases the range and area of effect of
all spells its wielder uses by x2. For spells that lack a area of effect, they automatically
gain a radius equal to one tenth of the machina’s presence. Finally, the pilot naturally
benefits from a doubled rate of zeonic recovery, which stacks with any other such
multipliers.
➢ Resplendent Matrices​: The machina permanently increases the range and area of effect
of all matrices its wielder uses by x2. For matrices that lack a area of effect, they
automatically gain a radius equal to one tenth of the machina’s presence. Finally, the pilot
naturally benefits from a PP recovery rate of 1 PP per minute. If he has even a single rank
of Psychic Point Recovery, his rate of regeneration becomes 1 PP per ten turns.

Omnipotence (Ramaat)​: The ultimate ability of a machina allows the pilot to temporarily re-awaken the
deceased entity that constitutes the frame of his warmachine. In doing so an incredible amount of power is consumed
as fuel to utterly destroy whatever limitations the machina and its pilot had remaining, who temporarily achieve the
ultimate apex of combat prowess, and in the case of the Ramaat, celerity.
❖ Solar Falcon (Ramaat):​ Set aglow with energy and rambunctiousness that is in no way inferior to
the molten chaos of a swirling star, the Ramaat machina immediately increases its characteristics
by +2 across the board and doubles its base speed to 80 before weapons and other modifiers. Its
limiter is also removed, temporarily allowing it to reach 20 in its characteristics provided it has the
ability to modify itself to do so. If this allows it to achieve 20 Agility, it may have full access to the
unique attributes of movement 20. On the other hand however, it may not utilize a weight index of
20 even if its strength reaches 20. Finally, it automatically grants its pilot the full benefits of its
Wargod of Destruction ability without having to pay an additional cost. Naturally, the cost to
maintain this mode is enormous, draining both warmachine and pilot severely. Thus it consumes 40
power per turn it remains active, as well as 10 life points that specially recover at the rate of 1 point
per day. Once activated, Omnipotence cannot be reused until after maintenance has been
performed.

Tellum Gnosis (Ramaat)​: All machina regardless of personal power are capable of naturally utilizing the
perditious force of the Tellum Gnosis. Thus, their armoury below includes the statistics for these ruinous projectiles
amongst the otherwise standard list of munitions under each individual weapon type.

Exoarmour, Power Core Rules:


Similar in nature to powered armours, an exoarmour can only operate for so long before its technomagic core is
depleted by intense use. Naturally, each type of exoarmour has a different amount of life within its power core.
❖ Apophis​: 620 Core Power
❖ Ramaat:​ 1,240 Core Power

Unlike powered armours, an exoarmour’s power draw is simplified between two states, “Combat” and “Minimal”.
Combat Power draws every Hour (1,200 Turns) and Minimal Power draws occur every Day (28,800 Turns). ​Each
mode has consequences upon the exoarmour’s various abilities, as listed both here and in the text of each ability.
❖ Apophis​: 5 Combat, 20 Minimal Power
❖ Ramaat:​ 5 Combat, 20 Minimal Power

Power Mode Listings​:


❖ Characteristics​: Minimal Power mode reduces strength, agility, and dexterity by -2.
❖ Movement:​ In Minimal Power mode eliminate any inherent movement bonus.
❖ Weight Index​: In Minimal Power mode eliminate any inherent index bonus.
❖ Piloting and Secondaries:​ Double the penalties incurred (to a maximum of -120).
❖ Body of the Machine:​ Unaffected
❖ Synchronization​: Unaffected
❖ Attack​: Unaffected
❖ Defense​: In Minimal Power mode Power to Evasion is unavailable.
❖ Shield Generator:​ In Minimal Power mode Power to Shields is unavailable. Additionally, the shield’s LP does
not regenerate.
❖ Technomagic-Reinforced Adamantium​: Unaffected
❖ Sealed Environs​: Unaffected.
❖ Anti-Grav Generators​: Minimal Power module penalizes Flight Value by -6.
❖ Sensor Suite​: Minimal Power eliminates all modes save for the basic See the Supernatural and Complete
Night Vision.
❖ Passive Radar:​ Minimal Power reduces radius to 500 meters and the Final Search value to 140.
❖ Target Acquisition:​ Cannot be used in Minimal Power mode.
❖ Wargod of Destruction:​ Unaffected.
❖ Resplendent Power:​ Unaffected.
❖ Omnipotence/Solar Falcon:​ Cannot be used in Minimal Power mode.
❖ Tellum Gnosis​: Cannot be used in Minimal Power mode.

In the case that an exoarmour fully runs out of fuel, it may not use any of its special abilities that require power.
Additionally, it loses all but the passive benefits of Characteristics, Piloting and Secondaries, Body of the Machine,
Synchronization, Attack, Defense, and Technomagic-Reinforced Adamantium. Thus while it can still move based on
the input of the pilot to its pseudo-muscles, well enough for it to retreat back to allied territory, the warmachine is
unable to function anywhere near its full output.

Just like powered armours an exoarmour requires a facility to recharge its power core, though the refueling process
tends to take longer. Refueling a machina, even one as efficient as a Ramaat, takes an even further magnitude of
time. Aside from this however, in the field a pilot or allied individual who possesses the gift may forcibly recharge 1
point of power for every 50 zeon they infuse into a exoarmour’s generator, though as one may imagine this is wildly
inefficient it takes a full minute to do so. No more than 25 power may be restored this way per day.

Exoarmour, Equipment Loadouts:


All exoarmour have a standard loadout of weaponry, though they may be customized using their unique array of
equipment listed below.

Melee​:
Apophis​: Adamantium Fists
Ramaat:​ Adamantium Fists
Ranged​:
Apophis​: Laser Destructor (x2)
Ramaat:​ Laser Destructor (x2)
Options (Melee)​:
Apophis​: Fusion Blade, Cold Fusion Blade, Heavy Fusion Blade, Heavy Cold Fusion Blade
Ramaat:​ Fusion Blade, Cold Fusion Blade, Heavy Fusion Blade, Heavy Cold Fusion Blade
Options (Ranged)​:
Apophis​: Exoarmour Assault Rifle, Exoarmour Submachine Gun, Exoarmour Machine Gun, Exoarmour
Sniper Rifle, Exoarmour Grenade Launcher, Exoarmour Wrist Missile Launcher, Exoarmour Rocket Launcher,
Exoarmour Missile Launcher, Exoarmour Assault Cannon
Ramaat:​ Exoarmour Assault Rifle, Exoarmour Submachine Gun, Exoarmour Machine Gun, Exoarmour
Sniper Rifle, Exoarmour Grenade Launcher, Exoarmour Wrist Missile Launcher, Exoarmour Rocket Launcher,
Exoarmour Missile Launcher, Exoarmour Assault Cannon
Exoarmour, Weaponry:
Weapon Damage Speed Req. Primary Second Weapon Special Fort. Break. Pres
STR Attack Attack Type
Type Type

Fusion Swiftblade 100 +20 11 Heat Energy Sword Special - 18 25

Cold Fusion Swiftblade 100 +20 11 Cold Energy Sword Special - 15 25

Fusion Blade 120 -20 13 Heat Energy Sword Special, Two-handed - 19 25

Cold Fusion Blade 120 -20 13 Cold Energy Sword Special, Two-handed - 16 25

Adamantium Fists 80 +20 - Impact Unarmed 24 9 As Base


(Apophis, Ramaat)

Exoarmour Laser -20 11 Projectile Strength 11, Special 26 5 30


Destructor

Laser Bolt 60 Heat Munition For Laser Destructor 14 12 25

Tellum Gnosis Bolt Energy Munition Special, For Laser Destructor - - -

Exoarmour Assault Rifle -10 (+20) 8 Projectile Strength 12, Special, 21 3 20


Two-handed

Exoarmour Machine -40 (+20) 11 Projectile Strength 12, Special, 22 4 20


Gun Two-handed

Magical Bullet 70 Thrust Munition Special, for Rifles, Sniper 13 9 15


Rifles, SMGs, and Machine
Guns

Turbo-Penetrator 110 Thrust Munition Special, for Rifles and 13 17 20


Machine Guns

Shield-Penetrator 50 Energy Munition Special, for Rifles, Sniper 13 8 20


Rifles, SMGs, and Machine
Guns

Tellum Gnosis Bullet Energy Munition Special, for Rifles, Sniper - - -


Rifles, SMGs, and Machine
Guns

Exoarmour Submachine +0 (+20) 7 Projectile Strength 11, Special 20 2 20


Gun

Turbo-Penetrator, SMG 100 Thrust Munition Special, for SMGs 13 17 20

Exoarmour Sniper Rifle -40 (+20) 9 Projectile Strength 13, Special, 21 2 20


Two-handed

Turbo-Penetrator, Sniper 130 Thrust Munition Special, for Sniper Rifles 13 18 20

Exoarmour Grenade -20 (+20) 9 Strength 12, Special, 22 4 20


Launcher Two-handed
Fragmentation Grenade 90 (60) Thrust Munition, Special, for Grenade 16 8 10
Thrown Launcher

Tellum Gnosis Grenade Energy Munition Special, for Exoarmour - - -


Grenade Launcher

Exoarmour Wrist Missile +20 6 Projectile Strength 8, Special 22 - 20


Launcher

Miniaturized Missile 70 Thrust Munition Special, For Wrist Missile 13 9 20


Launcher

Tellum Gnosis Missile Energy Munition Special, for Wrist Missile - - -


Launcher

Exoarmour Rocket -40 (+20) 10 Projectile Strength 12, Special, 24 5 15


Launcher Two-handed

Unguided Rocket 110 (65) Impact Special, For Rocket Launcher 17 15 15

Tellum Gnosis Rocket Energy Munition Special, for Rocket Launcher - - -

Exoarmour Missile -40 (+20) 10 Projectile Strength 12, Two-handed 23 4 20


Launcher

Guided Missile 130 (75) Impact Munition Special, For Missile Launcher 17 15 20

Tellum Gnosis Missile Energy Munition Special, for Missile Launcher - - -

Exoarmour Assault -80 (+20) 14 Projectile Strength 14, Special, 32 10 30


Cannon Two-handed

Magical Shell 160 Impact Munition For Assault Cannon 18 19 25

Explosive Shell 120 Impact Munition Special, For Assault Cannon 18 18 25

Tellum Gnosis Shell Energy Munition Special, for Assault Cannon - - -

Notes​: Fortitude and Breakage for Exoarmour weaponry are calculated as Large sized weapons. Different rules are
used to calculate large and sized projectiles, and which receive +2 Fortitude and +3 Breakage.

Exoarmour Projectile Statistics:


Weapon Type Rate of Fire Reload Magazine Power Base Range (w/o STR)
(Throwing) (Projectile) Core

Laser Destructor Projectile 1 120 Connected 600 Meters (1,970 Feet)


to Armour

Exoarmour Assault Projectile 1 48 10 1,800 Meters (5,905 Feet)


Rifle

Exoarmour Projectile 1 48 8 450 Meters (1,475 Feet)


Submachine Gun
Exoarmour Machine Projectile 2 180 4 1,950 Meters (6,400 Feet)
Gun

Exoarmour Sniper Projectile 1 12 5 3,000 Meters (9,840 Feet)


Rifle

Exoarmour Grenade Projectile 1 18 4 270 Meters (885 Feet)


Launcher

Exoarmour Wrist Projectile 1 “9” 4 90 Meters (295 Feet)


Missile Launcher

Exoarmour Rocket Projectile 1 1 20 300 Meters (985 Feet)


Launcher

Exoarmour Missile Projectile 4 5 4 1,200 Meters (3,950 Feet)


Launcher

Exoarmour Assault Projectile 6 8 4 3,000 Meters (9,840 Feet)


Cannon

Weapon Descriptions:
Fusion Blade​: Combining the scientific principle of atomic fusion with the sun-like heat of magically induced
plasma, a red fusion blade has catastrophic killing potential and utterly incinerates flesh and armour alike. Weightless
in of itself, the two-handed blade’s heft comes from the bulky hilt and cable installation required to support its
ravenous need for power, a requirement that dwarfs even that of other plasma-like weapons. Mechanically, a fusion
blade burns its way through nearly everything, reducing the defender’s AT by -6, inflicting an automatic critical with a
+40 to the PhR regardless of the damage it actually inflicts, and increasing base damage by %50 against structures.
Each turn a fusion blade is used however, depletes the power reserve of the exoarmour by 1 point, for the blade’s
power source is the exoarmour itself instead of a an impractically sized power-pack. Lastly, a fusion blade is a
enormous weapon and thus strikes ten targets with an area attack.
Cold Fusion Blade​: A peculiar mutation of a fusion blade, a two-handed cold fusion blade is a mass of blue
energy attuned to “cold” so intense that anything it touches freezes instantly. Less inherently destructive than a
normal fusion blade or plasma weapon, a cold fusion blade nevertheless sheers through armour like it was wet paper
and causes immense harm to to any flesh by freezing it so solid it shatters into glass. Mechanically a cold fusion
blade cuts through 6 points of the defender’s AT, but instead of inflicting an automatic critical like a normal fusion
blade it causes a PhR equal to the damage inflicted +40. Failure of this PhR causes a penalty to all actions and
damage equal to the level of failure as the now frozen body mass shatters under pressure. Each turn a cold fusion
blade is used however, deplete the power reserve of an exoarmour by 1 point, for the blade’s power source is the
exoarmour itself instead of a completely impractical and bulky power-pack. Lastly, a cold fusion blade is a enormous
weapon and thus strikes ten targets with an area attack.
Fusion Swiftblade​: A lighter version of a fusion blade fitted to the wrists of an exoarmour, it is much faster
even if its smaller frame and power yield decreases its overall effectiveness. Of course, there is benefit to this, and a
pilot of an exoarmour outfitted with two of these swiftblades only suffers a -10 penalty for attacking with his off-hand.
If he should naturally have the ambidextrous ability, this penalty is eliminated completely. Mechanically there is no
difference from the special abilities or power cost of a fusion swiftblade and a fusion blade, save that their size is
“Large” and they thus only affect five targets with an area attack.
Cold Fusion Swiftblade​: Exactly the same as a cold fusion blade albeit smaller, a cold fusion swiftblade
reduces dual-wielding penalties but otherwise has the same special abilities and power cost as a normal cold fusion
blade (save for its size of course).
Exoarmour Laser Destructor​: A weapon custom made for the quick moving nature of most exoarmour, a
laser destructor is a short-range light-beam type weapon that unleashes a storm of high-intensity bolts at its targets,
drowning them indiscriminately in a shower of green energy. A laser destructor possesses two firing modes; “Storm”,
which uses 12 units of ammunition at once, in return for which a laser destructor thus can make two penalty free
additional attacks, each of which may be aimed at a different target (in reality, each “attack” is four laser bolts at
once); and “Hyper-Storm”, which uses 24 units of ammunition at once and can attack four additional times with a -20
penalty to all of them. As a laser destructor is fitted to the wrists of each exoarmour that uses it, it draws directly from
the exoarmour’s power reserve each time it reloads, an event which drains 1 point of power.
Exoarmour Assault Rifle​: Effectively a much sturdier and upsized assault rifle, the magically generated
projectiles of this rifle hit much harder and across greater distances than even the base model, perfectly suited to the
operational ranges and speeds of the exoarmour that might use it. Like with a base assault rifle it too possesses the
“Auto-Fire” ability, tripling its ammo usage for a +20 base damage. In melee, an exoarmour assault rifle may be used
as a club with base damage 60.
Exoarmour Submachine Gun​: A cut-down version of a exoarmour assault rifle, such a weapon is perfectly
suited to faster moving exoarmours like the Ramaat which can take advantage of their speed to nullify any effect from
the weapon’s shorter range. It like a normal submachine gun has an “Auto-Fire” mode for +20 base damage at the
cost of 3 shots at once. In melee, a exoarmour submachine gun may be used as a club with base damage 50.
Exoarmour Machine Gun​: An upscaled machine gun of great length and weight, an exoarmour machine
gun has “Auto-Fire” and “Suppressive-Fire” as its fire modes, of which it must use one or the other. Auto-fire provides
+20 base damage at the cost of 3 ammunition, while suppressive fire costs 10 ammunition in order to attack a twenty
foot radius at once with a -40 penalty (the difficulty of the Composure check to avoid fear is raised to 180 Absurd
however). In melee, a exoarmour machine gun may be used as a heavy club with base damage 70.
Exoarmour Sniper Rifle​: Just as unwieldy as the ungainly sniper rifle, an exoarmour sniper rifle packs a
greater punch than its smaller brethren as well as a greatly increased range. An exoarmour sniper rifle possesses
“Semi-Automatic”, thus allowing it to increase its base damage by +10 in exchange for 2 units of ammunition being
used at once. In melee, a exoarmour sniper rifle may be used as a club with base damage 60.
Exoarmour Grenade Launcher​: Not much has changed for an exoarmour grenade launcher, it might be
somewhat bulkier than a normal grenade launcher and its fragmentation projectiles might be slightly more powerful,
but essentially it is the same. Just bigger. And better. Slightly better. Mostly better. Like its smaller cousin it may use
a “Semi-Automatic” mode wherein it uses 2 shots of ammunition at once to increase base damage by +10, and of
course its strength bonus as usual does not apply to the damage of its projectiles. In melee, a exoarmour grenade
launcher may be used as a heavy club with base damage 60.
Exoarmour Wrist Missile Launcher​: Fitted to the wrist of an exoarmour, this sleek missile mount fires a
shower of miniaturized missiles at its target, which is resolved as a single attack. These projectiles ignore cover and
can turn around corners with ease, making them a formidable surprise weapon when used correctly. Unlike normal
missiles, these ones do not have a blast radius and do not need to be aimed.
Exoarmour Rocket Launcher​: Simply of larger size than a typical rocket launcher, an exoarmour rocket
launcher remains a reliable source of explosive damage suitable for clearing infantry or buildings, not to mention it is
still fairly easy to disguise (who suspects the weirdly shaped pipe?). In melee, a exoarmour rocket launcher may be
used as a club with base damage 80.
Exoarmour Missile Launcher​: A version of an exoarmour rocket launcher that fires large explosive
projectiles that home in on a locked target, an exoarmour missile launcher functions the exact same as a normal
missile launcher. It must be aimed for at least one turn to be fired, and it ignores penalties for attacking a moving
target or a target in cover (its projectiles can turn corners after all). Also the same, the missile can be fired “dumb”
without its homing abilities if the user wants to skip aimining. Otherwise, as usual, missiles cannot fly beyond their
effective range, they simply lose energy and disperse (or prematurely explode at the GM’s discretion). In melee, a
exoarmour missile launcher may be used as a club with base damage 70.
Exoarmour Assault Cannon​: Sleek for its size, an exoarmour assault cannon is a monster of a weapon
that not even dozens of able bodied men could maneuver. In combat this massive cannon unleashes hell on
whatever target its user desires, blasting massive craters that leave little behind with each shot. In melee, a
exoarmour assault cannon may be used as a club with base damage 100.
Ammunition Descriptions:
Laser Bolt​: Standard magically generated munition for a exoarmour laser destructor. This laser does
specially penetrate through 1 point of the defender’s AT, but otherwise it has no special advantages.
Magical Bullet​: Standard magically generated munition for a variety of weapons.
Turbo-Penetrator​: Enhanced magically generated munition that costs 4 units of ammo in order to halve the
target’s AT and ignore special immunities like presence barriers for creatures and natural beings of Gnosis 35 or
lower. If combined with “Semi-Automatic” or “Auto-Fire” it uses 8 and 12 shots of ammunition all at once respectively.
Shield-Penetrator​: At the cost of 2 units of power at once, a shield-penetrator munition quadruples its base
damage against mystical or psychic shields. If this is combined with “Semi-Automatic” or “Auto-Fire” it uses 4 and 6
units of ammunition respectively. Lastly, due to its penetrative nature, it also reduces the At of its target by -2 points
(further increasing damage against shields after the multiplier).
Fragmentation Grenade​: Standard magically generated munition for grenade launchers, this upscaled
explosive increases its blast radius to 25 (80 Feet) meters and its maximum blast radius to 50 meters (160 Feet)
Miniaturized Missile​: While the size of a small bullet, when fired in a cluster these tiny explosives can do
heavy damage, especially when powered by an exoarmour’s technomagic core.
Unguided Rocket​: Standard magically generated dumb-fired explosive munition for an exoarmour rocket
launcher. Its blast radius is however increased to 15 meters (240 Almost Impossible), 30 meters (180 Absurd), and
60 meters (140 Very Difficult). From 30 to 60 meters however its base damage is halved to 65 (counting strength
already), for the shrapnel is greatly reduced in force at this point.
Guided Missile​: Standard magically generated munition for a exoarmour missile launcher, this projectile is
identical in function to a normal guided missile. Its blast radius is however increased to 15 meters (280 Impossible),
30 meters (240 Almost Impossible), and 60 meters (180 Absurd). From 30 to 60 meters however its base damage is
halved to 75 (counting strength already), for the shrapnel is greatly reduced in force at this point.
Magical Shell​: Standard magically generated munition for an exoarmour assault cannon.
Explosive Shell​: Special magically generated munition for an exoarmour assault cannon explodes in a blast
radius, striking all targets within its reach equally. This shell functions identically to the ones fired by normal assault
cannons, but the blast radius of the weapon is increased to 40 feet (280 Impossible), 80 feet (240 Almost Impossible),
and 160 feet (180 Absurd).
Tellum Gnosis​: The devastating, ruinous, and perditious nature of a Tellum Gnosis equipped weapon is
revolting beyond belief, and the fabric of reality itself quails before its eldritch curse. Even the Imperium’s researchers
aren’t truly aware of the intricacies of the scarce few wrist-mounted bow-shaped casters that carry the forgotten
technologies inside of them that enable a single agent to cast the Tellum at their foes. While this particular round is
modified to be fired from any weapon utilized by a machina, the shimmering golden projectile through which black
coils of silken energy are wrapped is no different in potency- actually, because of its extra mass and weight it is
usually far stronger. Regardless of its frighteningly misunderstood origin, the Imperium uses these devices for the
sole purpose of utterly destroying the protections and powers of rebellious gods. There is simply no divinity that can
withstand the shock of being pierced by the Tellum’s all-consuming edge. And it is no wonder why, for those judged
individuals that have managed to survive the after-effects have all but broken down into insane wrecks that gibber
endlessly on and on and on again over the “real truth” of the cosmos…
❖ Ruination​: A Tellum Gnosis projectile inflicts a Presence check on the defender should they take any
damage at all. This check is equal to the damage caused up to a cap of 180. Failure on this check reduces
the target’s gnosis by the amount they failed by, down to a minimum of 0. This of course strips away any of
their Essential Abilities and Powers that require gnosis to function. This reduction usually lasts for 1 hour per
point of failure, but if a creature fails the check by more than double their Gnosis (Gnosis 35 is 70, Gnosis 40
is 80, etc) then the reduction is permanent- and all supernatural powers and abilities affected are completely
lost forever. Once affected by a Tellum Gnosis projectile, an individual target may not be affected by it again
until the effects have worn off (which is never, in the case of a creature whom completely loses its gnosis).
❖ Natura Sunder​: While a Tellum Gnosis is designed to afflict supernatural beings, it may still be used against
natural beings. In this case, the rounds reduce Natura instead of Gnosis, and the presence check may never
reach higher than 160. Additionally, the downsides are never permanent, though they still last for 1 hour per
point of failure.
➢ Quality Adaptation​: A Tellum Gnosis projectile adopts the qualities of the standard rounds of a
machina’s weapons. Thus, a Tellum Gnosis projectile fired from an assault cannon could choose to
either use the profile of a magical shell or an explosive shell, whichever is more suitable at the time
of firing. Special rounds that require extra power may not be taken as the template for this ability.
➢ Wave-Pattern Perforation:​ A Tellum Gnosis projectile completely and utterly ignores any
invulnerability state or protective immunity a target may have, no matter its Gnosis.
➢ Animus Vessel:​ A Tellum Gnosis projectile is fired based upon the wielder’s Power characteristic,
which replaces strength for purposes of both range and damage. Additionally because its nature is
utterly alien to the physical and spiritual realms, it completely ignores further modifiers to its
damage both positive and negative.
➢ Scintillating Light​: Because of its Energy Attack type and ability to bypass all physical
constructions regardless of being mundane or magical, a Tellum Gnosis projectile completely
ignores armor type, fortitude, and breakage. They cannot be stopped by anything nor do they affect
physical equipment in the slightest.
❖ Firing Limitations:​ Each shot of a Tellum Gnosis a single full magazine of a weapon’s core. Furthermore it
may only ever be fired once per ten turns.
Deus Ex Machina:
Now for machina. These divine warmachines are truly giants amongst men, and their powers and strengths are
scaled to match. Considering their size, they massively increase the physical abilities and resilience of their bonded
pilots, not to mention the extremely dangerous weaponry they are given to utilize. Their arsenal may be smaller and
more specialized than the much greater variety afforded to smaller warmachines and individual agents, but what they
trade off in versatility they increase gain massively in overall destructive power.

Defensively a true machina still possess the ability to parry and evade the blows of its foes, but unlike their smaller
cousins the Ramaat machine or the Apophis exoarmours however, these graceful titans rely far more on their potent
shield generators to remain safe from harm. It is not that their size makes them ungainly, they all possess stunning
grace that fascinates those that witness them, rather it is a simple fact of the laws of reality that makes it so. A larger
body comes with far more vulnerabilities than a smaller one, and machina are no exception.

Mechanically, a machina replaces its users characteristics with those listed below. Additionally it changes its user’s
base speed, alters their life points, grants them an elevated ability to utilize supernatural abilities, and makes other
changes to their vital statistics, which are listed in an additional table. The pilot has no choice on whether or not to
use his own physical characteristics, as it is the warmachine doing the heavy lifting at this point. In the case of the
pilot’s mental characteristics somehow being higher than their warmachine, than they simply boost the affected
mental characteristics by +1 (to a cap of 19).

Certain machina may possess higher or lower attributes than the ones listed below, though this is determined on a
case by case basis as a matter of consequence determined by its divine vessel and its Gnosis DP expenditures.

Machina, Essentials​:
Type Strength Constitution Agility Dexterity Power Willpower Presence Power Gnostic Rank

Deus Ex Machina 16 16 15 15 16 16 140 1,480 Alpha - Sigma

Machina, Vitals:
Type Life Points Movement Speed Weight Size

Deus Ex +1,000 1,150 Feet 20 Base 500 to 2,500 Tons 30


Machina (15.5 Value) (40 Unarmed) (17 Index) Giant

Machina, Protection Values:


Class Cut Impact Thrust Heat Electricity Cold Energy

Deus Ex Machina 10 10 10 10 10 10 10

Machina, Gnosis​:
Class Gnosis DP to Spend Gnostic Abilities (Applies to Pilot) Domain Control

Alpha 35 200 Extended Perception, Elemental Control -


(Variable), Immortal, Presence

Beta 40 300 Extended Perception, Elemental Control Basic Aeon Affinity: 1 (Fire, Air, Ice, Electricity, Water,
(Variable), Immortal, Presence, Auspice Earth, Darkness, Light, Dreams, Magic, Poisons,
Messages, Music, Sight, Emotions, Madness,
Freedom, Torture, Eternity, Names, Death, Souls,
Catastrophe, Balance, Earth, Ocean, Skies, Etc)
Sigma 45 500 Extended Perception, Elemental Control Advanced Aeon Affinity: 3 (Fire, Air, Ice, Electricity,
(Variable), Immortal, Presence, Auspice, Water, Earth, Darkness, Light, Dreams, Magic,
Walk Between Worlds Poisons, Messages, Music, Sight, Emotions, Madness,
Freedom, Torture, Eternity, Names, Death, Souls,
Catastrophe, Balance, Earth, Ocean, Skies, Space,
Time, Etc)

Type​: The type of machina.


Strength​: The strength characteristic of the machina, replaces its pilot’s own score.
Constitution​: The constitution characteristic of the machina, replaces its pilot’s own score.
Agility​: The agility characteristic of the machina, replaces its pilot’s own score.
Dexterity​: The dexterity characteristic of the machina, replaces its pilot’s own score.
Power​: The power characteristic of the machina, it either replaces its pilot’s own score or modifies by +1 point.
Willpower​: The willpower characteristic of the machina, it either replaces its pilot’s own score or modifies by +1
point.
Presence​: The presence of the machina, which replaces the base presence of its pilot for any incoming effects.
Power​: The amount of power a machina has to utilize its special abilities before it runs dry. A machina that runs out
of power can only function at a very basic level.
Gnostic Rank​: The various gnosis values a machina can possess.

Life Points​: The bonus the pilot receives to their life points for donning a machina.
Movement​: The direct movement of the machina. Any listed index values of .5 represent a value halfway between
the current and next value.
Initiative​: The base speed of the machina, after which weapons and class bonuses are added.
Weight Index​: The direct weight index of the machina. Any listed index values of .5 represent a value halfway
between the current and next value.

Gnosis​: The gnosis of the machina, which the pilot also counts as when targeted by effects or attacks certain
protections.
DP​: In regards to a machina’s divine powers, its DP score depends on what classification it is ranked as. This DP is
spent freely to acquire powers that emulate the deceased divinity it was made from, though this may vary depending
on the exact needs of the Imperium. Essential Abilities cannot be bought, as they are useless to the machina and its
pilot.
Extended Perception​: Just as the gnostic ability, save that it applies to the machina’s sensors and the pilot’s visions.
Elemental Control​: Just as the gnostic ability, scales as normal off of the machina’s gnosis and element, if any.
Immortal​: Just as the gnostic ability, the machina is immortal to death and destruction if its attackers cannot muster
at least Gnosis 10 if not higher depending on the exact gnosis of the warmachine
Presence​: As gnostic ability, typed to the machina’s element if any.
Auspice​: Machina at Beta rank or higher have divine powers that allow it to warp reality to its pilot’s bidding, just as
the gnostic ability itself. The pilot succeeds automatically at non-knowledge or non-opposed checks up to 280
Impossible and when making an opposed roll against an opponent (including Combat Abilities), he gains a +10 bonus
for every 5 points of gnosis his machina has over his foe.
Walk Between Worlds​: As gnostic ability. The machina and its pilot gain Ashuriam: Dimensional Assault for free.
Domain Control​: A Beta or Sigma rank machina has access to the overwhelming powers of the divinity that rests
within its framework, and it thus develops a lordly aptitude to control its innate elements or concepts like a mortal
does breathing. Mechanically this control is left up to the GM’s discretion, though some aspects of the machina’s
innate elements may be represented within the powers its DP has purchased.
Machina, General Rules:
Recalculate all vital statistics and abilities while utilizing a machina, save for life points, which are replaced
by the warmachine’s DR. This includes resistances, primary abilities based on physical characteristics, primary
abilities based on mental characteristics, secondary abilities based on physical characteristics (exclude Piloting and
Knowledge secondaries), secondary abilities based on mental characteristics (exclude Knowledge secondaries),
movement, weight index, initiative, number of actions, etc.

Piloting and Secondaries​: A machina pilot utilizes his Pilot secondary to determine his overall ability to
maneuver his warmachine. He may, if his pilot score is higher, use it in place of his Acrobatics, Athleticism, Climb,
Jump, Swim, Ride (how to train a Rudraskha.jpeg), Feats of Strength, Lock-Picking, Stealth, Theft, and Sleight of
Hand secondaries.
❖ Coordination​: The size of a machina is such they are completely unable to undertake human-sized
tasks that require fine coordination. They are however able to perform such tests, but the objects
and tools involved must at least be of size Hybrid (Between Large and Enourmous) before they can
be used. When performing such a task of fine-coordination the machina’s pilot takes a -40 penalty
to the relevant skill. Of course, if the objects and tools involved are actually sized to be Giant, then
the machina and its pilot has no penalty at all.
❖ Concealment:​ A machina is many times the height and size of a human, thus they suffer penalties
when trying to hide or act quietly despite their inherent grace. To the pilot’s hide and stealth skills
(or his pilot in place of stealth), he suffers a -80 penalty at all times in addition to other normal
modifiers. This penalty may be halved if the pilot is able to make use of the Weight Elimination ki
ability however, as he can noticeably silence his warmachine’s footfalls when almost weightless.

Body of the Divine Machine​: A machina’s constructed and divine nature provides it and the pilot wrapped
within it a resilience that mortals simply do not possess, but most noticeable of all it also allows them to utterly break
their limits completely.
In addition to the changes detailed above under Essentials and Vitals, a machina provides its pilot with the
ability to fully achieve Zen level checks and abilities, even if they themselves cannot do so. Naturally, the machina s
completely indefatigable, so its pilot does not suffer exhaustion from movement, though he of course may suffer from
overuse of fatigue in combat, lack of sleep, or other deprivation penalties.
➢ Critical Immunity:​ Further beyond these mechanical benefits, a true machina is so
existentially potent it ignores criticals that do not come from a source of Gnosis higher
than its own. Its pilot may also ignore any existing penalties from personal injuries he is
suffering, as the divine beast laying dead within the machina responds instinctively to his
suffering with an increased combat drive.
➢ Repair Framework:​ Similar in nature to exoarmours, a machina is not capable of
regenerating but it does possess powerful protective systems to enhanced its survivability.
A machina may heal %20 of its maximum life points by paying %10 of its maximum power.
As these systems are limited however, the second healing attempt halves the healed
percentage to %10, while the third and final possible healing attempt restores a simple
%5. Once a machina has healed itself three times, it can no longer do so and must retreat
to be independently repaired.

Synchronization, True​: A Deus Ex Machina it completely incapable of being piloted by an individual that it
lacks a proper bond of spirit with. As these bonds are permanently established upon initial contact with the
warmachine, a failed pilot may never reattempt to bond with a machina, exceptional circumstances notwithstanding.
To determine a pilot’s suitability to pilot a machina, the GM rolls in secret a 1d10. Unlike the easier to handle
Ramaat class machina, a true machina simply is nearly impossible to be used by anything other than an alike being-
that is, a specialized protodeus. Thus, an individual who isn’t a specialized protodeus trying to bond with the machina
suffers a -3 penalty to their synchronization roll. Conversely, a specialized protodeus is granted a +5 to their roll. This
result, once determined, never changes.
1-6:​ The individual is not capable of piloting the machina at all.
7-9:​ The individual has a reasonable match with the machina, and they have no penalties to utilize
it whatsoever.
10+:​ The individual possesses a perfect bond with the machina, and so they actually decrease the
difficulty of all piloting checks and physically related secondaries by one rank.
Opposed Rolls:​ When a pilot makes an opposed roll against an opponent, each
decreased difficulty rank boosts his pilot checks by +30. Half of this bonus also is applied directly to his Attack,
Defense, Projection, and Initiative scores as well. This bonus does not stack with other combat action increases
(such as from an Anima Certamina).
Mental Link​: Once a pilot is properly synchronized to a true machina, they are always able
to sense their warmachine’s location. Additionally they are capable of issuing orders to the machina from afar, though
as the corpse within its frame isn’t truly consciousness this is limited to summoning it, dismissing it, and ordering it
into a certain position where it may rest until actually being used.

Attack​: The pilot utilizes his own attack score for the purposes of utilizing a machina’s weaponry.
Furthermore, the machina’s powerful targeting computers compensate for even the least skilled pilots, so he ignores
any penalty for lacking training in a specific weapon type.
❖ Multiple Weapons​: Most machina have more than a single weapon, regardless of whether they are
ranged or melee. In this case, thanks to the targeting systems of the machina he wears, the pilot
may utilize all of his weapons in a single turn. However in doing so, he suffers a -10 penalty for
each one used after the first. Ambidextrous does not affect this ability as the pilot’s own ability to
coordinate his arms in harmony has nothing to do with how the machina assists his aiming.

Defense​: A true machina is able to absorb incredible amounts of damage that even some truly powerful
creatures of many millennia have trouble shrugging off. At the same time however, they are not just sluggish giants,
rather they possess an incomprehensible grace for their size that manifests itself in an unnatural limberness, fluid
quickness, and a near precognitive reflex for avoiding danger. Combined with a powerful shield generator, fighting
and defeating a true machina is an insurmountable challenge for all but the most celestial of foes.
Mechanically the pilot thus uses his own block or dodge skills to defend himself while wielding a machina
and he can only be put on the defensive if he suffers a critical from a higher gnosis being, but in the process he
suffers a -80 penalty. Essentially, the machina is considered to be benefiting from an Absorb Hits maneuver that
specially allows the pilot to roll a 1d100 and add his modified defense value. Finally, circumstantial penalties such as
surprised, flanked, and from behind work as normal, but the pilot does not suffer penalties for making multiple
defenses.
❖ Power to Evasion:​ By expending 5 power, the pilot may for a single turn halve the special -80
defensive penalty to all defenses he makes that turn. By expending 10 power, the pilot may for a
single turn ignore this penalty instead.

Shield Generator​: In addition to a machina’s ability to defend itself, it possesses a powerful technomagic
force field to protect itself when it might otherwise be incapable of. Thus in any given turn, the pilot may choose to
defend against an incoming attack using his warmachine’s shield generator instead of relying on his own skill.
As each machina possesses a different divine entity within its frame, these field statistics may differ, but they
share the same core trait that sees them ignoring all penalties but surprise and put at weapon’s point.
Machina​: 280 Final Defense, Unbreakable
➢ Power to Shields:​ By expending 5 power, a machina pilot can increase his warmachine’s
final defense value by one rank.
Technomagically-Reinforced Adamantium​: Thanks to the constant flow of power input into a machina’s
technomagic-reactive armour plates, they possess elevated special defense attributes.
❖ Machina​: Built from the raw weave of divinity, a true machina has a Presence Immunity of 120 and
it halves the base damage of any supernatural heat, cold, or electrical attack that strikes it.

Sealed Environs, Machina​: Sealed completely within the plating and superstructure of a machina, the pilot
is protected from the outside elements of all types, even space or the darkest depths of the oceans. As a machina
completely encapsulates it pilot within many layers of reinforced material, it insulates them far better than even the
protection afforded by smaller exoarmours. Thus, the machina affords its pilot a completely immunity to the effects of
natural heat, cold, electricity, disease, and poisons, but also, there is no environment they cannot traverse. Thus,
even should a machina pilot ply the vast depths of space and stumble into a source of immense stellar radiation or
even the incalculable gravitational forces of a black hole, they will suffer naught from it. Also as with smaller
exoarmours, the oxygen purification systems of the machina mean the pilot does not count as needing to breath, thus
they cannot suffocate while their warmachine is active.

Anti-Grav Generators​: Outfitted with powerful anti-grav generators, a machina is quite capable of flying or
hovering above the ground. Flying is considered to be any active movement over 1/4th of the machina’s movement,
while hovering is considered to be any passive movement up to a maximum of 1 /4th the machina’s movement.
❖ Machina​: Flight Speed 15

Sensor Suite​: Through the lens of a quasi-divine technomagic weapon, does the pilot of an machina see
the world. He thus benefits from See the Supernatural and Complete Night Vision. Additionally the machina’s
receivers have the option to switch to several other vision modes, of which the primary three are Heat,
Electromagnetism, Gnosis, and Sound. Heat and Electromagnetism allow the user to see through different types of
walls, Gnosis allows the pilot to see the elemental type and existential weave of those it senses, and finally Sound
allows the user to “see” through the utilization of sonic pulses which mechanically translates to sound-based
Extrasensory Vision.

Passive Radar​: More powerful than the systems installed into a powered armour helmet or visor, the
technomagic sensors of a machina automatically scan the surroundings with a final Search Skill of 240 Almost
Impossible, displaying upon a holographic display all nearby lifeforms and relevant terrain data in a 10 kilometer
radius. These radar systems utilize Extrasensorial Vision and ignore physical obstructions in their way.
❖ Power to Sensors:​ At the cost of 1 power per half minute (10 turns), the machina may increase this
range to 50 kilometers.

Target Acquisition​: Utilizing a combination of the machina’s high grade sensors and its technomagic
processing power, the wearer’s ability to aim his ranged and melee attacks becomes a natural reflex bordering on
sublime perfection. For ranged attacks, the wearer both doubles his aiming bonuses and has the ability to passively
aim. The latter ability thus allows him to keep on the move while aiming as precisely as possible. If the wearer uses a
complete action to aim (and thus fires every other turn), he automatically maxes out his aiming bonus to +60. Melee
attacks are much simpler, all of the attacks the wearer makes receives the Precise trait, thus halving the penalty to
target a certain spot or pull off certain maneuvers.

Machina and Characteristic Increases​: While the pilot’s own physical characteristics are disregarded
when calculating his abilities with his machina, there is the question of supernatural enhancements and whether or
not they can be used to increase the machina’s potential. An increase that is wholly typed to the character, such as
from an artifact or an innate power, cannot apply to an machina’s physical characteristics. Artifacts are completely
incompatible with technomagic after all, and innate powers are those qualities of the pilot themselves. However
increases that come from Ki, Magic, or Psychic sources can be applied to the machina’s physical characteristics,
albeit all such increases are halved. In the case of the Physical Increase psychic powers, “Imbue” is unnecessary
when doing this, for the machina is in this case treated as a direct extension of the pilot himself.
❖ Machina​: The limitation of all physical characteristics and related indexes is 19.

Wargod of Destruction​: A machina, regardless of its level of construction, increases its pilot’s supernatural
abilities by an unimaginable amount. In the case of a true machina, not only does it fortify its pilot’s mind and soul to
be utterly divine, it can further if temporarily shatter the limitations that hold them back from crushing victory in battle.
❖ Ki:​ Once per turn at the cost of 3 power, the pilot of an machina can increase three of his ki
accumulations by +1. This can be increased in increments of 3 up to 24 power for a +4
accumulation bonus across the board.
❖ Magic:​ Once per turn at the cost of 5 power, the pilot of an machina can increase his magic
accumulation by +20. This can be increased in increments of 5 up to 25 power for a +100 magic
accumulation.
❖ Psychic:​ Once per turn at the cost of 2 power, the wearer of an machina gains 1 temporary PP he
may spend as he wishes and an additional +10 Psychic Potential. If used to increase a maintained
power or temporarily buy a new power, the effects end after the combat ends. This can be
increased in increments of 2 up to 20 power for a total of 10 PP and +100 Psychic Potential gained.

Resplendent Power​: In addition to the true machina’s ability to enhance its pilot’s ability to wield his own
supernatural powers, the almost always ancient divinity used in the warmachine’s construction combined with some
of the most powerful technomagic generators ever made allows the pilot to vastly increase the output of these
abilities. This is to the point that the consequences of Rah’s machine look like mere children’s toys, as the vast gap
between the pilot’s abilities and his the abilities of his foes is multiplied tenfold.
➢ Resplendent Domine​: The machina permanently increases the range and area of effect of
all domine powers its wielder uses by x5. Additionally for its melee attacks, the machina
automatically obtains an attack range of feet equal to double its presence, and all such
attacks it makes benefit from the Trail of Destruction ability. Finally, the pilot naturally
benefits from a Ki recovery rate of 1 Ki per two turns. If he has even a single rank of Ki
Recovery, his rate of regeneration becomes 1 Ki per turn.
➢ Resplendent Magic:​ The machina permanently increases the range and area of effect of
all spells its wielder uses by x3. For spells that lack a area of effect, they automatically
gain a radius equal to one fifth of the machina’s presence. Finally, the pilot naturally
benefits from a doubled rate of zeonic recovery, which stacks with any other such
multipliers.
➢ Resplendent Matrices:​ The machina permanently increases the range and area of effect
of all matrices its wielder uses by x3. For matrices that lack a area of effect, they
automatically gain a radius equal to one fifth of the machina’s presence. Finally, the pilot
naturally benefits from a PP recovery rate of 1 PP per minute. If he has even a single rank
of Psychic Point Recovery, his rate of regeneration becomes 1 PP per ten turns.

Omnipotence​: The ultimate ability of a machina allows the pilot to temporarily re-awaken the deceased
entity that constitutes the frame of his warmachine. In doing so an incredible amount of power is consumed as fuel to
utterly destroy whatever limitations the machina and its pilot had remaining, who temporarily achieve the ultimate
apex of combat prowess, and in the case of the Ramaat, celerity.
❖ Omnigear:​ The effects of a machina awakening vary greatly between frames, as the divine entity
that lays dead within its cold metal shell is unique. Naturally however, there exists a baseline level
of (tremendous) effect. Upon awakening, the true machina immediately increases its characteristics
by +3 across the board. Its limiter is also removed, temporarily allowing it to reach 20 in its
characteristics provided it has the ability to modify itself. It may not unfortunately, benefit from
movement 20 unless the divinity inside is one of sublime finesse, but at the very least it does
increases its movement to 30 miles per turn. On the other hand, it may utilize the full potential of
strength 20, though as usual it must have a firm enough surface to do so. Finally, it automatically
grants its pilot the full benefits of its Wargod of Destruction ability without having to pay an
additional cost. Naturally, the cost to maintain this mode is enourmous, draining both warmachine
and pilot severely. Thus it consumes 60 power per turn it remains active, as well as 10 life points
that specially recover at the rate of 1 point per day. Once activated, Omnipotence cannot be reused
until after maintenance has been performed.
Tellum Gnosis​: All machina regardless of personal power are capable of naturally utilizing the perditious
force of the Tellum Gnosis. Thus, their armoury below includes the statistics for these ruinous projectiles amongst the
otherwise standard list of munitions under each individual weapon type.

Machina, Power Core Rules:


Similar in nature to exoarmours, a true machina can only operate for so long before its technomagic core is depleted
by intense use. Naturally, each type of machina has a different amount of life within its power core, though the most
common amount is listed below.
❖ Machina​: 1,480 Core Power

Unlike powered armours, a machina’s power draw is simplified between two states, “Combat” and “Minimal”.
Combat Power draws every Hour (1,200 Turns) and Minimal Power draws occur every Day (28,800 Turns). ​Each
mode has consequences upon the machina’s various abilities, as listed both here and in the text of each ability.
❖ Machina​: 5 Combat, 20 Minimal Power

Power Mode Listings​:


❖ Characteristics:​ Minimal Power mode reduces strength, agility, and dexterity by -2.
❖ Movement​: In Minimal Power mode eliminate any inherent movement bonus.
❖ Weight Index​: In Minimal Power mode eliminate any inherent index bonus.
❖ Piloting and Secondaries:​ Double the penalties incurred (to a maximum of -120).
❖ Body of the Machine​: Unaffected
❖ Synchronization:​ Unaffected
❖ Attack:​ Unaffected
❖ Defense​: In Minimal Power mode Power to Evasion is unavailable.
❖ Shield Generator:​ In Minimal Power mode Power to Shields is unavailable.
❖ Technomagic-Reinforced Adamantium:​ Unaffected
❖ Sealed Environs:​ Unaffected.
❖ Anti-Grav Generators​: Minimal Power module penalizes Flight Value by -6.
❖ Sensor Suite​: Minimal Power eliminates all modes save for the basic See the Supernatural and Complete
Night Vision.
❖ Passive Radar​: Minimal Power reduces radius to 500 meters and the Final Search value to 140.
❖ Target Acquisition:​ Cannot be used in Minimal Power mode.
❖ Wargod of Destruction:​ Unaffected.
❖ Resplendent Power​: Unaffected.
❖ Omnipotence/Omnigear:​ Cannot be used in Minimal Power mode.
❖ Tellum Gnosis:​ Cannot be used in Minimal Power mode.

In the case that a true machina fully runs out of fuel, it may not use any of its special abilities that require power.
Additionally, it loses all but the passive benefits of Characteristics, Piloting and Secondaries, Body of the Divine
Machine, Synchronization, Attack, Defense, and Technomagic-Reinforced Adamantium. Thus while it can still move
based on the input of the pilot to its pseudo-muscles, well enough for it to retreat back to allied territory, the
warmachine is unable to function anywhere near its full output.
Just like exoarmours a machina requires a facility to recharge its power core, though the refueling process takes an
even further magnitude of time than its smaller kin. Aside from this however, in the field a pilot or allied individual who
possesses the gift may forcibly recharge 1 point of power for every 50 zeon they infuse into a machina’s generator,
though as one may imagine this is wildly inefficient it takes a full minute to do so. No more than 25 power may be
restored this way per day.

Machina, Equipment Loadouts:


All machina have a standard loadout of weaponry, though they may be customized using their unique array of
equipment listed below.

Melee​:
Machina​: Adamantium Fists
Ranged​:
Machina​: Machina Laser Destructor (x2)
Options (Melee)​:
Machina​: Machina Fusion Blade, Machina Cold Fusion Blade
Options (Ranged)​:
Machina​: Machina Plasma Missile Array, Machina Heavy Rifle, Machina Rail Rifle, Machina Assault Cannon
Machina, Weaponry:
Weapon Damage Speed Req. Primary Second Weapon Special Fort. Break. Pres
STR Attack Attack Type
Type Type

Machina Fusion Blade 160 +0 15 Heat Energy Sword Special - 24 25

Machina Cold Fusion 160 +0 15 Cold Energy Sword Special - 21 25


Blade

Adamantium Fists 120 +20 - Impact Unarmed 34 15 As Base.

Machina Laser -20 15 Projectile Strength 12, Special 36 10 30


Destructor

Laser Bolt 100 Heat Munition For Laser Destructor 16 15 25

Tellum Gnosis Bolt Gnosis x4 Energy Munition Special, For Laser Destructor Base Base User x2

Machina Plasma Missile -80 (-20) - Projectile Strength 15, Special 33 - 15


Array

Plasma Missile 200 Heat Energy Munition Special, For Plasma Missile 19 28 30
Array

Machina Heavy Rifle -10 (+20) 15 Projectile Strength 13, Special, 31 8 20


Two-handed

Titan Round 120 Thrust Munition Special, for Heavy Rifle 15 12 20

Tellum Gnosis Shell Gnosis x4 Energy Munition Special, for Heavy Rifle Base Base User x2

Machina Rail Rifle -30 (+20) 15 Projectile Strength 15, Special, 31 7 20


Two-handed

Supersonic Penetrator 140 Thrust Heat Munition Special, for Rail Rifle 15 20 20

Tellum Gnosis Gnosis x4 Energy Munition Special, for Rail Rifle Base Base User x2
Penetrator

Machina Siege Cannon -80 (+20) 16 Projectile Strength 16, Special, 42 16 30


Two-handed

Earthbreaker Shell 180 Impact Munition Special, for Siege Cannon 21 23 25

Tellum Gnosis Shell Gnosis x4 Energy Munition Special, for Siege Cannon Base Base User x2

Notes​: Fortitude and Breakage for machina weaponry are calculated as Giant. Different rules are used to calculate
giant sized projectiles. Giant projectiles receive +4 Fortitude and +6 Breakage.
Machina Projectile Statistics:
Weapon Type Rate of Fire Reload Magazine Power Base Range (w/o STR)
(Throwing) (Projectile) Core

Machina Laser Projectile 2 180 Connected 900 Meters (2,950 Feet)


Destructor to Armour

Machina Plasma Projectile 5 2 Connected 10 Miles (52,800 Feet)


Missile Array to Armour

Machina Heavy Rifle Projectile 2 64 10 2,400 Meters (7,850 Feet)

Machina Rail Rifle Projectile 3 16 5 4,000 Meters (13,125 Feet)

Machina Siege Projectile 12 16 Connected 4,800 Meters (15,750 Feet)


Cannon to Armour

Weapon Descriptions​:
Machina Fusion Blade​: An upsized fusion blade fitted to a wrist of the tremendously tall machina, this blade
moreso than anything before it annihilates anything in its path. In addition to striking all targets in a 30 foot arc at
once, the blade’s penetration is upped astronomically thanks to its size, allowing it to absolutely ignore the AT of the
defender. Also due to its size… the bonus to the PhR of the automatic criticals it inflicts is increased to +80. Despite
the the improved Anima Core of a true machina, the fusion blade is ravenous for power. Thus, every turn of use
drains 2 power from the machina’s power reserve.
Machina Cold Fusion Blade​: Fitted to the other wrist of the titanic machina, this version of a cold fusion
blade strikes all targets in a 30 foot arc due to its sheer size. Also notable just from size alone, it too sheers through
all of the defender’s AT and it increases the difficulty of the shatter PhR it inflicts by +80. Slightly more power efficient
than a machina fusion blade, the machina cold fusion blade only takes 1 power per turn of its use,.
Machina Laser Destructor​: Made for the much larger but still graceful wrists of a machina, a machina laser
destructor is the same as its smaller kin, thus it too possesses the “Storm” and “Hyper-Storm” firing modes. Despite
being larger and more powerful, lasers remain efficient weapons, so a machina is only drained 1 unit of power every
time its weapon “reloads”.
Machina Plasma Missile Array​: A series of supersized missile launchers fitted to the back or shoulders of
only the largest warmachines, a plasma missile array can unleash a truly devastating barrage that simply annihilates
everything in its targeted radius. While up to two missiles may be fired in a single turn, they count as using an
additional attack each (thus at a -10 penalty as per machina targeting systems).Their rules otherwise, work as normal
guided missiles in that they must at least be aimed for one turn before they can be accurately fired (or else there is a
massive initiative penalty). These missiles are too big however to turn around corners, they are meant to destroy
fortifications after all. An array does not run out of ammunition so long as a machina retains its power source, but the
immense energy requirement of generating new such missiles puts an attack limitation of once every five turns on the
machina. Additionally, every two missiles fired directly draw 5 power from the warmachine’s reserve.
Machina Heavy Rifle​: A version of an assault rifle meant for a machina, a heavy rifle has much greater
range and firepower than even an exoarmour’s typical rifle, allowing it to shred apart monsters and infantry with
disgusting ease. A heavy rifle possesses an “Auto-Fire” mode as usual, allowing it to thus gain +20 base damage at
the cost of 3 units of ammunition. In melee, a machina heavy rifle may be used as a giant club with base damage
120.
Machina Rail Rifle​: A weapon unique to the machina, this imposing metal rifle is harsh and angular in a way
that sets it apart from the smooth curves and lines of most other technomagic weapons. Firing a warhead of solid
adamantium at such severe speeds that space itself begins to warp around the projectile, a rail rifle punches through
everything in its path with absolute precision. Once fired, a rail rifle’s warhead continues straight to the weapon’s
maximum range including strength, striking all targets it hits along the way equally and without penalty. However, if
blocked or dodged successfully, a counter-attack may be performed to intercept the projectile and hopefully force a
Breakage check enough to overwhelm its Fortitude (thus dispersing the warhead). If no one is capable of stopping
the warhead however, it will continue on unimpeded. Against the sheer speed of a rail rifle’s projectiles, a defender
always suffers a -80 penalty to defend themselves, even with Mastery in Defense or a hand-held shield. A mystical
shield defends as normal. In melee, a machina rail rifle may be used as a club with base damage 120.
Machina Siege Cannon​: This weapon is essentially a larger version of an exoarmour assault cannon, albeit
adjusted and upsized to fit a true machina. The true difference however, lays in the vastly different munition a
machina siege cannon utilizes. Unlike the standard heavy shells or explosive shells an assault cannon uses, a siege
cannon fires earthbreaker shells, extremely heavy munitions meant to obliterate earthenworks and colossal foes.
Perhaps it is overkill to some extent, but a weapon that doubles as anti aircraft or anti spacecraft is all the more useful
to certain machina… If used in melee, a machina siege cannon may has a base damage of 140. Harsh on the
machina’s power supply, every time the cannon “reloads” it devours 5 units of the machina’s power reserve.

Ammunition Descriptions​:
Earthbreaker Shell​: A specialized magical munition with such explosive kinetic power that reality warps
around its detonation point, an earthbreaker shell is designed to obliterate structures, earthworks, fortifications, and
vehicles without mercy. Against such targets, an earthbreaker shell doubles its base damage outright and halves any
AT value it might have. This bonus does apply against natural formations of the earth as well, such as cave walls,
boulders, etc. Finally, an Earthbreaker Shell explodes upon impact, affecting all targets within a 10 meter radius
equally, swallowing them whole in a tide of heat and gravitational forces.
Machina Plasma Missile, Array​: The most lethal of missiles and explosives short of a gargant cannon, a
plasma missile fired from an array is meant to obliterate structures and everything within its explosive range with the
utter fury of the cosmos, deploying a heat and light so intense it can scorch the retinas of those who look at it even
from afar. A guided plasma missile launched from an Array must first calculate its initial attack and damage, after
which it explodes and strikes all targets within a blast radius of 60 meters (192~ feet) with a Final Attack value of
440. The nature of plasma weaponry means this blast radius is also its maximum radius, thus it does not reduce its
damage for different radius values. These missiles follow the usual rules for guided missiles fired from an array, but
they also have the same special rules as other plasma weaponry. As such they ignore 6 points of the Defender’s AT,
inflict automatic criticals against of their targets with a +80 bonus to the critical level, and they finally receive a +%50
damage increase against structures as their supercharged payloads utterly annihilate anything within range.
Machina Laser Bolt​: Standard magically generated munition for a machina laser destructor. This laser does
specially penetrate through 1 point of the defender’s AT, but otherwise it has no special advantages.
Titan Round​: Standard magical generated munition for a Machina heavy rifle. Through its sheer spiritual
mass, it ignores special immunities based on gnostic the target may have up to a value equal to the machina’s own
gnosis. Additionally, it halves the AT of the target and triples its damage against any mystical shield it strikes.
Supersonic Penetrator​: For a munition generated to be tossed around at unbelievable velocities, a
supersonic penetrator has no special qualities. Why would it need them? When fired as fast as it is, its density is
enough to punch through a mountain.
Tellum Gnosis​: The devastating, ruinous, and perditious nature of a Tellum Gnosis equipped weapon is
revolting beyond belief, and the fabric of reality itself quails before its eldritch curse. Even the Imperium’s researchers
aren’t truly aware of the intricacies of the scarce few wrist-mounted bow-shaped casters that carry the forgotten
technologies inside of them that enable a single agent to cast the Tellum at their foes. While this particular round is
modified to be fired from any weapon utilized by a machina, the shimmering golden projectile through which black
coils of silken energy are wrapped is no different in potency- actually, because of its extra mass and weight it is
usually far stronger. Regardless of its frighteningly misunderstood origin, the Imperium uses these devices for the
sole purpose of utterly destroying the protections and powers of rebellious gods. There is simply no divinity that can
withstand the shock of being pierced by the Tellum’s all-consuming edge. And it is no wonder why, for those judged
individuals that have managed to survive the after-effects have all but broken down into insane wrecks that gibber
endlessly on and on and on again over the “real truth” of the cosmos…
❖ Ruination​: A Tellum Gnosis projectile inflicts a Presence check on the defender should they take any
damage at all. This check is equal to the damage caused up to a cap of 180. Failure on this check reduces
the target’s gnosis by the amount they failed by, down to a minimum of 0. This of course strips away any of
their Essential Abilities and Powers that require gnosis to function. This reduction usually lasts for 1 hour per
point of failure, but if a creature fails the check by more than double their Gnosis (Gnosis 35 is 70, Gnosis 40
is 80, etc) then the reduction is permanent- and all supernatural powers and abilities affected are completely
lost forever. Once affected by a Tellum Gnosis projectile, an individual target may not be affected by it again
until the effects have worn off (which is never, in the case of a creature whom completely loses its gnosis).
❖ Natura Sunder:​ While a Tellum Gnosis is designed to afflict supernatural beings, it may still be used against
natural beings. In this case, the rounds reduce Natura instead of Gnosis, and the presence check may never
reach higher than 160. Additionally, the downsides are never permanent, though they still last for 1 hour per
point of failure.
➢ Quality Adaptation:​ A Tellum Gnosis projectile adopts the qualities of the standard rounds of a
machina’s weapons. Thus, a Tellum Gnosis projectile fired from an assault cannon could choose to
either use the profile of a magical shell or an explosive shell, whichever is more suitable at the time
of firing. Special rounds that require extra power may not be taken as the template for this ability.
➢ Wave-Pattern Perforation​: A Tellum Gnosis projectile completely and utterly ignores any
invulnerability state or protective immunity a target may have, no matter its Gnosis.
➢ Animus Vessel​: A Tellum Gnosis projectile is fired based upon the wielder’s Power characteristic,
which replaces strength for purposes of both range and damage. Additionally because its nature is
utterly alien to the physical and spiritual realms, it completely ignores further modifiers to its
damage both positive and negative.
➢ Scintillating Light​: Because of its Energy Attack type and ability to bypass all physical
constructions regardless of being mundane or magical, a Tellum Gnosis projectile completely
ignores armor type, fortitude, and breakage. They cannot be stopped by anything nor do they affect
physical equipment in the slightest.
❖ Firing Limitations​: Each shot of a Tellum Gnosis a single full magazine of a weapon’s core. Furthermore it
may only ever be fired once per ten turns
Technomagic Aircraft:
It has been a dream of many mortals from across countless cultures to be able to soar the skies like a bird, but as
much as the sky promises those mortals a reprieve from their dull lives, it can to deliver dread and death to others.
Whether by winged monster, magic, or something more ​ingenious, a ​ n attack from the sky can spread mass chaos
and terror even should it prove ineffective. The sky is beautiful, but so too are mortals afraid of being slaughtered by a
foe that is forever out of arm's reach.

Technomagic aircraft, should they be much more widely known by the populace of Gaia, would thus inspire
maddened paranoia with but a whisper. What noble can keep his citizens in line, what captain can keep his soldiers
in line, what king can keep his country in line when at any moment, the azure skies can suddenly devolve into a
sonorous descent of metallic angels that bring death and destruction without fear of even the slightest reprisal?

For all the terror such devices could inspire however, it is they who hold the key to the far flung future of mortals all.
One need only look to the Imperium’s forging of massive squadron ships, or the even greater and ever more
monumental spacefaring craft that are capable of plying the void of space like a leviathan does water, or their array of
satellite sanctuaries beyond the reach of any who trod the earth, to see that the azure firmaments and the vast void
beyond them to see the truth of this matter.

The Imperium divides technomagic aircraft into several categories, of which there are a handful of subcategories.
Firstly are “Personal” type ships that form the basis of any fleet, and in fact the Imperium finds it easy to produce
them, so they have a very numerous amount of them. This “Personal” classification refers to their small size
(relatively of course) and their tendency to have only one pilot, or at most, a pilot accompanied by a single gunner.
These craft are incredibly maneuverable in combat, and they can reach speeds that defy all but the hellishly fast of
creatures and forces. Personal-subtypes include stealth, transport, and troop transport functions, but they are also
useful for reconnaissance.

Second, are “Platforms”, bulky airship-style craft that share much in common with their derivative cousins, the
zeppelins. Much tougher than personal level craft, platforms are mobile fortresses from which many smaller craft and
even ground forces may disembark. The Imperium’s use of these massive flying ships are limited however, and they
in fact only keep a handful of them. The Imperium’s preference is the much more advanced and less balloon-reliant
“Satellites” and “Spacecraft”.

Third, and the Imperium’s favored aircraft, are “Satellites”, or platforms which circle Gaia using gravitational forces
and special thrusters to keep them from vanishing off into space or falling to the ground. These Satellites are very
capable of being fitted for war, and Solomon’s infamous “Gravestone” is one such colossal weapon, but so too are
they very capable of being fitted as places to live. The Imperium’s very structure is formed from these satellite
stations, after all, it gives them a privacy that is in no danger of being discovered for many centuries and millennia to
come.

Finally, and less actual “aircraft”, are the titanic “Spacecraft”. These monstrous ships are built to ply the depths of
space while remaining completely self sustainable. Even Solomon lacked the capability to build such behemoths, and
in the end only the Imperium has built ships of this stature, though they trend towards building smaller spacecraft for
research purposes. The most common type of spacecraft used by the Imperium is the sleek spear-shaped craft that
are the “Squadron Ships”, divinely-empowered battlestations that carry the might of a Jürgand patriarchy and its
support personnel. A single such ship possesses firepower enough to annihilate all of Gaia in a mere day thanks to
its colossal cannon arrays, a role which it shares with the much smaller Deus Ex Machina. Little known amongst most
personnel however, is the existence of a much larger fleet the Imperium has been preparing for countless millennia.
Amongst this secretive endeavour, exists ships of size and might such that even the most hardened of Jürgand
agents might gape in horrified awe…
All aircraft, regardless of size or classification have a series of common statistics across them. These are very similar
in nature to those which normal Gaian vehicles such as a cart or warship possess, albeit with unique differences of
course.

Structural Points​: The effective Life Points (Damage Resistance) of an aircraft and how much damage it can sustain
before breaking. At 0 Structural Points an aircraft is totally destroyed, though whether or not it can be rebuilt is up to
the GM as per individual circumstances.
Size​: The length of an aircraft and its wingspan.
Shields​: The Life Points of the craft’s passive defensive shields. A craft recovers %5 of its shield’s life points
every combat turn they are not under attack. This regeneration is however delayed until one turn after the most
recent attack directed at the craft. When fully depleted however, the craft’s shields take 10 turns before they can
begin to recharge.
Damage Barrier​: The aircraft’s Damage Barrier. As all technomagic craft are made out of adamantium and
have a high amount of structural redundancy reinforced by magic, this value tends to be exceedingly high.
Presence​: The presence of an aircraft. This too tends to be fairly high thanks to the underlying magical
principles used to create the craft.
Flight Value​: The flight value of an aircraft. All personal level craft are VTOLs, thus they can assume any
lower speed they prefer and can hover. They cannot possibly move on the ground however, and have movement 0.
Storage Value​: A value labeled in pounds or tons displaying how much a single aircraft can store. Personal
level craft have nearly zero amount of storage, but they do have some, often for gear of the pilot and passengers (if
any). Sadly, it is too complicated to take into account density of materials, and thus this value goes simply by weight
alone. An aircraft can potentially store up to double what its storage value reads, but it suffers a -1 Flight value and -5
maneuverability for every extra %50 of its storage value up it is burdened with.. While lesser vehicles might be
damaged by being overburdened, technomagic aircraft are far too tough to suffer from such measly trials.
Passenger Value​: Personal level ships always have a single pilot, but depending on their type a gunner or
crew complement of soldiers might be necessary. Passengers in excess of this value do not overtly affect the craft’s
handling, but the GM might give maneuverability penalties for say, stuffing three people into a single-seater cockpit,
not to mention drastically reducing the craft’s speed in order to not kill those very freeloaders.
Technomagic Generator​: Describes the amount of power an aircraft has. Functionally, most smaller craft
have very high values, while larger ships are essentially limitless in power capacity. These values, should it be
necessary to divert energy to a much smaller set of devices like powered armour, are actually 10 times greater than
their actual listing (thus a ship with 800 power would be the equivalent of 8,000 power if needed to donate energy to
smaller devices).
Required Skills​: Which skill is required to direct the aircraft (spoilers, it’s at least always Piloting). If there is
any penalties or bonuses to the craft’s maneuverability, they will be listed here.
Vulnerable Points​: A list of vulnerable points of the aircraft in question, as well as the penalty for targeting
them are written here. Damage done to a vulnerable point does not apply to a craft’s overall structural integrity
(unless otherwise noted).
Personal Aircraft, List:
Fighter​:
Structural Points​: 3,000
Size​: 35m Length, 17.5m Wingspan
Shields​: 2,400 (120 Regeneration)
Damage Barrier​: 180
Armour​: 8 All
Presence​: 140
Flight Value​: 18 (18.5 Boosted)
Storage Value​: 1,200 Lbs inside Pilot Sleeping Compartment.
Passenger Value​: 1 Pilot. No Passengers.
Technomagic Generator​: 1,000/1,000 Energy
Armament​: 1 Laser Cannon (Array) or 1 Siege Cannon (Array), 1 Heavy Laser Cannon, (Upgrade) Missile
Array w/ variable # of Missiles
Required Skills​: Pilot, +0
Vulnerable Points​: Cockpit (One), Main Engines (Two), Secondary Engines (Eight), Wings (Two), Weapon
Banks (Two), External Missile Rack (If Present, Variable Missiles)
Cockpit (-60):​ The most obvious weakness of a fighter is that of its exposed cockpit. Should it be
targeted and struck by damage in total excess of (300), that damage is immediately transferred to the pilot. Any
further damage made by subsequent attacks must then pass an excess damage of (200), and so on, until targeting
the pilot means any damage goes straight to them. If they’re alive after such a punishing assault, that is. Should the
pilot be killed this way, it is assumed the autopilot is too damaged for a stable landing and thus the craft will crash
violently to the ground. Damage to this location does damage to the main body of a craft (meaning a tough enough
pilot could ​possibly​ out-survive their craft if they are stupidly resilient).
Main Engines (-40):​ These incredibly powerful engines let a fighter soar through the skies at such
velocities that the world itself shakes with its sonorous passage. Targeting them is thus an extremely easy way of
disabling the craft and removing its primary advantage for its class, its speed. Damage in excess of (300) to an
engine destroys it, reducing the craft’s flight value by -4. Should both engines be destroyed, the craft remains capable
of flying at a vastly reduced speed of 10 so long as its Secondary Engines are intact. If its Secondary Engines are
reduced to six or less in number however, it loses all flight capabilities and can only hover above the ground. Any less
than this and the craft crashes to the ground, grounded completely.
Secondary Engines (-80)​: As these smaller engines are responsible for a fighter’s ability to make
quick snappy movements, aeronautic feats, and hover above the ground as a VTOL, destroying these engines
severely hampers the craft’s ability to fly. Damage in excess of (100) destroys a single Secondary Engine, reducing
the Fighter’s maneuverability by -5. With more than four engines destroyed (and thus a penalty of greater than -20)
the craft becomes incapable of hovering. Any engines destroyed beyond this have no special effect beyond additional
penalties (unless that is, the Main Engines are damaged as detailed above).
Wings (-20)​: Surprisingly, the wings of a fighter are not as much of a vulnerable point one might
expect. When damaged in excess of (200) damage, a destroyed wing merely penalizes the Flight value of the craft by
-1, stacking with other penalties. Damage to these locations does damage to the main body of a craft.
Weapon Banks (-40):​ A solid tactic in combat is to disable or remove an enemy’s weapon, and
that maxim remains true for aircraft. Targeting these locations and dealing in excess of (300) damage destroys the
specified weapon type until it can be repaired later. When all weapons are destroyed, the craft can no longer attack,
as makes sense for a talon-less bird.
External Missile Rack (-60)​: Much more volatile than the self-contained weapons usually hauled
by an aircraft, these externally carried missiles are incredibly dangerous to the wielder should they be targeted.
Enough safeties are in place to reduce the chance of this likelihood from happening however, and only high amounts
of heat can cause a chain reaction. Heat type damage in excess of (200) that strike any one of the craft’s carried
missiles causes the weapon to prematurely detonate. Damage is calculated as normal per the ‘point-blank” of the
missile in question. Naturally this sort of accident ignores the craft’s shields.
A single-seater craft, the “Fighter” is the mainstay of the Imperium’s air superiority thanks to its swiftness
combined with its devastating array of weapons. While it lacks the punch of larger craft, it more than makes up for its
smaller amount of weapons in being able to close with a target easily and annihilate them before they can escape.
Though there is no enemy for them to have needed to worry about it in many long ages, fighters, especially their
heavier twins, are an essential component of the Imperium’s defense against larger aircraft and supernatural
monsters, specifically those of the Illuminati and the Technocracy. With their sheer speed, the pilots of these metal
birds can avoid the cannon fire of larger ships and with pinpoint precision thanks to their craft’s targeting computers,
strategically cripple their enemies.

Heavy Fighter​:
Structural Points​: 3,200
Size​: 37m Length, 18.5m Wingspan
Shields​: 2,400 (120 Regeneration)
Damage Barrier​: 180
Armour​: 8 All
Presence​: 140
Flight Value​: 17.5 (1.75 Miles/9,420 Feet per Turn) (18 Boosted)
Storage Value​: 1,800 Lbs inside Pilot and Gunner Sleeping Compartments.
Passenger Value​: 1 Pilot. 1 Gunner. No Passengers.
Technomagic Generator​: 1,200/1,200 Energy
Armament​: 1 Laser Cannon (Array), 1 Siege Cannon (Array), 1 Heavy Laser Cannon, (Upgrade) 1 Missile
Array w/ Variable # of Missiles
Required Skills​: Pilot, -20
Vulnerable Points​: Cockpit (Two), Main Engines (Two), Secondary Engines (Eight), Wings (Two), Weapon
Banks (Three), External Missile Rack (If Present, Variable Missiles)
Cockpit (-60):​ The most obvious weakness of a heavy fighter is that of its exposed cockpits.
Should either the pilot or gunner Cockpit be targeted and struck by damage in total excess of (300), that damage is
immediately transferred to the user inside. Any further damage made by subsequent attacks must then pass an
excess damage of (200), and so on, until targeting the pilot or gunner means any damage goes straight to them. If
they’re alive after such a punishing assault, that is. Should the pilot be killed this way, it is assumed the autopilot is
too damaged for a stable landing and thus the craft will crash violently to the ground. The gunner being killed this way
simply means that the pilot has to assume control of all weapon systems. Damage to this location does damage to
the main body of a craft (meaning a tough enough pilot or gunner could p ​ ossibly​ out-survive their craft if they are
stupidly resilient).
Main Engines (-40):​ These incredibly powerful engines let a heavy fighter soar through the skies at
such velocities that the world itself shakes with its sonorous passage. Targeting them is thus an extremely easy way
of disabling the craft and removing its primary advantage for its class, its speed. Damage in excess of (400) to an
engine destroys it, reducing the craft’s flight value by -4. Should both engines be destroyed, the craft remains capable
of flying at a vastly reduced speed of 9.5 so long as its Secondary Engines are intact. If its Secondary Engines are
reduced to six or less in number however, it loses all flight capabilities and can only hover above the ground. Any less
than this and the craft crashes to the ground, grounded completely.
Secondary Engines (-80)​: As these smaller engines are responsible for a heavy fighter’s ability to
make quick snappy movements, aeronautic feats, and hover above the ground as a VTOL, destroying these engines
severely hampers the craft’s ability to fly. Damage in excess of (100) destroys a single Secondary Engine, reducing
the craft’s maneuverability by -5. With more than four engines destroyed (and thus a penalty of greater than -20) the
craft becomes incapable of hovering. Any engines destroyed beyond this have no special effect beyond additional
penalties (unless that is, the Main Engines are damaged as detailed above).
Wings (-20)​: Surprisingly, the wings of a heavy fighter are not as much of a vulnerable point one
might expect. When damaged in excess of (300) damage, a destroyed wing merely penalizes the Flight value of the
craft by -1, stacking with other penalties. Damage to these locations does damage to the main body of a craft.
Weapon Banks (-40):​ A solid tactic in combat is to disable or remove an enemy’s weapon, and
that maxim remains true for aircraft. Targeting these locations and dealing in excess of (300) damage destroys the
specified weapon type until it can be repaired later. When all weapons are destroyed, the craft can no longer attack,
as makes sense for a talon-less bird.
External Missile Rack (-60)​: Much more volatile than the self-contained weapons usually hauled
by an aircraft, these externally carried missiles are incredibly dangerous to the wielder should they be targeted.
Enough safeties are in place to reduce the chance of this likelihood from happening however, and only high amounts
of heat can cause a chain reaction. Heat type damage in excess of (200) that strike any one of the craft’s carried
missiles causes the weapon to prematurely detonate. Damage is calculated as normal per the ‘point-blank” of the
missile in question. Naturally this sort of accident ignores the craft’s shields.

The heavier sibling of a fighter, a “Heavy Fighter” is an up-armoured and up-gunned twin-seat aircraft
capable of devastating all types of targets, though the Imperium has had little use for them since the Seven Hours of
Fire that destroyed Solomon. Its lighter sibling excels at fighting with airborne targets even when given a siege
cannon array, but as the heavy fighter comes with both laser cannons and siege cannons as standard, it is extremely
capable of obliterating ground-based fortifications as well as larger aircraft like platforms or satellites. A gunner is
standard in addition to a pilot thanks to the increased amount of weapons, allowing the pilot to simply focus on flying
while the gunner handles dishing out the maximum amount of damage. A heavy fighter is however harder to
maneuver and is slower than its sibling, so it cannot fight as well against other small-craft though it remains perfectly
capable of doing so in the hands of a veteran pilot.

Gunship​:
Structural Points​: 2,800
Size​: 34m Length, 12m Wingspan
Shields​: 2,000 (100 Regeneration)
Damage Barrier​: 160
Armour​: 8 Physical, 8 Elemental, 6 Electrical, 6 Energy
Presence​: 140
Flight Value​: 17.33 (1.18 Miles/6,280 Feet per Turn) (18 Boosted)
Storage Value​: 10 Tons across whole craft.
Passenger Value​: 1 Pilot. 2 Gunners. 1-36 Passengers.
Technomagic Generator​: 1,000/1,000 Energy
Armament​: 1 Laser Cannon (Array) or 1 Siege Cannon (Array), 2 Heavy Machine Gun Turrets (Upgrade) 1
Missile Array w/ Variable # of Missiles
Required Skills​: Pilot, -20
Vulnerable Points​: Cockpit (Three), Main Engines (Two), Secondary Engines (Eight), Stub Wings (Two),
Weapon Banks (One), External Missile Rack (If Present, Variable Missiles)
Cockpit (-60, -40 for Turrets)​: The most obvious weakness of a gunships is that of its exposed
cockpits, one for its pilot and two ball turrets for its gunners. Should either the Cockpit of either the pilots or gunners
be targeted and struck by damage in total excess of (300), that damage is immediately transferred to the user inside.
Any further damage made by subsequent attacks must then pass an excess damage of (200), and so on, until
targeting the pilot or gunner means any damage goes straight to them. If they’re alive after such a punishing assault,
that is. Should the pilot be killed this way, it is assumed the autopilot is too damaged for a stable landing and thus the
craft will crash violently to the ground. The gunner being killed this way simply means that the craft loses access to
the heavy machine gun he or she was using, as the pilot cannot control the ball turrets from his position in the
cockpit. Damage to this location does damage to the main body of a craft (meaning a tough enough pilot or gunner
could ​possibly​ out-survive their craft if they are stupidly resilient).
Main Engines (-40):​ These incredibly powerful engines let a gunship soar through the skies at
such velocities that the world itself shakes with its sonorous passage. Targeting them is thus an extremely easy way
of disabling the craft and removing its primary advantage for its class, its speed. Damage in excess of (300) to an
engine destroys it, reducing the craft’s flight value by -4. Should both engines be destroyed, the craft remains capable
of flying at a vastly reduced speed of 9.5 so long as its Secondary Engines are intact. If its Secondary Engines are
reduced to six or less in number however, it loses all flight capabilities and can only hover above the ground. Any less
than this and the craft crashes to the ground, grounded completely.
Secondary Engines (-80)​: As these smaller engines are responsible for a gunship’s ability to
make quick snappy movements, aeronautic feats, and hover above the ground as a VTOL, destroying these engines
severely hampers the craft’s ability to fly. Damage in excess of (100) destroys a single Secondary Engine, reducing
the craft’s maneuverability by -5. With more than four engines destroyed (and thus a penalty of greater than -20) the
craft becomes incapable of hovering. Any engines destroyed beyond this have no special effect beyond additional
penalties (unless that is, the Main Engines are damaged as detailed above).
Stub Wings (-30)​: The wings of a gunship are not much of a weakness at all thanks to their stubby
shapes. Only when both wings are damaged in excess of (200) damage, does the gunship suffer a -1 Flight value.
Damage to these locations does damage to the main body of a craft.
Weapon Banks (-40):​ A solid tactic in combat is to disable or remove an enemy’s weapon, and
that maxim remains true for aircraft. Targeting these locations and dealing in excess of (300) damage destroys the
specified weapon type until it can be repaired later. When all weapons are destroyed, the craft can no longer attack,
as makes sense for a talon-less bird.
External Missile Rack (-60)​: Much more volatile than the self-contained weapons usually hauled
by an aircraft, these externally carried missiles are incredibly dangerous to the wielder should they be targeted.
Enough safeties are in place to reduce the chance of this likelihood from happening however, and only high amounts
of heat can cause a chain reaction. Heat type damage in excess of (200) that strike any one of the craft’s carried
missiles causes the weapon to prematurely detonate. Damage is calculated as normal per the ‘point-blank” of the
missile in question. Naturally this sort of accident ignores the craft’s shields.

The Imperium’s military consists of elite and hypercompetent soldiers, and for this reason, they are few in number.
Thus, a “Gunship”, which is a stubbier craft meant to carry soldiers into battle, has less of a use within the Imperium’s
military forces. All the same, they see occasional use, and when they do they ferry a Jürgand team from the depths of
their patriarchy’s squadron ship or whatever satellite they were stationed on down to their targets. Otherwise, a
gunship is less durable and speedy than either of its siblings thanks to its more spacious interior. Thus, in practice it s
wise to assign an escort wing at all times, but for Jürgand agents this is rarely a necessity and Imperium gunships
often fly solo. .

Personal Aircraft, General Rules:


Dramatic Combat​: Clashes between individual aircraft or squadrons of aircraft are meant to be long-drawn
out affairs, and their statistic reflect this. Outright destroying a technomagic aircraft is no laughing matter, and it
should be no surprise if some fights last for an hour or more. The standard mode of an aircraft duel or squadron duel
is dramatic combat. This can apply to an aircraft versus a flying monster or character as well, but this is left to the
GM’s discretion and sense of scene.
Piloting​: Technomagic aircraft take a truly intense amount of training to handle correctly, as even the
slightest error at the vast speeds they can achieve can lead to instant death should the pilot misjudge their abilities.
The base requirement of piloting skill necessary to safely guide an aircraft through Flight values 13 or lower is 80
Moderate base, Flight values 14 and 15 require a 120 Difficult base, Flight values 16 and 17 require a 140 Very
Difficult base, and everything else requires a 180 Absurd base. If one’s piloting ability is lower than the skill necessary
to fly at certain speeds, then flying at such speeds provokes pilot checks for even the most basic of maneuvers and
an increased fumble rate of 1-20 on the dice. Any such fumble is automatically maximized in failure, and any ensuing
crash is likely to be instantly lethal. These skill ceilings are “as low as they are” thanks to the comprehensive
guidance systems all technomagic aircraft are fitted with, not to mention the powered armour pilots are typically given
to enhance their connection to their machine. While flying, maneuvers beyond the basics (especially in a combat
scenario) will require a Pilot check that ranges from 120 Difficult to 320 Inhuman. Players are encouraged to be
creative with their ideas, as a technomagic aircraft does not quite have to obey the laws of physics thanks to its
quasi-divine construction. An example list of more advanced maneuvers might go like such;
❖ 120 Difficult:​ Turning around by either looping down and rotating or looping up and rotating, losing
a fair amount of speed in the process.
❖ 140 Very Difficult:​ Turning around with a very tight J-curve that involves a light stall in order to
minimize time spent turning.
❖ 180 Absurd: S ​ pinning around mid-flight to shoot at an enemy behind you while prior momentum
carries your craft straight ahead, after which you spin around again to continue forward. Threading
a craft through a very tight space such as a narrow canyon or between close objects such as two
adjacent clock towers. Stalling a craft on purpose and losing a massive amount of altitude.
❖ 240 Almost Impossible: T ​ hreading a craft through a extremely hazardous tight space such as a
narrow canyon with many rock spikes jutting from its walls. Stalling a craft on purpose and losing
only a minor amount of altitude before recovering. Evading sensorial lock from an opposing aircraft
just long enough to get a shot off to their rear that otherwise would be evaded.
❖ 280 Impossible: F ​ lying through a space JUST big enough for the craft to fit through with as little an
a margin of error of an inch or less. Abruptly turning around while sacrificing a decent chunk of
speed in order to gain a surprise attack on an unsuspecting pursuer. Evading sensorial lock from
an opposing aircraft with a much more powerful radar than usual.
❖ 320 Inhuman:​ Flying through an underground cave system with less than a fraction of a second to
make the precise inputs to avoid crashing into walls, spikes, boulders, cave inhabitants, etc.
Turning around in an instant while losing no speed whatsoever while leaving passengers
unaffected by g-forces. Purposefully stalling a craft so well that no altitude is lost and speed
abruptly reduces to zilch, allowing for an extremely nasty surprise attack on any pursuers. Flying
between narrow obstacles at incredulous speeds such as 17+ with only a millisecond or less of
time to guide the craft through the exact spacing necessary to avoid a collision.
➢ Vantage Maneuver:​ In combat, a pilot may jockey for position against an opposing aircraft
by rolling a contested Pilot check. Whoever wins the contest achieves a flanking position,
while if they have at least a margin of success equal to 20 points or higher, they achieve a
from behind position (thus a sufficiently skilled pilot will have a significantly higher chance
of out-flying his opponents.) Usually this maneuver must be performed while close to an
enemy aircraft, but should the pilot’s skill beat several of the above listed difficulties, he
could perform this maneuver from a greater range thanks to his overwhelming skill.
Autopilot​: Should a pilot be rendered unconscious or fall asleep, the craft’s Auto-Pilot system takes over
and directs the craft towards the intended destination. Assume a final value of 180 for all maneuvers that must be
taken while the craft’s network is in control (meaning the Autopilot will automatically fail more difficult checks).
Defense​: An aircraft is like any other vehicle in that it possesses Damage Resistance instead of a standard
defense, however, there is something unique about the quick flying and agile personal level craft. Unlike other Gaian
vehicles, especially ponderous vehicles such as warship galleons or even the wondrous zeppelins of Lucrecio, a
personal level aircraft remains capable to some extent of defending itself. This is even moreso true than even the
capabilities of most machina to defend themselves simply because aircraft move at such blistering speeds in general
that they have an incredible ease avoiding attacks. With a combination of machine awareness, honed reflexes, and
an adjustable shielding unit, a skilled pilot can thus last for an incredibly long time while in battle.
❖ Rules:​ Mechanically, an aircraft defends as if it were using a mystical shield that ignores all
penalties but surprise, but unlike the mystical shields of other craft, the Final Value of its defense is
either equal to its pilot’s Pilot skill plus or minus all relevant modifiers or a flat value of 240 Almost
Impossible. This shield has a damage barrier of 140 and halves the damage of any attack that is
not able to damage energy. Even when this shield is downed however and the craft’s hull is thus
vulnerable to attack, the pilot’s Pilot skill is still applied as a Final Defense value. During this time
however this final defense is no longer treated as a mystical shield and thus the pilot suffers all
modifiers for additional defenses, and any other applicable penalties. Usually however vision based
penalties are canceled out, as are flanking or from behind penalties thanks to the powerful sensors
in the craft. Attacks that come from stealth or enemies that the pilot is unsuspecting of however can
cause such penalties as normal (remember, the craft’s sensors do not relay anything but
positioning and basic data, not ill intent like magical eagle vision).
➢ Lightning Reflexes:​ By briefly supercharging a craft’s secondary engines, it is possible to
allow a pilot to once per turn utilize a normal defense instead of a flat shield value. Thus
he would roll a 1d100 and add that to his Pilot skill to determine his final defense against
an attack, just as if he was dodging or blocking the attack himself. This method of defense
comes at a cost however, and it directly consumes 5 units of power outright. This means
over a long fight it will necessary to carefully watch one’s remaining power.
Technomagic Generator​: An aircraft’s operational span is not limitless, and they are very much supposed
to return to their launching point after an extended operation of some odd few days. Each craft has a varying power
score, which is depleted by special abilities and general use. When a craft’s power hits 0, it shuts off completely (a
very bad thing if you’re several miles up in the air). Unlike Jürganeth or machina however, the power draw for an
aircraft is always assumed to be equal across the board, and the craft pays 1 point of power per five minutes it
remains active.
Technomagically-Reinforced Adamantium​: Thanks to the constant flow of power input into an aircraft’s
technomagic-reactive armour plates, all aircraft possess elevated special defense attributes. Unlike the variable
design philosophies of machina however, all personal level aircraft have the same immunities and they halve the
damage of any heat, cold, or electrical attacks directed at them. Should an attack possess a presence of higher than
120 however, these immunities are reduced to a -30 base damage reduction. An aircraft has some fearsome
protection and durability, but unfortunately the complexity and density of its circuitry and mechanical parts means
significant supernatural damages can outright bypass its layers and layers of defenses thanks to their sheer “weight”
of existence.
Sealed Environs​: Sealed completely within armoured cockpit of an aircraft, a pilot is protected from the
outside elements of all types, even space or the darkest depths of the oceans. Thus unless the cockpit is breached
by significant damage, the pilot has immunity to climatic phenomena, natural poisons, and diseases. Also thanks to
the oxygen purification systems of the aircraft they also do not count as needing to breath, thus they cannot
suffocate. G-Forces are accounted for typically with anti-grav plating, but usually pilots wear powered armour as a
back-up just in case (not to mention the need for a very handy pilot interface module).
Engine Boost​: In combat, gaining just a few extra inches over your enemy (let alone thousands of feet) can
make the difference between life and death, victory or defeat. For a very short amount of time an aircraft may
significantly increase their maximum speed by an amount indicated underneath their boost attribute. Activating this
draws a massive amount of power quickly, so the craft loses 1 power per two turns it maintains the boost as its
engines bleed red lines and the craft screams through the sky at velocities incomprehensible to all but the most agile
of gods. An individual craft can only maintain a boost for at most 10 combat turns consecutively before it absolutely
cannot anymore. Once the boost is turned off, the craft must “cool down” for 2 turns for every turn spent with a boost
active before it can boost again.
Passive Radar​: Far more powerful than the systems installed into an infantryman’s powered armour or
machina, the technomagic sensors of an aircraft automatically scan its surroundings with a final Search Skill of 240
Almost Impossible, displaying upon a holographic display all nearby life-forms and relevant terrain data in a 200
kilometer (125 mile) radius. These radar systems utilize Extrasensorial Vision and ignore physical obstructions in their
way.
Targeting Array​: Utilizing an aircraft’s powerful sensors and targeting computers is second nature to a
properly trained pilot, and the ease at which they can thus automatically calculate shot trajectories and fire all the
while flying amidst the enemy is frightening. Mechanically, the pilot thus in-combat can fire all of his craft’s weapons
in the same turn (-10 penalty for each additional weapon type fired), as well as gain double his usual aiming bonus
while being able to passively aim, and finally his sight is considered to extend to the limit of his craft’s sensors for the
purposes of firing his craft’s ranged weapons (meaning he can fire miles away without issue). Additionally, should he
focus his aiming as a Complete Action, the next turn he automatically gains the maximum bonus of +60 immediately.
Lastly, in order to calculate initiative for the pilot’s turn he must use the slowest speed amongst the weapons he
intends to use in that turn. If he on the spot decides to use more, his initiative the next turn continues to be the
slowest of the weapon he decided to use abruptly the previous turn regardless of what weapons he uses.
❖ Auto-Calculation:​ Without the aid of rapid computational abilities, a pilot would be much less likely
to hit other aircraft or incredibly quick moving flying creatures. It is with this in mind that when
targeting an enemy, the pilot may ignore any movement-based penalties to his attack score. Thus,
should the pilot be aiming at a target moving at blistering speeds or moving at his own extreme
speeds, he ignores said penalties.
❖ Gunners:​ In craft with gunners, things work a little differently. A pilot can normally fire all of his
weapons as usual, but he suffers a stacking -10 penalty for firing all additional weapons beyond the
first. When a gunner however fires the various weapons the craft has access to, regardless of how
many, he does not take penalties for doing so. This means that a gunner makes discharging a
craft’s weapon banks much easier, as it removes the burden of flying and shooting the pilot has to
deal with.
❖ Weapon Banks:​ Any “Array” weapon is actually anywhere from four to eight weapons of the same
type synchronized to fire together at a singular target. This is usually done to to allow a pilot or
gunner to unleash a withering storm of firepower upon a target, a useful trait for the incredibly high
speeds each craft can achieve (when your target passes by in the blink of an eye, being able to just
obliterate everything in the area around the target is very useful). Mechanically, these “Arrays” have
four special effects, otherwise they have the same stats of the weapon type that makes up the
array.
➢ Area of Effect:​ First, the Array gains an attack radius in meters equal to half of the original
weapon’s strength value (rounded down). Thus a strength 11 weapon would grant a 5
meter attack radius within which all targets are affected equally.
➢ Damage Increase:​ Second, the Array increases the base damage of the original weapon
type by %25 before strength bonus. Round down any fractions to the nearest 5 or 0.
➢ Punishing Fusillade:​ Third, any non Damage Resistant defender takes a -30 to their
defense when suffering an attack from an Array weapon. This represents the
indiscriminate trajectory of each individual shot, making dodging or blocking much more
complicated due to the uncertainty of where the next shot will land.
➢ Limited Firing Degree: A ​ ny Array type weapon can only fire in a 180° arc facing forward.
Any targets to the rear or rear-sides thus cannot be shot at. This can be remedied by a
pilot with exceptional skill (enough to spin around on a dime), but it remains a weakness
all the same.
Crashes​: Simple and easy. When an aircraft “crashes”, regardless of whether it’s because the pilot lost
control due to ineptitude or the craft has suffered massive damage, it suffers the maximum level of Impact for the
speed it was traveling. Thus, an aircraft traveling at Flight value 17 would suffer a G5 Strength 17 impact and the pilot
within would also suffer that impact. Also, as such an abrupt stop tends to be absolutely lethal, the highest level of
damage for each category is used (and unless the pilot managed to eject before the crash, they cannot use
acrobatics to reduce the damage taken).
Personal Aircraft, Armoury:
Weapon Damage Speed Req. Primary Second Weapon Special Fort. Break. Pres
STR Attack Attack Type
Type Type

Laser Cannon -20 (+20) - Projectile Strength 11 30 - 30

Heavy Laser Cannon -40 (+20) - Projectile Strength 13 30 - 30

Laser Shell 120 Heat Munition Special, For Laser 14 13 25


Cannons

Siege Cannon -80 (+20) - Projectile Strength 16 32 - 30

Earthbreaker Shell 180 Munition Special, For Siege 19 20 25


Cannon

Turreted Heavy -20 (+20) - Projectile Strength 12, Special 22 - 20


Machine Gun

Magical Bullet 70 Thrust Munition Special, for Turreted 13 9 15


Heavy Machine Guns

Turbo-Penetrator 140 Thrust Munition Special, for Turreted 13 17 20


Heavy Machine Guns

Shield-Penetrator 70 Energy Munition Special, for Turreted 13 8 20


Heavy Machine Guns

Underbelly-Mounted 140 +0 (+20) - Impact Munition Strength 12, Special 17 15 20


Missile

Personal Aircraft Projectile Statistics:


Weapon Type Rate of Fire Reload Magazine Power Base Range (w/o STR)
(Throwing) (Projectile) Core

Laser Cannon Projectile 2 60 Connected to 2,400 Meters (7,875 Feet)


Aircraft

Heavy Laser Cannon Projectile 3 12 Connected to 4,800 Meters (15,750 Feet)


Aircraft

Siege Cannon Projectile 8 12 Connected to 3,600 Meters (11,810 Feet)


Aircraft

Turreted Heavy Machine Gun Projectile 2 180 Connected to 1,950 Meters (6,400 Feet)
Aircraft

Underbelly-Mounted Missile Munitition 1 Variable - 10 Miles (52,800 Feet)

Array, Notes​: Array type weapons, as described under “Weapon Banks” in the general aircraft rules section are
standard for most craft, though a non-array weapon (usually a heavy laser cannon) is also standard in addition to this.
No projectile statistics change for array weapons, as their range is the same and their effect magazine ends up being
effectively the same (8 shots fired by 8 guns drains ammo from its maximum reserve of 480 at the same ratio, 1 gun
fires 1 ammo from its maximum reserve of 60).

Weapon Descriptions​:
Laser Cannon (Normal, Heavy)​: An enormous laser weapon with elevated destructive potential, a laser
cannon and its heavier sibling trade rate of fire for a much heavier punch. While powerful on its own, it is outshined by
the raw damage potential of other heavy weapons, so its true use lays in slapping up to eight of these babies onto
frame of an aircraft, where it then proceeds to drown anything the pilot pulls the trigger at in a tide of explosive green
destruction. A laser cannon may fire in “Semi-Auto” mode, exchanging 2 units of ammunition for +20 damage (or +30
when fired as part of an array). Of the two, a heavy laser cannon has a much greater range, so they are usually used
as sniper-style weapons while its smaller sibling is used as part of an array. Efficient for an aircraft weapon, either
cannon drains 1 point of power every one “reload” it undergoes (or 2 points when used in an array).
Siege Cannon​: Essentially a Gravis-type siege cannon lashed to the belly of an aircraft, this massive
cannon is meant to obliterate fortifications and earthworks without equal. These weapons are so tremendously
powerful that the only fellow technomagic weapon that would dwarf its destructive potential aside from the heaviest of
plasma weapons are nuclear bombs, certain Titanis machina weapons, and the massive Gargant Cannon utilized by
the largest of (space)craft and automatons. Harsh on even an aircraft’s extended power supply, every time the
cannon “reloads”, it devours 1 unit of the aircraft’s power reserve (or 4 points with an array).
Turreted Heavy Machine Gun​: An upscaled machine gun of great length and weight which is then fitted to
the ball-turret of a gunship type aircraft, a turret heavy machine gun has “Auto-Fire” and “Suppressive-Fire” as its fire
modes, of which it must use one or the other. Auto-fire provides +20 base damage at the cost of 3 ammunition, while
suppressive fire costs 10 ammunition in order to attack a twenty foot radius at once with a -40 penalty (the difficulty of
the Composure check to avoid fear is raised to 180 Absurd however). Thanks to its in comparison small size, a
turreted heavy machine gun drains 1 point of power every two times it “reloads”.

Ammunition Descriptions​:
Laser Shell​: Standard magically generated munition for a Laser Cannon or Heavy Laser Cannon. This
laser, which takes the form of a oversized bullet more akin to an assault cannon’s shell does specially penetrate
through 2 points of the defender’s AT and explodes upon impact, equally hitting all targets within a small 1 meter
radius.
Array:​ The base damage of a Laser Shell is increased to 150+20 or 150+25 depending on the size
of the cannon used within the array (most likely it is a normal laser cannon that will be used, so the former).
Additionally a normal laser cannon gains a total blast radius of 6 meters while a heavy laser cannon gains a total
blast radius of 7 meters.
Magical Bullet​: Standard magically generated munition for a variety of weapons, in this case an aircraft
mounted heavy machine gun.
Turbo-Penetrator​: Enhanced magically generated munition that costs 4 units of ammo in order to halve the
target’s AT and ignore special immunities like presence barriers for creatures and natural beings of Gnosis 35 or
lower. If combined with “Semi-Automatic” or “Auto-Fire” it uses 8 and 12 shots of ammunition all at once respectively.
Shield-Penetrator​: At the cost of 2 units of power at once, a shield-penetrator munition quadruples its base
damage against mystical or psychic shields. If this is combined with “Auto-Fire” and “Suppressive Fire” it uses 6 and
20 units of ammunition respectively. Lastly, due to its penetrative nature, it also reduces the At of its target by -2
points (further increasing damage against shields after the multiplier).
Underbelly-Mounted Missile​: While much larger and heavier in payload than a normal missile fired from a
stationary array or hand-held missile launcher, the missiles an aircraft can use have the same blast radius and Final
Attack brackets. All targets within 20 meters (65 feet) suffer a 320 Inhuman Attack Value, all those within 40 meters
(130 feet) suffer a 280 Impossible Attack Value, and all those out to 80 meters (260 feet) suffer a 240 Almost
Impossible Attack Value. From 40 to 80 meters the damage of the missile is halved to 80 (already including strength).
As these missiles are independent of an array, they can only be launched one at a time (meaning one per turn), but
otherwise they follow normal rules for guided missiles. That is to say, they cannot fly past their effective range, they
must be aimed before fired (there is no option to fire an aircraft mounted missile without aiming), and they cannot turn
corners.
Earthbreaker Shell​: A specialized magical munition with such explosive kinetic power that reality warps
around its detonation point, an earthbreaker shell is designed to obliterate structures, earthworks, fortifications, and
vehicles without mercy. Against such targets, an earthbreaker shell doubles its base damage outright and halves any
AT value it might have. This bonus does apply against natural formations of the earth as well, such as cave walls,
boulders, etc. Finally, an earthbreaker shell explodes upon impact, affecting all targets within a 10 meter radius
equally, swallowing them whole in a tide of heat and gravitational forces.
Array:​ Damage for an earthbreaker shell used against non-structure targets is 225+30. When used
against structure targets this is instead 405+30. The %25 is added onto the extra %100 damage for a total of %225
increased base damage instead of 180x2x1.25 = 450+30 or %250 increased base damage. Lastly, the array
increases the explosive radius of an earthbreaker shell to 18 meters thanks to the abundance of its firepower.

Satellite, List:
Minor Substation​:
Structural Points​: 6,000
Size​: 250m Length, 150m Width, 150m up to 225m Depth (Curve)
Shields​: 4,000 (200 Regeneration)
Damage Barrier​: 200
Armour​: 10 All
Presence​: 160
Flight Value​: 11 (19 Main Engines)
Storage Value​: 50,000+ Tons (Variable)
Passenger Value​: 5 Bridge Crew and 1 Lady, 500+ Crew, 150+ Passengers, 5 Jürgand.
Technomagic Generator​: Functionally Infinite.
Armament​: 1 Satellite Laser Cannon, 8 Laser Cannons (Arrays), 1 Missile Array (4-24 Missiles)
Required Skills​: Pilot, -80 and Voidfaring, -40
Vulnerable Points​: Bridge (One), Main Engines (Two), Secondary Engines (Eight), Weapon Banks (Eight),
Satellite Laser Cannon (One), External Missile Rack
Bridge (-60):​ The most obvious weakness of a substation is the central bridge that is protected by
extra thick armour plating and specially made glass that approaches the durability of adamantium. Should it be
targeted and struck by damage in total excess of (600), that damage is immediately transferred to the bridge crew
inside. Any further damage made by subsequent attacks must then pass an excess damage of (500), and so on, until
targeting the bridge crew means any damage goes straight to them. If they’re alive after such a punishing assault,
that is. Or if they haven’t suffocated from the lack of oxygen. Damage to this location does damage to the main body
of a craft (meaning a tough enough bridge crew could p ​ ossibly​ out-survive their craft if they are stupidly resilient,
highly unlikely with the heavy weapons used by spacecraft however).
Main Engines (-20):​ These incredibly powerful engines allow the Satellite to lift itself off from the
surface of the earth or fly through space at incredible velocities. Thus, destroying it removes the main flight
component of the satellite. Damage in excess of (800) to an engine destroys it, reducing the craft’s main thruster
value by -4. Should both engines be destroyed, the satellite becomes entirely incapable of firing its main thrusters,
though so long as it still possesses Secondary Engines left it can still maneuver through its orbital path, at least until it
eventually crashes down to earth .
Secondary Engines (-80)​: As these smaller engines are responsible for a satellite's ability to
remain hovering stationary in space, destroying these engines severely hampers the craft’s ability to remain aloft in
the earth’s atmosphere. Damage in excess of (200) destroys a single Secondary Engine, reducing the satellite's
maneuverability by -5. With more than four engines destroyed (and thus a penalty of greater than -20) the satellite
becomes incapable of remaining in space without firing its main engine to blast it free of the Earth’s atmosphere. If all
of a satellite’s Secondary Engines are destroyed, it cannot move in any direction whatsoever aside from the direction
its Main Engines are facing. If these too are disabled, it will be completely at the mercy of inevitability, whether that be
a descent to earth or a slow drift out into the cosmic void.
Weapon Banks (-40):​ A solid tactic in combat is to disable or remove an enemy’s weapon, and
that maxim remains true for even for spacecraft. Targeting these locations and dealing in excess of (600) damage
destroys the specified weapon type until it can be repaired later. When all weapons are destroyed, the craft can no
longer attack, as makes sense for a talon-less bird.
Satellite Laser Cannon (-20)​: A particularly vulnerable weapon thanks to elongated length, the
main laser cannon of a satellite is a tempting target for any initial attackers. Eliminating it removes the satellite’s
strongest weapon after all. If a Satellite Laser Cannon is hit with damage in excess of (800), it is destroyed, rendering
it inoperable until it can be repaired. Damage to this location does do damage to the main body of the satellite,
rendering it a doubly effective target to disable.
External Missile Rack (-60)​: Much more volatile than the self-contained weapons usually used by
most Imperium warmachines, these externally carried missiles are incredibly dangerous to the vessel in question
should they be targeted. Enough safeties are in place to reduce the chance of this likelihood from happening
however, and only high amounts of heat can cause a chain reaction. Heat type damage in excess of (300) that strike
any one of the craft’s carried missiles causes the weapon to prematurely detonate. Damage is calculated as normal
per the ‘point-blank” of the missile in question. Naturally this sort of accident ignores the vessel’s shields.

A substation is the workhorse of the Imperium, acting as suborbital base within which researchers and many
other labourers under their command can continue their tasks in relative peace and quiet. Armed and armoured
enough to be an incredible threat to any attackers, a substation is also defended by a team of Jürgand agents,
though there has been no recorded defense actions for millennia, and such agents tend to be a formality. Each
substation tends to have a specialization in mind when it is created, and thus the personnel aboard also follow that
theme. A substation dedicated to the social manipulation of Gaia’s inhabitants may fly far closer to the surface and
pack many more transport aircraft than its sibling stations, while a substation dedicated to building weapons of war
may have almost no living crew at all, and instead may be packed to the brim with machines and marionettes instead.
Satellites, General Rules:
Piloting​: A satellite is not like a fighter or gunship, it cannot be piloted or directed by a single person (at
least without significant difficult). This is because suborbital and orbital flight let alone full on spaceflight, is extremely
complex, to the point it requires a great many calculations that must be kept up to date every minute. For this reason,
a satellite is equipped with some of the most advanced technomagic computing systems, which when combined with
the guidance of careful human input, can keep the satellite in its position in space for eternity. Bridge crews tend to
range from sizes of three at minimum to crews with several dozen members for the largest of satellites.
In any case, a crew is required to have the Pilot and Voidfaring (INT, Intellectual, Knowledge) skills within 60
points of each other to maintain coherency as a team. A difference greater than this results in an increase of the
team’s fumble range to 1-10, representing the lethality of even the simplest of mistakes made when navigating a
satellite through even a simple suborbital path. Finally, when either a Pilot or Voidfaring check is to be made the
combined bridge crew use the highest skill amongst them as their base for the check, after which they add in a
modifier for the total number of crew present. This modifier is used to eliminate the satellite's maneuverability penalty,
but under no circumstance may it allow a maneuverability modifier of greater than +0. That is no matter how much
crew is present, a satellite remains at heart an unwieldy craft.
❖ 1:​ +0
❖ 2:​ +10
❖ 3-5:​ +20
❖ 5-8:​ +30
❖ 9-12:​ +40
❖ 12-16​: +50
❖ 20-24​: +60
❖ 24-29​: +70
❖ 30+​: +80
➢ Note:​ A Lady that is controlling pilot positions does not count for the purpose of this ability
if she is alone. If she working in tandem with a mortal crew however, each station she
controls does count towards the above modifiers.
Spaceflight​: Contrary to the general rules, movement beyond the limits of Gaia’s atmosphere, that is, in
space, has serious consequences if not done correctly or with great caution. Regardless of the craft’s type, so long as
it is capable of moving within the void, it is subject to this modification of the movement rules. Treat the craft’s
movement or flight value as its “acceleration value”. That is, instead of its movement value being a limitation of its
speed, it is simply the amount of feet it can accelerate or decelerate every 3 seconds (1 combat round). This means
over dozens of rounds a spacecraft or satellite could begin to move at truly immense speeds, and over dozens more
it could slow back down to a crawl. Regardless of speed however, there is a limitation to sub-light space travel and no
craft may move faster than 150 miles per 3 seconds (1 combat round).
Additionally, it becomes quickly self-evident however that obstacles like small rocks that could be easily ran
around at a movement value of 10 on earth might become the equivalent of a railgun projectile in space when
slammed into at speeds of dozens of miles a second. A craft’s shields usually help with this dilemma, but repeated
impacts will obviously shatter the shield and cause immense damage to the ship’s hull.
❖ Main Engines​: Rarely utilized, a satellite’s main thruster is put in place to allow for landings on the
surface of a planet. Without one, a satellite could never muster the sheer power needed to break
through gravity’s resistance and out into low-or-high orbit, let along the power needed to arrest its
fall should it get too low in its flight pattern. Thus, while its movement value is colossal, it is never
used outside of the aforementioned circumstances. It is possible to use its sheer velocity to
generate an escape vector from an overwhelming foe, but that is unwise without setting a proper
course, which is of course very difficult under duress, and thus an additional -40 penalty applies to
the bridge crew’s Pilot and Voidfaring skills to do so.
❖ Impossible Reactions​: When a craft is moving beyond the limitations of the normal movement
system, it becomes essentially impossible to hit with conventional abilities without the aid of a
hyper-sophisticated targeting computer. Thus, any character manually aiming a weapon at a craft
that has accelerated to speeds greater than 19 suffers a -80 to -200 attack penalty depending on
just how fast they are moving. (Values are miles per 3 seconds)
➢ 15-30​: -80
➢ 30-45​: -100
➢ 45-60​: -120
➢ 60-80​: -140
➢ 80-100​: -160
➢ 100-125​: -180
➢ 125-150:​ -200
Attendant Lady​: In addition to a sufficient crew, all spacefaring vessels and satellites have a female
protodeus created for the sole purpose of managing their overall functions. While a bridge crew or indeed, all other
crew could be seen as redundant in comparison to the super-intelligence, quasi-divine, living computers that are the
Ladies, in reality the Imperium combines mortal, machine, and machine-mortal hybrids to create a strategic
redundancy that enhances the overall output of their military and technological might. Mechanically, the attendant
Lady has several effects upon a satellite.
Firstly, she can take command of any function of the satellite she is attached to. For instance, if a pilot is
busy or otherwise disabled, she could herself take control of his station, or if a gunner is killed in an attack she could
seize control of his weapon. A Lady can at most take over as many functions of her ship as half of her Intelligence
characteristic. In regards to the piloting of a ship, a Lady must be able to take over enough stations as there are
required bridge crew for her vessel if she wishes to pilot it entirely on her own. Thus a Lady can be easily used to pilot
smaller craft on her lonesome, but it would take several to pilot much larger craft.
Secondly, she can bequeath any of her attack, defense, projection, or knowledge-related secondary abilities
to her vessel’s crew, superseding their own value with hers unless for some reason theirs is greater. A Lady can only
focus on enhancing the actions of so many of her crew at once however, and she can only donate as many skills as
the value of her Intelligence characteristic. Additionally, if she focuses her attention on gifting a number of skills up to
only a fifth of her intelligence characteristic rounded up, she can apply her Intelligence bonus to the value of the gifted
skills. Thus a Lady with 15 INT who donates her skill in Magical Appraisal to a researcher analyzing the corpse of a
mythical creature, her Attack score to a gunner, or her History skill to a Jürgand instructor teaching his charges, could
add a +30 to the value of those three donated skills. Even if the target’s skill is for some reason higher than her own
vast array of skills, her INT bonus to the specific skill still applies. This represents even a Lady of inferior age and
status aiding her more veteran compatriots with the sheer processing power of her unnatural and machine-structured
mind.
Thirdly, if the Lady is disabled, killed, or removed from her position, the entire craft suffers from the loss of
her computational prowess. In the event of any of this outcomes the craft’s maneuverability for both Piloting and
Voidfaring worsens by -20, its shield’s final defense weakens by one rank, and its flight value decreases by by -2.
Defense​: All satellites defend themselves using the rules for DR, but naturally the Imperium provides
powerful supernatural shields to its bases, for while the armour of its facilities is great, even armour would fail against
the might of any spacecraft or similarly powerful warmachine. This field defense the satellite thus has is treated as a
mystical shield that ignores all penalties save surprise. Like all other technomagic shields, this mystical shield does
regenerate LP per turn when it isn’t being damaged, with a delay of one turn after the most recent attack directed at
the satellite. As a final general rule, when these shield generators reach a state of 0 LP, they shut down for a full 30
seconds (10 turns) after which then they can begin regenerating as normal.
❖ Substation​: The amped up defenses of a substation are perfected with layers and layers of
combined shields, and thus it defends itself with a Final 440 Zen value. This shield also as damage
barrier of 200 and it outright halves the base damage of any attack not capable of damaging
energy.
Technomagic Generator​: The massive Anima powered reactor of a satellite has a functionally limitless
amount of power within, and it could go on to function for thousands and thousands of years before running dry. Of
course, constant maintenance is necessary to prolong the reactor’s technomagic functions that long, but otherwise
power should never be a concern. Naturally, this makes satellites a perfect refueling station for other craft.
Technomagically-Reinforced Adamantium​: Thanks to the constant flow of power input into a satellite’s
technomagic-reactive armour plates, it possesses as sheer magnitude of defensive prowess that makes it all but
immune to anything less than the biggest of weapons or mightiest of attacks. This is reflected in each individual
satellite’s statistics. Additionally, thanks to a a shell insulated against the hazards of spaze, all satellites are
completely immune to attacks based on heat, cold, or electricity. Should an attack possess a presence of higher than
120 or a gnosis of 35 or higher however, these immunities are reduced instead to halving the base damage. A
satellite has fearsome protection and durability, but unfortunately the complexity and density of its circuitry and
mechanical parts means significant supernatural damages can outright bypass its layers and layers of defenses
thanks to their sheer “weight” of existence.
Sealed Environs​: With a combination of low-energy shielding and an extensively complex system of
interlocking chambers, a satellite keeps its internal atmosphere quite safe and secure. Thus, an individual inside the
ship is completely immune the the outside elements, no matter the nearby conditions of the void that is space. This
essentially translates to immunity to climatic phenomena, natural poisons, and diseases. Additionally, thanks to the
oxygen purification systems, those onboard the satellite do not count as needing to breath. All of these protections
assume external threats, that is, attacks from outside the satellite. Any fighting done within the satellite itself ignores
these protections, as naturally its hardened outer shell does nothing to prevent an enemy from using a gas-type
attack, disease, or poison while inside. G-Forces are accounted for typically with anti-grav plating, but there are times
where individuals aboard a satellite will require a spacesuit if they do not have any convenient supernatural powers.
Passive Radar​: In the same way that the scanning systems of a aircraft are greatly superior to those used
within Jürganeth, the technomagic radar of a satellite vastly exceeds the capacity of other types of scanning systems.
In combination with the computational processes of the Lady installed into its central terminal system, the passive
radar of a satellite type craft automatically scan a radius of 2,000 kilometers with either a final Search Skill of 280
Impossible or a result rolled by an attending bridge operator. Unlike inferior radar systems, this system is perfectly
capable of searching for specific types of targets through the use of filters, whether they be objects, people, or places.
As the vast amount of data a scanning system of this nature will pull in is truly immense, naturally, the relevancy of
the scan’s results depend upon the filters its operator limits it by. For example, searching for “all nearby lifeforms” will
result in a gargantuan amount of return hits, as animals, humans, and other races are included within that vast
window. In comparison, searching for all “able bodied males of exceptional personal power” results in a relatively
small and much more manageable list.
❖ Sensor Evasion​: There is a weakness to the scanners of the substation network the Imperium has
built unfortunately. This has to do with a mixture of scan patterns, work protocols given to its
operators, and the flight patterns of the satellites themselves. For those that know the ins and outs
of such a system, it is possible to evade detection at any one given moment. In this case, a
technomagic (security) check must be rolled. This roll directly contests the final Search value of the
satellite’s radar systems, and should he succeed, he has evaded them completely. Depending on
just how much the character in question knows about technomagic systems however, he or she
may add a bonus of +10 to +80 to this check. Generally this will range from a solid familiarity with
the Imperium’s security protocols to the more intimate familiarity of “I wrote the damn security
manual”.
❖ Concealment​: It is possible for a supernatural being or sufficiently talented individual to hide
themselves from the scans of a satellite’s radar systems with less intellectual methods. In this way,
a being that is capable of hiding itself supernaturally can roll its MR plus any bonus to concealment
it might have. If the value defeats the value of the satellite’s scans, the being remains undetected.
This is a passive event, and the being does not need to be aware the Imperium even exists. For
individuals with magical appraisal, ki concealment, or hide matrices, they can remove themselves
from being detected as that specific type of supernatural user by succeeding on an opposed check
against the final Search value of the satellite’s scans (or a flat comparison for hide matrices). This
must be done fully intentionally however, and a character unaware the Imperium exists cannot hide
himself from them.
Targeting Array​: A satellite is not built for combat, but nevertheless they possess powerful laser cannons
as well as possibly a gargantuan main cannon with which they can defend themselves with. By default, all of its
weapon arrays are controlled by the bridge crew of the satellite, but each array may be manned by much more
capable individuals. For example, like the small teams of Jürgand agents assigned to each satellite in the microscopic
chance case of a truly formidable attack, or of course the Lady of the station herself. In any case, unless a weapon
array is directly controlled from its housing, it suffers a -20 penalty to its use from remote control. This simply has to
do with response times of the satellite’s internal terminal network and the mechanical action of each array executing
said order versus the direct input of a properly trained agent or Lady. Otherwise, a satellite may fire all of its weapon
arrays in a single turn without penalties for additional attacks, though it may at most fire half of its weapons at a single
target at any one given target to represent the fact of limitated attack angles for each array.
❖ Main Cannon​: In the event that a satellite is equipped with a main cannon, it may use it in combat
against incoming enemies. However, as the primary purpose of such a weapon is earth-focused
bombardment in the form of a huge laser, it is more an improvised weapon than anything else
despite its sheer destructive potential. If the crew of a satellite wishes to fire its main cannon, they
must focus all of their attention on the charging of the cannon, which takes ten turns, after which
the cannon fires with a Final 440 Zen attack against its directed target. This attack is repeated for a
total of ten turns in a row, using the same final value as it did initially. This means during the firing
process the bridge crew cannot give the satellite new piloting or scanning inputs, and any such
functions must be left up to the Lady of the station. Weapon arrays may be fired personally by
trained agents or the Lady as normal, but the bridge crew themselves cannot. It is possible for the
Lady to guide the shot of the main cannon itself, in which case the cannon uses her attack roll with
a +30 for aiming. Although she can perform other actions with her superior computation abilities,
directing the main cannon takes up four of her intelligence slots in regards to commanding satellite
functions.
❖ Auto-Calculation​:​ Without the aid of rapid computational abilities, those in control of a satellite’s
weapon arrays would be much less likely to hit other spacecraft and spaceborne creaturess. The
distances at which such combats happen are usually very vast after all. It is with this in mind that
when targeting an enemy, the gunner of the array in question may ignore any movement-based
penalties to his attack score. Thus should the gunner be aiming at a spacecraft moving a blistering
speed far beyond the norm of ground based movements, regardless of a satellite’s own possibly
extreme speeds, he ignores said penalties.
❖ Gunners​:​ Simply put, weapon arrays not manned by a trained gunner or the direct attention of a
Lady suffer a -20 to their use. The conditions for said penalty are otherwise detailed above.
❖ Weapon Banks​:​ Any “Array” weapon is actually anywhere from four to eight weapons of the same
type synchronized to fire together at a singular target. This is usually done to to allow a gunner to
unleash a withering storm of firepower upon a target, which is of use during the long distances of
suborbital and orbital warfare. Mechanically, these “Arrays” have four special effects, otherwise
they have the same stats of the weapon type that makes up the array.
➢ Area of Effect:​ First, the array gains an attack radius in meters equal to half of the original
weapon’s strength value (rounded down). Thus a strength 11 weapon would grant a 5
meter attack radius within which all targets are affected equally.
➢ Damage Increase:​ Second, the array increases the base damage of the original weapon
type by %25 before strength bonus. Round down any fractions to the nearest 5 or 0.
➢ Punishing Fusillade:​ Third, any non Damage Resistant defender takes a -30 to their
defense when suffering an attack from an array weapon. This represents the
indiscriminate trajectory of each individual shot, making dodging or blocking much more
complicated due to the uncertainty of where the next shot will land.
➢ Limited Firing Degree: As stated above, ​only half of a satellite’s total number of weapon
arrays may be fired at any single target thanks to the issue of where each turret
emplacement is and what angle of fire it is limited to (usually a °270 front facing arc and a
°120 vertical traversal).
Crashes​: Simple and easy. Everyone dies. The end… In actuality, satellite crashes are a thing of theory, as
the Imperium does not operate any one individual satellite nearby another. In the case that a satellite should collide
with another satellite or high velocity object, they and whomever is aboard will take the maximum level of impact for
the speed at which it was traveling. For speeds greater than 19 thanks to acceleration, count the impact as if it had a
value of 20. Essentially, an impact at such speeds will instantly kill everyone aboard who doesn’t have a quasi-divine
strength.
A satellite that loses its ability to orbit around Gaia however will suffer just as badly, albeit in a different way.
Crash landing to the surface of the planet is an eventuality at this point, but first comes the trouble of burning up. This
is because the suborbital or orbital satellite will have to deal with the trouble of atmospheric re-entry, a factor which its
powerful shields or typically heat-immune hull unfortunately cannot help with. Each turn the satellite has not been
repaired and righted in its course as it falls to the earth, it will incur a single intensity of heat, which applied to all of its
contents and inhabitants equally. This caps at a limit of 40 intensities of heat, after which the falling satellite has
reached its peak temperature. Without proper protections, such as sealed Jürganeth, an equally protective spacesuit,
or proper use of supernatural abilities, all persons aboard the satellite will have likely fried to a crisp. The actual
impact of the ship is of course resolved at an Impact strength of 19 (re-entry speed reaches the equivalent of
movement 19) with all of its parameters maximized and a bonus of +50 to the effective damage.
Satellite, Armoury:
Weapon Damage Speed Req. Primary Second Weapon Special Fort. Break. Pres
STR Attack Attack Type
Type Type

Heavy Laser Cannon -40 (+20) - Projectile Strength 13 30 - 30

Laser Shell 120 Heat Munition Special, For Heavy 14 13 25


Laser Cannons

Satellite Laser Cannon -120 (+20) - Projectile Strength 12 - - 50

Laser Beam 280 Heat Munition Special, For Satellite 33 24 30


Laser Cannons

Missile Array -80 (+0) - Projectile Strength 12, Special 33 - 15

Guided Missile 140 Impact Munition Special, For Missile 17 15 20


Array

Satellite Projectile Statistics:


Weapon Type Rate of Fire Reload Magazine Power Base Range (w/o STR)
(Throwing) (Projectile) Core

Heavy Laser Cannon Projectile 3 12 Connected 4,800 Meters (15,750 Feet)


to Satellite

Satellite Laser Cannon Projectile 10 Infinite Connected 200 Miles (1,056,000 Feet)
to Satellite

Missile Array Projectile - 4-24 - 10 Miles (52,800 Feet)

Array, Notes​: Array type weapons have no projectile statistics change, as their range is the same and their effect
magazine ends up being effectively the same (8 shots fired by 8 guns drains ammo from its maximum reserve of 480
at the same ratio 1 gun fires 1 ammo from its maximum reserve of 60).

Weapon Descriptions​:
Laser Cannon (Heavy)​: An enormous laser weapon with elevated destructive potential, a heavy laser
cannon is standard for all satellite based defenses. While powerful on its own, it is outshined by the raw damage
potential of other heavy weapons, so its true use lays in slapping up to eight of these babies into a single turret
housing, where it then proceeds to drown anything the gunner pulls the trigger at in a tide of explosive green
destruction. A heavy laser cannon may fire in “Semi-Auto” mode, exchanging 2 units of ammunition for +20 damage
(or +30 when fired as part of an array). As it is connected directly to the immense technomagic generator of the
satellite it is installed upon, it lacks a need for power at all, though it must cool down every 12 shots (so effectively it
has its usual statistics).
Satellite Laser Cannon​: The massive laser cannon of a satellite is less a traditional weapon like many of
the other technomagic weapons the Imperium uses, as it is built mainly to annihilate earth-based targets from a
distance that remains nearly immune to retaliation. Thus unwieldy in direct combat, a satellite laser cannon
nevertheless can be used to disgusting effect against incoming enemy ships, mostly thanks to the nature of its
beam-like projectile to bore straight through whatever it hits. As detailed within the general rules for satellites, this
laser cannon must charge for ten full turns before it can fire, and once it does its attack is continual for a total of ten
turns, cutting through whatever is in its path with tremendous ease.
Missile Array (Normal)​: A supersized missile launcher fitted to the sides of a satellite, a missile array can
unleash a truly devastating barrage that simply annihilates everything in its targeted radius. Unlike a much smaller
missile launcher, this weapon has to use physical projectiles. While up to two missiles may be fired in a single turn,
they count as using an additional attack as usual (so both missiles would suffer a -25 penalty). Their rules otherwise,
work as normal guided missiles in that they must at least be aimed for one turn before they can be accurately fired (or
else there is a massive initiative penalty). These missiles are too big however to turn around corners, they are meant
to destroy fortifications after all. Once the array is depleted, it cannot fire again until new missiles are manufactured
and secured in place.

Ammunition Descriptions​:
Guided Missile, Array​: A much larger guided missile launched from a usually stationary array, these
physically created missiles pack a much higher explosive payload than their smaller magically generated
counterparts. Their damage is higher, but so too is their blast radius. A guided missile launched from an Array must
first calculate its initial attack and damage, after which it explodes and strikes all targets within a radius of 20 meters
(64~ feet) with a Final Attack value of 320 Inhuman. Targets out to 40 meters (128~ feet) are struck by a Final Attack
value of 280 Impossible. Finally, targets that are out up to 80 meters (256~ feet) are struck by a Final Attack value of
240 Almost Impossible, but also, the base damage of the missile is halved down to 80, as its power is much reduced
at this point.
Laser Beam​: Generated by a suborbital satellite’s laser cannon, a laser beam bores through its target and
out the other side, potentially striking a target beyond it and repeating the same process. During the ten turns during
which the laser beam is active, if it ever deals total damage equal to half or more of the target’s life points, then it
punches through it, continuing onwards to hit whatever may be behind it. If in this process, the beam does also deal
half of the life points of the thing in question, it bores straight it as well. The beam cannot bore through a mystical
shield or equivalent type of defense during the process however. This process repeats until the ten turns are over or
the beam has reached the end of its range and has no new targets. If a target remains in the path of the beam after
they have been penetrated, they continuing to suffer a new attack every turn. Additionally, as a laser type weapon,
the laser beam penetrates two of the target’s ATs, and it naturally attacks a radius of 10 meters.
Laser Shell​: Standard magically generated munition for a heavy laser cannon. This laser, which takes the
form of a oversized bullet more akin to an assault cannon’s shell does specially penetrate through 2 points of the
defender’s AT and explodes upon impact, equally hitting all targets within a small 1 meter radius.
Array:​ The base damage of a Laser Shell is increased to 150+25 when used in a heavy laser
cannon array. Additionally it gains a total blast radius of 7 meters.
Spacecraft, List:
Squadron Ship:
Structural Points​: 10,000
Size​: 2,000m Length, 400m Beam (600m Wingspan), 400m Depth
Shields​: 8,400 (420 Regeneration)
Damage Barrier​: 200
Armour​: 12 All
Presence​: 180
Flight Value​: 13 (19 Main Engines)
Storage Value​: 120,000+ Tons (Variable)
Passenger Value​: 32 Bridge Crew and 1 Lady, 160,000+ Crew (%99 Golems), 1 Jürgand Patriarchy.
Technomagic Generator​: Functionally Limitless.
Armament​: 1 Gargant Cannon, 48 Laser Cannons (Arrays), 2 Missile Arrays (4-24 Missiles per Array)
Required Skills​: Pilot, -40 (if space, also Voidfaring -20)
Vulnerable Points​: Bridge (One), Main Engines (Two), Secondary Engines (Eight), Weapon Banks (Eight),
Gargant Cannon (One), External Missile Rack
Bridge (-60):​ The most obvious weakness of a spacecraft is the central bridge that is protected by
extra thick armour plating and specially made glass that approaches the durability of adamantium. Should it be
targeted and struck by damage in total excess of (1,000), that damage is immediately transferred to the bridge crew
inside. Any further damage made by subsequent attacks must then pass an excess damage of (900), and so on, until
targeting the bridge crew means any damage goes straight to them. If they’re alive after such a punishing assault,
that is. Or if they haven’t suffocated from the lack of oxygen. Damage to this location does damage to the main body
of a craft.
Main Engines (-20):​ These incredibly powerful engines allow the spacecraft to lift itself off from the
surface of the earth or fly through space at incredible velocities. Thus, destroying it removes the main flight
component of the spacecraft. Damage in excess of (1,000) to an engine destroys it, reducing the craft’s main thruster
value by -4. Should both engines be destroyed, the spacecraft becomes entirely incapable of firing its main thrusters,
though so long as it still possesses Secondary Engines left it can still fly, albeit at a much slower acceleration value.
Secondary Engines (-80)​: As these smaller engines are responsible for a spacecraft’s ability to
quickly maneuver to avoid obstacles as well as orient itself, destroying these engines severely hampers the craft’s
ability to remain on course. Damage in excess of (500) destroys a single Secondary Engine, reducing the
spacecraft’s maneuverability by -5. If all of a spacecraft’s Secondary Engines are destroyed, it cannot move in any
direction whatsoever aside from the direction its Main Engines are facing. If these too are disabled, it will be
completely at the mercy of inevitability, as it slowly drifts out into the cosmic void.
Weapon Banks (-40):​ A solid tactic in combat is to disable or remove an enemy’s weapon, and
that maxim remains true for even for spacecraft. Targeting these locations and dealing in excess of (600) damage
destroys the specified weapon type until it can be repaired later. When all weapons are destroyed, the craft can no
longer attack, as makes sense for a talon-less bird.
Gargant Cannons (-20):​ Due to their sheer size and individual mass, the main Gargant Cannons
of spacecraft are a tempting target for any attackers. Eliminating each removes the quite the powerful threat after all.
If a Gargant Cannon is hit with damage in excess of (1,000), it is destroyed, rendering it inoperable until it can be
repaired. Damage to this location does do damage to the main body of the spacecraft, rendering it a doubly effective
target to disable.
External Missile Rack (-60)​: Much more volatile than the self-contained weapons usually used by
most Imperium warmachines, these externally carried missiles are incredibly dangerous to the vessel in question
should they be targeted. Enough safeties are in place to reduce the chance of this likelihood from happening
however, and only high amounts of heat can cause a chain reaction. Heat type damage in excess of (300) that strike
any one of the craft’s carried missiles causes the weapon to prematurely detonate. Damage is calculated as normal
per the ‘point-blank” of the missile in question. Naturally this sort of accident ignores the vessel’s shields.
A quasi-divine squadron ship is the most commonly used spacecraft in the Imperium’s arsenal, and it has
one for every of its thirteen Patriarchies, each ship a home-away-from-home for the agents of Jürgand. These ships
appear sleek and clean, their smooth and curved hulls shaped to be like that of a long and narrow white-metal spear,
but they are anything but that on the inside. Inside their adamantium shells is contained an almost infinite nucleus of
power, not only in the armaments bears such as its dozens of heavy laser arrays, but also in the devices of war it
carries for the Jürgand agents and personnel it holds. Thousands of personnel grade weapons, hundreds of extra
Jürganeth powered armours beyond what its agents already use, a countless array of necessary equipment for any
mission type ever recorded, several hangar bays of various personal level aircraft, and finally, there is a possibility of
a fabled Deus Ex Machina to be held within its gleaming white belly, though the likelihood of this is slim to none at
present. Finally, the hundred and fifty eight thousand member golem crew may in a pinch, act as an invasion or
self-defense force, and thanks to their advanced programming, inbuilt weaponry, and the supervision of two thousand
elite human crewmembers, they would have almost no trouble themselves destroying a much larger military force. In
the end, a single squadron ship is a true display of the Imperium’s might, no matter how simple or complex the task.

Spacecraft, General Rules:


Piloting​: A spacecraft is not like a fighter or gunship, it cannot be piloted or directed by a single person (at
least without significant difficult). This is because suborbital and orbital flight let alone full on spaceflight, is extremely
complex, to the point it requires a great many calculations that must be kept up to date every minute. For this reason,
a satellite is equipped with some of the most advanced technomagic computing systems, which when combined with
the guidance of careful human input, can keep the satellite in its position in space for eternity. Bridge crews tend to
range from sizes of three at minimum to crews with several dozen members for the largest of satellites.
In any case, a crew is required to have the Pilot and Voidfaring (INT, Intellectual, Knowledge) skills within 60
points of each other to maintain coherency as a team. A difference greater than this results in an increase of the
team’s fumble range to 1-10, representing the lethality of even the simplest of mistakes made when navigating a
satellite through even a simple suborbital path. Finally, when either a Pilot or Voidfaring check is to be made the
combined bridge crew use the highest skill amongst them as their base for the check, after which they add in a
modifier for the total number of crew present. This modifier is used to eliminate the satellite's maneuverability penalty,
but under no circumstance may it allow a maneuverability modifier of greater than +0. That is no matter how much
crew is present, a satellite remains at heart an unwieldy craft.
❖ 1:​ +0
❖ 2:​ +10
❖ 3-5:​ +20
❖ 5-8:​ +30
❖ 9-12:​ +40
❖ 12-16​: +50
❖ 20-24​: +60
❖ 24-29​: +70
❖ 30+​: +80
➢ Note:​ A Lady that is controlling pilot positions does not count for the purpose of this ability
if she is alone. If she working in tandem with a mortal crew however, each station she
controls does count towards the above modifiers.
Spaceflight​: Contrary to the general rules, movement beyond the limits of Gaia’s atmosphere, that is, in
space, has serious consequences if not done correctly or with great caution. Regardless of the craft’s type, so long as
it is capable of moving within the void, it is subject to this modification of the movement rules. Treat the craft’s
movement or flight value as its “acceleration value”. That is, instead of its movement value being a limitation of its
speed, it is simply the amount of feet it can accelerate or decelerate every 3 seconds (1 combat round). This means
over dozens of rounds a spacecraft or satellite could begin to move at truly immense speeds, and over dozens more
it could slow back down to a crawl. Regardless of speed however, there is a limitation to sub-light space travel and no
craft may move faster than 150 miles per 3 seconds (1 combat round).
Additionally, it becomes quickly self-evident however that obstacles like small rocks that could be easily ran
around at a movement value of 10 on earth might become the equivalent of a railgun projectile in space when
slammed into at speeds of dozens of miles a second. A craft’s shields usually help with this dilemma, but repeated
impacts will obviously shatter the shield and cause immense damage to the ship’s hull.
❖ Escape Velocity​: A spacecraft requires immense amount of thrust in order to leave the surface of
Gaia and make the trip into a suborbital or orbital flight pattern, let alone out into the expanse of the
endless void. For this reason, spacecraft have a special secondary movement value it achieves
through directing nearly all of its power to its massive engines. When the spacecraft does this, it
drops its shield defenses by two ranks and it cannot fire weapons, though truthfully this should be a
maneuver of little concern. There is however, the possibility that the ship may wish to generate a
truly tremendous amount of speed in a short period of time, say to flee an enemy. In this case, in
addition to the previous penalties the bridge crew suffer an additional -40 penalty to their Pilot and
Voidfaring skills to direct the craft’s course.
❖ Impossible Reactions​: When a craft is moving beyond the limitations of the normal movement
system, it becomes essentially impossible to hit with conventional abilities without the aid of a
hyper-sophisticated targeting computer. Thus, any character manually aiming a weapon at a craft
that has accelerated to speeds greater than 19 suffers a -80 to -200 attack penalty depending on
just how fast they are moving. (Values are miles per 3 seconds)
➢ 15-30​: -80
➢ 30-45​: -100
➢ 45-60​: -120
➢ 60-80​: -140
➢ 80-100​: -160
➢ 100-125​: -180
➢ 125-150:​ -200
Attendant Lady​: In addition to a sufficient crew, all spacefaring vessels and satellites have a female
protodeus created for the sole purpose of managing their overall functions. While a bridge crew or indeed, all other
crew could be seen as redundant in comparison to the super-intelligence, quasi-divine, living computers that are the
Ladies, in reality the Imperium combines mortal, machine, and machine-mortal hybrids to create a strategic
redundancy that enhances the overall output of their military and technological might. Mechanically, the attendant
Lady has several effects upon a satellite.
Firstly, she can take command of any function of the satellite she is attached to. For instance, if a pilot is
busy or otherwise disabled, she could herself take control of his station, or if a gunner is killed in an attack she could
seize control of his weapon. A Lady can at most take over as many functions of her ship as half of her Intelligence
characteristic. In regards to the piloting of a ship, a Lady must be able to take over enough stations as there are
required bridge crew for her vessel if she wishes to pilot it entirely on her own. Thus a Lady can be easily used to pilot
smaller craft on her lonesome, but it would take several to pilot much larger craft.
Secondly, she can bequeath any of her attack, defense, projection, or knowledge-related secondary abilities
to her vessel’s crew, superseding their own value with hers unless for some reason theirs is greater. A Lady can only
focus on enhancing the actions of so many of her crew at once however, and she can only donate as many skills as
the value of her Intelligence characteristic. Additionally, if she focuses her attention on gifting a number of skills up to
only a fifth of her intelligence characteristic rounded up, she can apply her Intelligence bonus to the value of the gifted
skills. Thus a Lady with 15 INT who donates her skill in Magical Appraisal to a researcher analyzing the corpse of a
mythical creature, her Attack score to a gunner, or her History skill to a Jürgand instructor teaching his charges, could
add a +30 to the value of those three donated skills. Even if the target’s skill is for some reason higher than her own
vast array of skills, her INT bonus to the specific skill still applies. This represents even a Lady of inferior age and
status aiding her more veteran compatriots with the sheer processing power of her unnatural and machine-structured
mind.
Thirdly, if the Lady is disabled, killed, or removed from her position, the entire craft suffers from the loss of
her computational prowess. In the event of any of this outcomes the craft’s maneuverability for both Piloting and
Voidfaring worsens by -20, its shield’s final defense weakens by one rank, and its flight value decreases by by -2.
Defense​: All spacecraft defend themselves using the rules for DR, but naturally they like smaller vehicles
have alternative protection in the form of a crackling shield of eldritch force. Their armour is great, but even armour
would fail against the might of any spacecraft or similarly powerful warmachine. This field defense is treated as a
mystical shield that ignores all penalties save surprise. Like all other technomagic shields, this mystical shield does
regenerate LP per turn when it isn’t being damaged, with a delay of one turn after the most recent attack directed at
the satellite. As a final general rule, when these shield generators reach a state of 0 LP, they shut down for a full 30
seconds (10 turns) after which then they can begin regenerating as normal.
❖ Squadron Ship​: The quasi-divine potential of a squadron ship’s generator is vastly above and
beyond of most other reactors assigned to spacecraft. The Imperium favours its Jürgand operations
above all else after all. Because of this potential, the shield arrays of a squadron ship defend with a
Final 440 Zen value, and are completely immune to damage not capable of damaging energy.
Technomagic Generator​: The massive Anima powered reactor of a spacecraft has a functionally limitless
amount of power within, and it could go on to function for thousands and thousands of years before running dry. Of
course, constant maintenance is necessary to prolong the reactor’s technomagic functions that long, but otherwise
power should never be a concern. Naturally, this makes it a very good source of power for refueling Jürganeth
armours or even personal type aircraft.
Technomagically-Reinforced Adamantium​: Thanks to the constant flow of power input into a spacecraft’s
technomagic-reactive armour plates, it possesses as sheer magnitude of defensive prowess that makes it all but
immune to anything less than the biggest of weapons or mightiest of attacks. This is reflected in each individual
spacecraft’s statistics. Additionally, thanks to a a shell insulated against the hazards of spaze, all spacecraft are
completely immune to attacks based on heat, cold, or electricity. Should an attack possess a presence of higher than
120 or a gnosis of 35 or higher however, these immunities are reduced instead to halving the base damage. A
spacecraft has fearsome protection and durability, but unfortunately the complexity and density of its circuitry and
mechanical parts means significant supernatural damages can outright bypass its layers and layers of defenses
thanks to their sheer “weight” of existence.
Sealed Environs​: With a combination of low-energy shielding and an extensively complex system of
interlocking chambers, a spacecraft keeps its internal atmosphere quite safe and secure. Thus, an individual inside
the ship is completely immune the the outside elements, no matter the nearby conditions of the void that is space.
This essentially translates to immunity to climatic phenomena, natural poisons, and diseases. Additionally, thanks to
the oxygen purification systems, those onboard the spacecraft do not count as needing to breath. All of these
protections assume external threats, that is, attacks from outside the spacecraft. Any fighting done within the satellite
itself ignores these protections, as naturally its hardened outer shell does nothing to prevent an enemy from using a
gas-type attack, disease, or poison while inside. G-Forces are accounted for typically with anti-grav plating, but there
are times where individuals aboard a spacecraft will require a spacesuit if they do not have any convenient
supernatural powers.
Passive Radar​: Like satellites, spacecraft have truly incredible scanning systems, a byproduct of the
necessity for knowledge that plying the void of space needs. But unlike satellites, their radars are truly geared for
observation of space. Evading hazards, attacks, or even planetary objects does require great foreknowledge at the
speeds a ship flies after all. It is because of this that the radar systems of a spacecraft have a range of 0.1 to 1
astronomical units (AU), or the rough equivalent of 100,000 miles per 0.1 increment. This range is absolutely
tremendous, so it is understandable that the vessel’s scans are not perfect until it is within a fraction of its limits. Or
for that matter, until it is limited to the detection of very specific queries, like the all space debris that may be a lethal
hazard for the next AU of distance (Or roughly two and a half hours of travel after max acceleration). The vessel’s
scanners otherwise operate like the systems built into satellites, and they that can be handled by either the vessel’s
automatic systems, a trained bridge crewmember, or the Lady of the ship herself.
❖ <0.1 AU​: 240 Final automatic Search, or +0 manual Search
❖ 0.1 AU:​ 240 Final automatic Search, or -20 manual Search
❖ 0.2 AU:​ 180 Final automatic Search, or -40 manual Search
❖ 0.3 AU:​ 180 Final automatic Search, or -60 manual Search
❖ 0.4 AU:​ 140 Final automatic Search, or -100 manual Search
❖ 0.5-0.6 AU​: 120 Final automatic Search, or -120 manual Search
❖ 0.7-0.9 AU​: 80 Final automatic Search, or -160 manual Search
❖ 1+ AU:​ 40 Final automatic Search, or -200 manual Search
❖ Sensor Evasion​: As should be obvious with how weak a spacecraft’s long distance scans are,
they are perfectly capable of being avoided by a sufficiently prepared enemy spacecraft. To remain
hidden from the scans of an opposing vessel requires a technomagic (security) check which is
opposed to the final or rolled value of the scanning ship’s sensors. Success means that the vessel
or being remains undetected for now, but that may change as the incoming ship closes the gap.
Naturally, if a spacecraft isn’t able to cloak their general emission signatures, whether they be heat,
technomagical, or else, then they suffer an inverse penalty to their technomagic (security) equal to
the manual search penalty listed above, only in reverse order (a +0 at 1+ AU, a -200 at <0.1 AU)).
This represents the sheer difficulty of remaining hidden even amongst the apparently empty void of
space. For very knowledgeable voidfarers however, hiding amongst the stars is a much simpler
task than for the inexperienced. In this way, an experienced crew receives a bonus of +10 to +80 to
their technomagic (security) check to remain hidden depending on their familiarity with the depths
of space, ranging from having made several previous voyages to “I had a staring contest with a
space-kraken while it was eating a black hole and won”.
❖ Concealment​: It is possible for a supernatural voiffaring being or sufficiently talented individual to
hide themselves from the scans of a spacecraft’s radar systems with less intellectual methods. In
this way, a being that is capable of hiding itself supernaturally can roll its MR plus any bonus to
concealment it might have. Additionally, if the being cannot adequately reduce its emissions,
whether heat, magical, or otherwise, it suffers a penalty to its MR roll equal to half of the inverse
penalty that would be applied to the technomagic skill by way of Sensor Evasion. More positively
however, if the being in question is particularly adept at hiding amongst the stars, it receives a
bonus of +10 to +40 to its MR, representing its ability to remain undetected until it’s too late. If the
value defeats the value of the satellite’s scans, the being remains undetected. This is a passive
event, and the being does not need to be aware the Ship even exists. For individuals with magical
appraisal, ki concealment, or hide matrices, they can remove themselves from being detected as
that specific type of supernatural user by succeeding on an opposed check against the final Search
value of the satellite’s scans (or a flat comparison for hide matrices). This must be done fully
intentionally however, and a character unaware the spacecraft exists cannot hide himself from it.
❖ System Analyzation​: A spacecraft might need to scan the vast reaches of space against of itself
for a much further distance than normal. Perhaps it is searching for an enemy craft that made a
very lengthy escape, or perhaps the bridge crew wishes to be alert of dangers for a very long ways,
but regardless, the end result is the same. By bringing the spacecraft to a halt and focusing the
vessel’s scanners on the void of space, the bridge crew can temporarily increase the range
increments of the above table by x10, their furthest scans now able to reach a whopping 1 billion
miles, or roughly 10 AUs. Because of this, the penalties applied to each increment of a single AU
thus become ranges equal to whole AUs themselves.
Targeting Array​: All spacecraft are without exception build for combat, thus, they bristle with dozens of
heavy weapons capable of blazing a trail of destruction through space, let alone the possible inclusion of a colossal
gargant cannon strong enough to crack the mantle of planets and punch through even their cores with enough time.
By default, all of a spacecraft’s weapon arrays are controlled by its bridge crew, but each array may be manned by
much more capable individuals. For example, like Jürgand agents or of course the Lady of the station herself. In any
case, unless a weapon array is directly controlled from its housing, it suffers a -20 penalty to its use from remote
control. This simply has to do with response times of the spacecraft’s internal terminal network and the mechanical
action of each array executing said order versus the direct input of a properly trained agent or Lady. Otherwise, a
spacecraft may fire all of its weapon arrays in a single turn without penalties for additional attacks, though it may at
most fire half of its weapons at a single target at any one given target to represent the fact of limitated attack angles
for each array. Finally, it must be noted that the increased quality of targeting computers installed into each array as
well as the vessel’s terminal network allow all arrays, whether they be remotely or manually fired, benefit from
passive aiming and double aiming bonuses.
❖ Gargant Cannon​: Comprised of several different models with variable functions, all gargant
cannons share one trait- the absolute destruction of the enemy. Similar to satellite main cannons,
they must be charged (albeit for a full two turns) before they can be fired using a Final 440 Zen
attack value or a rolled value from one of the gunners or a trained agent. The difference between
the two weapon types is however, besides the fact of the variable ammunition type, is that the
bridge crew need not worry focusing all of their attention on the charging of the cannon, as the
vessel’s combat-ready systems disperse the otherwise vast calculation requirement needed by
both the bridge crew and their Lady. if the Lady decides to take over targeting responsibilities for
the gargant cannon herself, she need only dedicate two of her intelligence slots in regards to
commanding spacecraft functions. Lastly, she has no issue performing other functions at the same
exact time, unlike her overly taxed sisters.
❖ Auto-Calculation​:​ Without the aid of rapid computational abilities, those in control of a satellite’s
weapon arrays would be much less likely to hit other spacecraft and spaceborne creaturess. The
distances at which such combats happen are usually very vast after all. It is with this in mind that
when targeting an enemy, the gunner of the array in question may ignore any movement-based
penalties to his attack score. Thus should the gunner be aiming at a spacecraft moving a blistering
speed far beyond the norm of ground based movements, regardless of a spacecraft’s own possibly
extreme speeds, he ignores said penalties.
❖ Gunners​:​ Simply put, weapon arrays not manned by a trained gunner or the direct attention of a
Lady suffer a -20 to their use. The conditions for said penalty are otherwise detailed above.
❖ Weapon Banks​:​ Any “Array” weapon is actually anywhere from four to eight weapons of the same
type synchronized to fire together at a singular target. This is usually done to to allow a gunner to
unleash a withering storm of firepower upon a target, a useful trait when your target is a very far
distance away in space. Mechanically, these “Arrays” have four special effects, otherwise they
have the same stats of the weapon type that makes up the array.
➢ Area of Effect:​ First, the array gains an attack radius in meters equal to half of the original
weapon’s strength value (rounded down). Thus a strength 11 weapon would grant a 5
meter attack radius within which all targets are affected equally.
➢ Damage Increase:​ Second, the array increases the base damage of the original weapon
type by %25 before strength bonus. Round down any fractions to the nearest 5 or 0.
➢ Punishing Fusillade:​ Third, any non Damage Resistant defender takes a -30 to their
defense when suffering an attack from an array weapon. This represents the
indiscriminate trajectory of each individual shot, making dodging or blocking much more
complicated due to the uncertainty of where the next shot will land.
➢ Limited Firing Degree: As stated above, ​only half of a spacecraft’s total number of weapon
arrays may be fired at any single target thanks to the issue of where each turret
emplacement is and what angle of fire it is limited to (usually a °270 front facing arc and a
°120 vertical traversal).
Crashes​: Simple and easy. Everyone dies. The end… In actuality, spacecraft crashes are a thing of theory,
as the Imperium’s fleet is at rest on Jormungand (save perhaps for the fleet it has secretly built according to internal
rumours...). In the case that a spacecraft should collide with another spacecraft or high velocity object, they and
whomever is aboard will take the maximum level of impact for the speed at which it was traveling. For speeds greater
than 19 thanks to acceleration, count the impact as if it had a value of 20. Essentially, an impact at such speeds will
instantly kill everyone aboard who doesn’t have a quasi-divine strength.
A spacecraft that loses its ability to orbit around a planet, if it is orbiting in the first place, will suffer just as
badly, albeit in a different way. Crash landing to the surface of the planet is an eventuality at this point, but first comes
the trouble of burning up. This is because the spacecraft will have to deal with the trouble of atmospheric re-entry, a
factor which its powerful shields or typically heat-immune hull unfortunately cannot help with. Each turn the spacecraft
has not been repaired and righted in its course as it falls to the earth, it will incur a single intensity of heat, which
applied to all of its contents and inhabitants equally. This caps at a limit of 40 intensities of heat, after which the falling
spacecraft has reached its peak temperature. Without proper protections, such as sealed Jürganeth, an equally
protective spacesuit, or proper use of supernatural abilities, all persons aboard the spacecraft will have likely fried to
a crisp. The actual impact of the vessel is of course resolved at an Impact strength of 19 (re-entry speed reaches the
equivalent of movement 19) with all of its parameters maximized and a bonus of +50 to the effective damage.

Spacecraft, Armoury:
Weapon Damage Speed Req. Primary Second Weapon Special Fort. Break. Pres
STR Attack Attack Type
Type Type

Heavy Laser Cannon -40 (+20) - Projectile Strength 13 30 - 30

Laser Shell 120 Heat Munition Special, For Heavy 14 13 25


Laser Cannons

Gargant Cannon -120 (+20) - Projectile Special, Strength 19 - - 50

Cosmic Laser Beam 280 Heat Munition Special, For Gargant 45 30 30


Cannons

Nova Shell 280 Impact Munition Special, For Gargant 43 31 30


Cannons

Rail-Annihilator 240 Thrust Munition Special, For Gargant 31 28 25


Penetrator Cannons

Starfury Plasma Burst 360 Heat Energy Munition Special, For Gargant 48 36 40
Cannons

Spacecraft Missile -100 (-20) - Projectile Strength 12, Special 33 - 15


Array

Guided Missile 140 Impact Munition Special, For Spacecraft 17 15 20


Missile Array

Plasma Missile 200 Heat Energy, Dark Munition Special, For Spacecraft 19 28 30
Missile Array

Spacecraft Projectile Statistics:


Weapon Type Rate of Fire Reload Magazine Power Base Range (w/o STR)
(Throwing) (Projectile) Core

Heavy Laser Cannon Projectile 3 12 Connected 4,800 Meters (15,750 Feet)

Gargant Cannon Projectile - Infinite Connected 200 Miles (1,056,000 Feet)

Spacecraft Missile Array Projectile - 4-24 - 10 Miles (52,800 Feet)


Array, Notes​: Array type weapons have no projectile statistics change, as their range is the same and their effect
magazine ends up being effectively the same (8 shots fired by 8 guns drains ammo from its maximum reserve of 480
at the same ratio 1 gun fires 1 ammo from its maximum reserve of 60).

Weapon Descriptions​:
Laser Cannon (Heavy)​: An enormous laser weapon with elevated destructive potential, a heavy laser
cannon is standard for all close ranged spacecraft defenses. While powerful on its own, it is outshined by the raw
damage potential of other heavy weapons, so its true use lays in slapping up to eight of these babies into a single
turret housing, where it then proceeds to drown anything the gunner pulls the trigger at in a tide of explosive green
destruction. A heavy laser cannon may fire in “Semi-Auto” mode, exchanging 2 units of ammunition for +20 damage
(or +30 when fired as part of an array). As it is connected directly to the immense technomagic generator of the
spacecraft it is installed upon, it lacks a need for power at all, though it must cool down every 12 shots (so effectively
it has its usual statistics).
Gargant Cannon​: As its name implies, the gargant cannon is a gargantuan weapon of mass destruction,
able to be only mounted by the largest of technomagic vehicles, which essentially limits it only to spacecraft. There is
almost nothing that can rival its might, and even the power of Solomon’s most destructive technology, nuclear
weapons, pale in comparison, especially since there are quite a few variants. All gargant cannons regardless of type
all the same base characteristics however, including the need to charge for two full turns before being able to fire
(effectively they fire once every three rounds). As a gargant cannon is a rather massive installation, changing out
what type of ammunition it fires cannot be done after it has been built. It must be noted that a gargant cannon
equipped to fire laser beams increases its “charge” duration to ten turns, just as if it were a satellite laser cannon.
Planetary Bombardment​: If used against planetary targets from the cold void of space, a gargant
cannon’s effects become disproportionate in scope, often with results so devastating the planet’s crust cracks to
some extent as it absorbs the impact. As a downside however, different aperture settings combined with the planet’s
atmosphere usually absorbs some of the force of the munition, so base damage under these circumstances is halved
after modifiers for ammunition qualities and strength. In return, the blast radius of each weapon becomes twice the
tens digit of its breakage in miles. All targets within half of this radius suffer a Strength 18 Impact in addition to the
weapon’s usual effects, and all targets beyond this to the weapon’s maximum blast radius suffer a Strength 14
Impact.
Missile Array (Normal)​: A supersized missile launcher fitted to the sides of a satellite, a missile array can
unleash a truly devastating barrage that simply annihilates everything in its targeted radius. Unlike a much smaller
missile launcher, this weapon has to use physical projectiles. While up to two missiles may be fired in a single turn,
they count as using an additional attack as usual (so both missiles would suffer a -25 penalty). Their rules otherwise,
work as normal guided missiles in that they must at least be aimed for one turn before they can be accurately fired (or
else there is a massive initiative penalty). These missiles are too big however to turn around corners, they are meant
to destroy fortifications after all. Once the array is depleted, it cannot fire again until new missiles are manufactured
and secured in place.

Ammunition Descriptions​:
Guided Missile, Array​: A much larger guided missile launched from a usually stationary array, these
physically created missiles pack a much higher explosive payload than their smaller magically generated
counterparts. Their damage is higher, but so too is their blast radius. A guided missile launched from an Array must
first calculate its initial attack and damage, after which it explodes and strikes all targets within a radius of 20 meters
(64~ feet) with a Final Attack value of 320 Inhuman. Targets out to 40 meters (128~ feet) are struck by a Final Attack
value of 280 Impossible. Finally, targets that are out up to 80 meters (256~ feet) are struck by a Final Attack value of
240 Almost Impossible, but also, the base damage of the missile is halved down to 80, as its power is much reduced
at this point.
Guided Plasma Missile, Array​: The most lethal of missiles and explosives short of a gargant cannon, a
plasma missile fired from an array is meant to obliterate structures and everything within its explosive range with the
utter fury of the cosmos, deploying a heat and light so intense it can scorch the retinas of those who look at it even
from afar. A guided plasma missile launched from an Array must first calculate its initial attack and damage, after
which it explodes and strikes all targets within a blast radius of 60 meters (192~ feet) with a Final Attack value of
320. The nature of plasma weaponry means this blast radius is also its maximum radius, thus it does not reduce its
damage for different radius values. These missiles follow the usual rules for guided missiles fired from an array, but
they also have the same special rules as other plasma weaponry. As such they ignore 6 points of the Defender’s AT,
inflict automatic criticals against of their targets with a +80 bonus to the critical level, and they finally receive a +%50
damage increase against structures as their supercharged payloads utterly annihilate anything within range.
Laser Beam, Cosmic​: Generated by a spacecraft’s gargant cannon, a laser beam bores through its target
and out the other side, potentially striking a target beyond it and repeating the same process. During the ten turns
during which the laser beam is active, if it ever deals total damage equal to half or more of the target’s life points, then
it punches through it, continuing onwards to hit whatever may be behind it. If in this process, the beam does also deal
half of the life points of the thing in question, it bores straight it as well. The beam cannot bore through a mystical
shield or equivalent type of defense during the process however. This process repeats until the ten turns are over or
the beam has reached the end of its range and it has no new targets. If a target remains in the path of the beam after
they have been penetrated, they continuing to suffer a new attack every turn. Additionally, as a laser type weapon,
the laser beam penetrates two of the target’s ATs, and it naturally attacks a radius of 10 meters.
Nova Shell​: A specialized magical munition for a gargant cannon, this shell detonates with such kinetic
power that the fabric of space and time itself warps around the its ground-zero. Designed to obliterate opposing
spacecraft and if necessary, structures down on a planet, the nova shell doubles its base damage (before strength)
outright against such targets. Additionally, it halves any AT such targets might have. Finally, as it explodes upon
impact, it affects all targets within a 100 meter radius equally, swallowing them whole in a tide of heat and deformed
gravitational forces.
Rail-Annihilator Penetrator​: A specialized gargant cannon with an extra-long barrel is the source of this
simple looking projectile, which is shaped vaguely like a long and thin cylinder with a pointed tip. The result however,
is any but. Having been fired at speeds that to some extent reach a fraction of the speed of light, a rail-annihilator
penetrator continues straight to its maximum range including strength, striking all targets it hits along the way equally
and without penalty. This round sheers straight through the DR type defense of spacecraft and similar vehicles with
ease, though technomagic or mystical shields stop it cold if a successful defense is achieved. If for some godforsaken
reason an individual is shot at with a rail-annihilator equipped gargant cannon, they require Zen to even defend
against it. If they do have Zen, they suffer a -80 to their defense to block or dodge it, even with mastery in defense
and possibly a shield. A mystical shield suffers a reduced penalty of -40, but even they have trouble with defending
against a lump of metal. A lump of metal moving a fraction the speed of light that is.
Sunfury Plasma Burst​: The most violent armament the Imperium has ever produced, one of recent design
no less, a sunfury-type gargant cannon vomits a burst of tightly contained flame magics upon a target in the shape of
a miniaturized sun, albeit one that surpasses the heat of the sun by at least at fivefold at any one given instant. The
divine strength of a sunfury plasma blast has several key effects upon its target. First, it outright ignores the armour of
the target, second, against living targets it inflicts automatic criticals with a +120 to the result, third, against non-living
targets it increases its base damage before strength by %50, and fourth, as it explodes with massive force it strikes
all targets within a 25 meter radius equally. Beyond these results however, the sunfury plasma blast does something
even more repulsive. Against targets it has successfully damaged, including mystical or technomagic shields, the
damage it inflicted with the initial impact is duplicated on the two subsequent rounds, representing the fact that all the
heat it contains continues to burn for a short while before its magics disperse.
Laser Shell​: Standard magically generated munition for a heavy laser cannon. This laser, which takes the
form of a oversized bullet more akin to an assault cannon’s shell does specially penetrate through 2 points of the
defender’s AT and explodes upon impact, equally hitting all targets within a small 1 meter radius.
Array:​ The base damage of a Laser Shell is increased to 150+25 when used in a heavy laser
cannon array. Additionally it gains a total blast radius of 7 meters.
Battlestation, List:
Jormungandr:
Structural Points​: 42,000
Size​: 25 mile Length, 25 mile Width, 1 mile up to 12.5 mile Depth (Curve)
Shields​: 25,200 (1,260 Regeneration)
Presence Barrier​: 140
Armour​: 12 All
Presence​: 280
Flight Value​: 9 (19 Main Engines)
Storage Value​: Functionally Infinite (Sub-Space Pockets)
Passenger Value​: 2,000 Command Crew, 3 High Ladies, 10+ Million Crew. 50+ Million Passengers. 1-13
Jürgand Patriarchies.
Technomagic Generator​: Functionally Infinite.
Armament​: 2 Starfury Gargant Cannons, 8 Rail-Annihilator Gargant Cannons, 8 Laser Defense Grids (512
Arrays per Grid), 12 Missile Arrays (24 Missiles each), Ormus System
Required Skills​: Pilot, -120 and Voidfaring, -60
Vulnerable Points​: Command Center (One), Main Engines (Two), Secondary Engines (Sixteen), Defense
Grids (Eight), Gargant Cannons (Ten), Missile Arrays (Twelve)
Command Center (-120)​: The beating central nervous system of Jormungandr’s pulsing machine
heart, the Command Center is one of the most vital components the Imperium must protect. Thus, placed underneath
many incredibly thick layers of adamantium and technomagic-generators, the Command Center requires the heaviest
of weapons to be attacked. Damage to this location not in excess of (4200) is completely ignored, while damage over
this value immediately goes straight to the command crew. Any further damage made by subsequent attacks must
then pass an excess damage of (4100) and so on until there is no crew left or for that matter, there is no commander
center left. If either result occurs, It becomes impossible to direct Jormungandr’s flight path, its weapon systems, or
other critical functions unable to be manually controlled until the command center is repaired. Damage to this location
does damage to the main body of Jormungandr.
Main Engines (-20):​ Jormungandr’s main engines were built with the full redundancy to be able to
land the flying battlestation on the surface of Gaia, even if that is a completely unnecessary maneuver except in an
absolute disaster scenario. However, as powerful as these thrusters are, it is by way of its secondary thrusters that
Jormungandr primarily maneuvers. Thus, destroying the Main Engines with damage in excess of (2400) simply
disables its secondary acceleration value, and prevents the battlestation from landing on Gaia’s surface.
Secondary Engines (-80)​: These “smaller” engines are the primary component of Jormungandr’s
ability to move, and each one is perfectly capable of swiveling and rotating to face any direction necessary in order to
maneuver the gargantuan battlestation. Damage in excess of (1600) destroys a single Secondary Engine, reducing
the battlestation’s maneuverability by -10. With more than four engines destroyed (and thus a penalty of greater than
-40) Jormungandr becomes incapable of remaining in space without its Main Engine to offset its descent.. If all of the
battlestation’s Secondary Engines are destroyed, it cannot move in any direction whatsoever aside from the direction
its Main Engines are facing. If these too are disabled, it will be completely at the mercy of inevitability, whether that be
a descent to earth or a slow drift out into the cosmic void.
Defense Grids (+20):​ The usual tactic of destroying an enemy’s weapons becomes extremely
complicated extremely quickly when attempted on Jormungandr. This is because it lacks individual weapon arrays
like on on smaller craft. Instead, it possesses a massive island spanning network of interlinked heavy laser cannon
arrays, which it uses to obliterate smallcraft and soften up entire fleets of spacecraft for its gargant cannons. As each
grid possesses 512 individual heavy laser cannon arrays, then is a nightmarish chore, as each of the individual
stations housing each array must be destroyed before a grid is shut down for good. Each housing unit is destroyed
after it is dealt 600 points of damage. Naturally, if all of its defense grids are destroyed, Jormungandr cannot make
attacks with them any longer.
Gargant Cannons (-20):​ Due to their sheer size and individual mass, the main ten Gargant
Cannons of Jormungandr are a tempting target for any attackers. Eliminating each removes the quite the powerful
threat after all. If a Gargant Cannon is hit with damage in excess of (4200), it is destroyed, rendering it inoperable
until it can be repaired. Damage to these locations does do damage to the main body of the battlestation, rendering it
a doubly effective target to disable.
External Missile Rack (-80)​: They may be external, but Jormungandr has many safety
redundancies in place for the occasion its dozen plasma missile arrays might accidentally explode. Primarily, each
lays behind a heavy adamantium bulwark, and several shield generators are put in place around each. For this
reason, it takes a rather heavy amount of heat type damage to cause a chain reaction. (1,200) to be exact. Should
this occur, damage is halved to Jormungandr itself thanks to all the protective equipment in place, though any
operators or nearby personnel won’t be so fortunate.

Ormus System​: Within the beating heart of Jormungandr, its deepest depths forged by ancient
technomagic and adamantium many countless centuries ago, lays the semi-dormant Ormus System. It is a device
that defies explanation, a relic of a time forgotten by all but one man and his spurned lover. With a simple use of its
infinite power, it can rewrite reality, hacking it quite literally into a shape and form the Imperium finds pleasing. Thus, if
an attacker was to directly engage Jormungandr, in addition to dealing with the massive battlestation’s already
formidable defenses and its inconceivable array of defenders, they too would have to deal with the full might of an
awakened Ormus System. When used in combat, treat the Ormus System as possessing the following two modes. It
may switch between them once per turn, though regardless of mode it can only be used once every other turn.
❖ Offense​: Attacks the target a single time with a Final Attack of 560 Conceptual, instantly
swallowing them if they fail to defend into a pocket of reality from which there is no escape. They
will live there eternally, undying and forever without further mortal contact. For all intents and
purposes, the character, being, or in the case of a vehicle all passengers, are all dead. The
exception, is that Gnosis 40 or higher beings will eventually be able to escape their prison, albeit in
hundreds if not thousands of years.
❖ Defense​: Defends against an attack with a Final Defense of 560 Conceptual. If the defense is
successful, the attack swallowed up into a pocket of reality from which it will never emerge. No
matter the scale of the attack, no matter its strength, it was as if it had never been used in the first
place.
➢ Gnosis:​ There is a weakness to the Ormus System however. Beings of extremely high
gnosis, that is, 40 or 45 Gnosis, reduce the strength at which it attacks or defends against
them thanks to their sheer presence. Respectively, the final attack or defense value
against these creatures is 440 Zen and 320 Inhuman. Beyond this, a being of Gnosis 50,
the Beryls, the Shajads, C’iel, and Gaira are completely immune to this attack. Against
such entities that rule the cosmos itself, even the Ormus System can do nothing.
■ Notes:​ Against a result of 560 Conceptual, an attacker or defender who cannot
also reach such results automatically fails his attack or defense. No matter how
strong they might be, they simply lack the utter spiritual potency to even lift a
finger against the might of the cosmos made manifest.

The greatest of all substations the Imperium owns, Jormungandr is really a spacecraft of immense size and
scope, a floating island capable of flying off into space should the need for escape be great. The headquarters of the
venerable organization, it boasts the strongest defenses possible that can be built by modern technomagic, which
isn’t to mention the utterly immense array of powerful personnel onboard. It is no exaggeration to say that assaulting
the Jormungandr is a suicidal task for even both the Illuminati and Technocracy combined, for whole patriarchies,
innumerable combat marionettes, scores of elite human infantry, countless defense systems, dozens of mighty gods
or other supernatural beings all in combination with the greatest Jürgand agent to ever live, Devah, live aboard the
Jormungandr in (relative) orderly harmony. That isn’t to count the strangely minded Barnabus, the inscrutable if
eccentric leader of the Imperium and whatever plans his hundreds of thousands of years have concocted.
Beyond the indescribable nucleus of power that the Jormungandr represents, it also represents the
slumbering might of ancient things long past. This is because within its deepest bowels exists the storage cells where
it contains the fabled Deus Ex Machina, deceased gods-turned-warmachines, as well as the Ormus System, which is
spoken about only in hushed and rumoured tones by all but the Inner Circle and its closests agents. Yet
Jormungandr's existence also speaks of glories unreached, for this is the place what will be the home and academy
of the younglings who will become the Jürgand agents of the future. A place of promise, past, present, and future,
Jormungandr truly does make its namesake look ironically chosen. If, one ignores the long lost history behind its
formation that is…

Battlestations, General Rules:


A battlestation is a subcategory of satellites, essentially sharing most of the key few trait except for a handful of
exceptions. Jormungandr is the only example of a battlestation the Imperium operates, for they have little use for
something that would take an excessive amount of resources to build. In a time as strenuous as the present, this is
not a risk they would take. There is another example of a battlestation however, something that might lack the divine
power structure of Jormungandr and the fabled Ormus System, but in return trades it for something almost if not more
powerful. The slumbering Eye of God…

Piloting​: Identical to satellites.


Spaceflight​: Identical to satellites.
Attendant High Lady​: While identical in function to the normal Ladies assigned to satellites, a High Lady is produced
with a greater gnosis stock, meaning they possess a wider variety of powers than their inferior sisters. The current
three High Ladies of the Imperium have also been functioning for over two millennia, giving them a truly lengthy stock
of experiences and knowledge to call upon in their day to day tasks. Here are the key differences between a Lady
and a High Lady;
Firstly, a High Lady can control as many functions of a battlestation as double her Intelligence characteristic.
While not enough to command a battlestation on her own, this does give the Lady a superior understanding of her
vessel. Additionally, if she focuses upon stations already manned by her fellow crew members, she is able to
generate a boost in capacity to their related actions by half of her intelligence bonus. She may combine any number
of functions taken control of with as many assistance actions as she pleases, up to her usual cap of double her
Intelligence characteristic.
Secondly, the amount of combat or knowledge-related skills a High Lady can donate to her crew is instead
double the value of her intelligence bonus, not the characteristic itself. As usual, if she focuses on a fifth of her
capacity, she may add her Intelligence bonus to the value of the gifted skills or to the skill of the crew member in
question if their own skill is somehow higher than hers.
Thirdly, a High Lady benefits from a direct connection to the divine power systems of Jormungandr, and she
is capable of calling upon the forces of a Controlled Node (-5 to the difficulty) to boost her already considerably divine
supernatural powers, as well as to some extent her cognition abilities. In the case of the latter, the High Lady can
possibly divine the future by sheer dint of her unrivaled mental capacities. The only limitation of this controlled Node
of course, is she cannot use the system to cast Divine Magic (at least, on its own).
Fourthly, the penalty for Jormungandr’s maneuverability or its commander center crew for Piloting and
Voidfaring only applies if all three of its High Ladies are disabled, killed, or removed from their positions. In this case,
the penalty of -20 to the former skills, -2 to its flight value, and its one rank decrease in its shield defense are as
usual.
Defense​: All battlestations defend themselves using the rules for DR, but naturally the Imperium provides
powerful supernatural shields to its bases, especially to that of the vital Jormungandr. Identical in all aspects to the
shields belonging to satellites, save that battlestation shields ignore all penalties whatsoever.
❖ Jormungandr​: The defensive array of Jormungandr is no more advanced than the arrays
equipped on the Imperium’s substations, rather, it is the sheer number of protective generators built
into its outer adamantium shell and dotted across its greenery bedecked surface that gives it near
invulnerability. Thus Jormungandr defends itself with a Final 440 Zen value, but unlike other shields
it lacks a damage barrier and simply any attack not capable of damaging energy cannot harm it.
Technomagic Generator​: Identical to satellites.
Technomagically-Reinforced Adamantium​: Identical to satellites.
Sealed Environs​: Identical to satellites, save that as the island naturally has many open-air facilities across
its great length, it has additional shielding units to seal in the atmosphere of all such regions. The mechanics of this
do not change, simply their aesthetic and in-game consequences (turning off the shields depressurizes entire chunks
of Jormungandr’s surface, whereas the adamantium hull of satellites and spacecraft can’t be turned off).
Passive Radar​: Jormungandr’s radar arrays combine the functions of a satellite and spacecraft, and it has
the two follow modes of radar.
❖ Earthbound​: Jormungandr can thanks to the attentions of its three High Ladies, scan any single
location on the surface of Gaia with a final Search Skill of 280 Impossible or a result rolled by an
attending operator. Criteria as per satellites is possible of course, as is Sensor Evasion and
Concealment.
❖ Deep Space​: Identical in all respects to a spacecraft’s sensors, save that Jormungandr’s own
sensors can automatically reach a range of 1-10 AU, as its sheer size and amount of machinery
lets it ignore the focus requirement the crews of smaller vessels require. If all three High Ladies
devote their attention to fully manning the radar systems however, its range of scans once again
increase tenfold, reaching up to at maximum 100 AU. Criteria as per spacecraft is possible of
course, as is Sensor Evasion and Concealment.
Targeting Array​: A battlestation is built for warfare on a scale beyond the wildest dreams of any Gaian, and
they bristle with hundreds of heavy weapons capable of blazing a trail of destruction through space, let alone the
indescribable might of their colossal gargant cannons, which are strong enough to crack the mantle of planets and
punch through even their cores with enough time. By default, all of a battlestation’s gargant cannons are controlled by
its command center crew while its massive defense grids of weapon arrays (usually heavy laser cannons) are
manually operated by individual teams of intelligent combat marionettes and their handlers. If for some reason the
command center crew or a High Lady decides to take control of a defense grid however, they suffer a -40 attack
penalty to do so thanks to the lengthy response times of coordinating so many individual weapon arrays at once.
Finally, it must be noted that the battlestation’s high quality targeting computers allow all of the stations weapons
whether they be remotely or manually fired, to benefit from passive aiming and double aiming bonuses.
❖ Gargant Cannon​: Identical to spacecraft.
❖ Auto-Calculation​:​ Identical to spacecraft.
❖ Gunners​:​ Identical to spacecraft, save with a -40 penalty for remote-control.
❖ Defense Grid​:​ Consisting of dozens or perhaps hundreds of individual array type weapons linked
together, a “Defense Grid” unleashes a true storm, no, a maelstrom of offensive power at a target.
Most useful for destroying smallcraft, nevertheless the sheer number of shots involves allow the
gird to soften up incoming spacecraft as well. Mechanically, “Defensive Grids” have a single
multifaceted special rule, otherwise they use the base statistics of their component weapons.
➢ Mass Combat​: The default mode of grids is Mass Combat, for reasons that should be
plainly obvious. Use the following list to calculate attack, damage, and area bonuses when
fired at a single target instead of the normal mass combat table however. In regards to
damage bonuses, calculate from the base weapon type of the array, not the array itself.
■ 2+ ​ : +20 Attack, +%50 Damage, +(Strength /2) meter Radius
■ 4+ ​ : +40 Attack, +%50 Damage, +(Strength /2) meter Radius
■ 8+:​ +60 Attack, +%75 Damage, +(Strength) meter Radius
■ 16+​: +80 Attack, +%75 Damage, +(Strength) meter Radius
■ 32+ ​ : +100 Attack. Double Damage, +(Strength x2) meter Radius
■ 64+ ​ : +125 Attack, Double Damage, +(Strength x3) meter Radius
■ 128+: +150 Attack, Triple Damage, +(Strength x4) meter Radius
● Area of Effect:​ Round down when calculating radius.
● Damage Increase:​ Calculate before strength bonus, round down any
fractions to the nearest 5 or 0.
● Punishing Fusillade:​ If for some reason a grid is turned upon a single
individual, they take a -30 to their defense because of he indiscriminate
trajectory of each individual shot.
● Limited Firing Degree: E ​ ach turret emplacement has °360 horizontal
firing arc and a °90 vertical traversal. Thus it can only fire on targets
within the general field of view of its region on the host battlestation
(which is roughly divided into 8 quadrants, four on the top half, four on
the bottom half).
Crashes​: Simple and easy. Everyone dies. The end… In actuality, battlestation crashes are a thing of
theory, as Jormungandr actually falling to the earth would require an impossible situation to occur in the first place.
For one, Jormungandr is far too big to be majorly damaged by anything not the size of an asteroid, but two, the
colossal battlestation’s defenses are likely to prevent any incursion. All the same however, should a vessel of at least
spacecraft sized mass crash into Jormungandr, it, and all aboard it suffers the mamized impact of a value equal to
the incoming vessel’s movement speed (20 strength if accelerated past 19). Jormungandr is much sturdier than it
looks however, so while the personnel and equipment hit by the ramming ship suffer the full value of the impact, the
battlestation itself only suffers half that impact value. It is only when struck by an equally large entity or battlestation
that Jormungandr itself would suffer the full impact value.
As for crashing to the earth, Jormungandr would not have to worry about burning up in the atmosphere
thanks to its ridiculous mass and countless shielding arrays, but it would certainly have to worry about the impact. All
aboard Jormungandr would suffer a strength 20 impact with maximized effects with an additional +150 to damage,
and everything within a 500 mile radius would suffer the same impact minus the damage bonus thanks to the sheer
shock value the impact would have (not to mention the continent spanning clouds of dust and debris the impact would
cause).
Technomagic Groundcraft:
It has been a dream of many mortals from across countless cultures to be able to soar the skies like a bird, but as
much as the sky promises those mortals a reprieve from their dull lives, it can to deliver dread and death to others.
Whether by winged monster, magic, or something more ​ingenious, a ​ n attack from the sky can spread mass chaos
and terror even should it prove ineffective. The sky is beautiful, but so too are mortals afraid of being slaughtered by a
foe that is forever out of arm's reach.

Structural Points​: The effective Life Points (Damage Resistance) of an groundcraft and how much damage
it can sustain before breaking. At 0 Structural Points an aircraft is totally destroyed, though whether or not it can be
rebuilt is up to the GM as per individual circumstances.
Size​: The length of a groundcraft and its width.
Shields​: The Life Points of the craft’s passive defensive shields. A craft recovers %5 of its shield’s life points
every combat turn they are not under attack. This regeneration is however delayed until one turn after the most
recent attack directed at the craft. When fully depleted however, the craft’s shields take 10 turns before they can
begin to recharge.
Damage Barrier​: The groundcraft’s Damage Barrier. As all technomagic craft are made out of adamantium
and have a high amount of structural redundancy reinforced by magic, this value tends to be exceedingly high.
Presence​: The presence of an groundcraft. This too tends to be fairly high thanks to the underlying magical
principles used to create the craft.
Movement Value​: The movement value of an groundcraft. There are a variety of different movement
modes, from wheeled, to hover, to tracked, to walker, and each is detailed in the individual entry of each groundcraft.
Storage Value​: A value labeled in pounds or tons displaying how much a single groundcraft can store.
Sadly, it is too complicated to take into account density of materials, and thus this value goes simply by weight alone.
An groundcraft can potentially store up to double what its storage value reads, but it suffers a -1 Flight value and -5
maneuverability for every extra %50 of its storage value up it is burdened with. While lesser vehicles might be
damaged by being overburdened, technomagic groundcraft are far too tough to suffer from such measly trials.
Passenger Value​: Groundcraft always have at least one pilot, and more often than not a gunner or two
depending on the exact type of craft. Anyone else onboard counts as a passenger, and take up the craft’s passenger
amount. Passengers in excess of this value do not overtly affect the craft’s handling, but the GM might give
maneuverability penalties for say, stuffing three people into a single-seater cockpit, not to mention drastically
reducing the craft’s speed in order to not kill said freeloaders.
Technomagic Generator​: Describes the amount of power an groundcraft has. These values, should it be
necessary to divert energy to a much smaller set of devices like powered armour, are actually 5 times greater than
their actual listing (thus a groundcraft with 150 power would be the equivalent of 750 power if needed to donate
energy to smaller devices).
Required Skills​: Which skill is required to direct the groundcraft (spoilers, it’s at least always Piloting). If
there is any penalties or bonuses to the craft’s maneuverability, they will be listed here.
Vulnerable Points​: A list of vulnerable points of the groundcraft in question, as well as the penalty for
targeting them are written here. Damage done to a vulnerable point does not apply to a craft’s overall structural
integrity (unless otherwise noted).
Groundcraft, List:
Armoured Landspeeder​:
Structural Points​: 600
Size​: 4.5m Length, 2m Width
Shields​: 480
Damage Barrier​: 120
Armour​: 6 All
Presence​: 80
Movement Value​: 14 (15 Boosted)
Storage Value​: 1,200 Lbs
Passenger Value​: 1 Pilot. 4 Passengers. 1 Passenger may control the Landspeeder’s turret.
Technomagic Generator​: 300/300 Energy
Armament​: 1 Laser Cannon
Required Skills​: Pilot, +0
Vulnerable Points​: Cockpit (One), Passenger (Variable), Main Engines (Two), Weapon Turret (One,
Variable)
Cockpit (-40):​ While an armoured landspeeder possesses an armoured canopy that the lesser
landspeeders for non-military purposes, targeting the pilot is still a relatively easy and cheap tactic of disabling it.
Should this location be be targeted and struck by damage in total excess of (60), that damage is immediately
transferred to the pilot Any further damage made by subsequent attacks must then pass an excess damage of (50),
and so on, until targeting the pilot means any damage goes straight to them. Should the pilot be killed this way, it is
assumed the landspeeder is too damaged to be controlled further and thus the craft will crash violently to a halt.
Damage to this location naturally does damage to the main body of a craft.
Passenger (-40)​: Not strictly a weakness, nevertheless targeting any one of these locations might
allow the attacker to wound or kill the specified passenger. Damage to any one of these locations in excess of (60) is
transferred immediately to the specified passenger. Any further damage made by subsequent attacks must then pass
an excess damage of (50) and so on, until targeting the passenger means any damage goes straight to them. There
is no ill effects for killing a passenger aside from their death, but damage to this location naturally does damage to the
main body of a craft.
Main Engines (-20):​ The twin main engines of a landspeeder are what allows it to defy the laws of
physics, and targeting them is an extremely easy way of disabling it. Damage in excess of (60) to an engine destroys
it, reducing the landspeeder’s movement value by -4 and penalizing the pilot’s attempts to defend it with a -40.
Should both engines be destroyed, it becomes incapable of movement outright and crashes to the ground.
Weapon Turret (-40):​ A solid tactic in combat is to disable or remove an enemy’s weapon, and that
maxim remains true even against the relatively small landspeeders. Targeting this location with an excess of (60)
damage destroys the specified weapon until it can be repaired later. Naturally when a landspeeder’s weapon is
destroyed it can no longer attack.

Hovercraft​: The armoured landspeeder ignores penalties for difficult terrain and it can fly up to a flight
ceiling of 30 feet should it need to clear obstacles.

Stealth​: The landspeeder is capable of turning itself invisible and masking the sound of its otherwise noisy
passage, allowing for a much easier time of approaching an enemy unseen. This field works as such, only those who
can See the Supernatural can roll Notice or Search to detect the landspeeder visually, and the checks for either are
280 Impossible and 180 Absurd respectively. Secondly, any Notice, Search, or Track checks to detect the
landspeeder based upon sound or to some extent tremorsense suffer a -40 penalty. Failure in either case means the
landspeeder remains undetected. Lastly, the cloaking field assists the landspeeder’s passengers in remaining
undetected from mystical senses. They receive a +40 to their resistances to defend against any sort of detection, and
at minimum are given a Ki Concealment ability of 120 if they do not already possess a superior ability.
The simplest of technomagic transportation, a sleek white metal landspeeder is a small personal vehicle
used by the civilian members of the Imperium to move around either on the surface of or within the bowels of the
mighty battlestation Jormungandr. This variant is strictly for military use only, though it is rare that a team of Jürgand
agents will ever need one unless for some reason they must approach a target from a lengthy distance away. It is for
this reason however that the armoured landspeeder possesses a sound-dampening system and a technomagic
cloaking field, allowing the agents in question to approach a target without provoking the attentions of the Gaian
“animals” that call themselves humans.

Groundcraft, General Rules:


Piloting​: Directing a groundcraft is similar to directing other vehicles, the pilot must simply spend a passive
action every turn to do so. In combat however, it is necessary to at least achieve a result of 40 Easy on a Pilot check
to keep control of the craft. Failure means the pilot loses control, and the craft can possibly crash or grind to a halt.
Beyond this however, it is necessary to keep the craft’s speed in mind when dictating how hard the craft is to keep
under control.
A landspeeder hovering along at its maximum speed for instance is far harder to avoid obstacles with than a
slow moving tracked vehicle. Movement speeds of 11 or higher, regardless of boosted or not, require the pilot to
make a Pilot check of at least 80 to keep control of the vehicle. For movement values of 14 or higher, this is instead a
Pilot check of at least 120 Difficult. Failure moving at these speeds are much more dangerous, and any fumble
automatically adds a +25 to its result. Furthermore any subsequent impact of a possible crash has its impact results
maximized. This means a groundcraft traveling at speed 11 suffers a maximized impact at strength 11, or, a G2
impact. Additionally, as the sudden stop causes great trauma, the damage of these impact effects are increased by
+60 .
Defense​: A groundcraft possesses Damage Resistance like other vehicles, and so it absorbs incoming
blows using its sturdy frame, but they also may rely on other methods of defense should they wish to last longer.
Most such craft posses a sturdy shield generator, but it is also possible for a skilled pilot to yank his vehicle out of the
way of incoming fire if his combat skill is great enough. With this in mind, it is a combination of all three qualities that
allows a groundcraft to survive much longer than it should normally.
❖ Rules:​ Mechanically, a groundcraft defends as if it were using a mystical shield that ignores all
penalties but surprise, but unlike the mystical shields of other craft, the Final value of its defense is
either equal to the pilot’s Pilot skill -40, or a flat value of 180 Absurd. This shield defense
additionally has a damage barrier of 100 and it halves the base damage of any attack that is not
able to damage energy. When the shield’s life points are depleted, the pilot may still continue his
Pilot skill to defend the groundcraft, but he suffers penalties as if he was defending normally. Thus
for example he suffers multiple defense penalties and the from behind penalty.
Technomagic Generator​: A groundcraft’s operational span is not limitless, and they are very much not
meant to endure long-term use without a recharge. Each craft has a varying power score, which is depleted by
special abilities or general use. When a craft’s power hits 0, it shuts off completely. The power draw for an
groundcraft is always assumed to be equal across the board, and the craft pays 1 point of power per ten minutes it
remains active.
Technomagically-Reinforced Adamantium​: Thanks to the constant flow of power input into an
groundcraft’s technomagic-reactive armour plates, all groundcraft possess elevated special defense attributes.
Against heat, cold, or electrical attacks, these protections halve their base damage. Should an attack possess a
presence of higher than 120 however, these immunities are reduced to a -30 base damage reduction. An groundcraft
has a sturdy frame and moderate durability, but unfortunately the complexity and density of its circuitry and
mechanical parts means significant supernatural damages can outright bypass its layers and layers of defenses
thanks to their sheer “weight” of existence.
Engine Boost​: In combat, gaining just a few extra inches over your enemy (let alone hundreds of feet) can
make the difference between life and death, victory or defeat. For a very short amount of time a groundcraft may
significantly increase their maximum speed by an amount indicated underneath their boost attribute. Activating this
draws a massive amount of power quickly, so the craft loses 1 power per two turns it maintains the boost. An
individual craft can only maintain a boost for at most 10 combat turns consecutively before it absolutely cannot
anymore. Once the boost is turned off, the craft must “cool down” for 2 turns for every turn spent with a boost active
before it can boost again.
Passive Radar​: Far more powerful than the systems installed into an infantryman’s powered armour, the
technomagic sensors of a groundcraft automatically scan its surroundings with a final Search Skill of 280 Impossible,
displaying upon a holographic display all nearby life-forms and relevant terrain data in a 50 kilometer (31 mile) radius.
These radar systems utilize Extrasensorial Vision and ignore physical obstructions in their way.
Crashes​: Simple and easy. The groundcraft and all aboard suffer an Impact equal to the value of the speed
they were traveling, with a maximum level of effect. Thus a groundcraft moving at movement 9 would suffer an impact
of strength 9, which results in a G2 impact. Additionally, as the sudden stop causes great trauma, the damage of
these effects are increased by +20 up to +60 depending on how sturdy the opposing object was and how quick the
groundcraft was moving.
Acquisition:
It can be said that conflict and strife show the true colours of an individual. Their flesh, their minds, and the very
essence of their existence is laid bare for all to see as struggle, bloodshed, and constant obstacles wears their flesh
down to reveal their deepest flaws and vanities. Even the simplest of flaws can emerge when put under so much
pressure in such a way that it is akin to an explosion, a stress relief borne of an inability to accept the situation at
hand.

Only after this explosion has occurred, after the individual's deepest blemishes, faults, and sins have been revealed,
can it be said that their true potential can emerge. In accepting one’s weakness, in constantly testing oneself against
the strengths and weaknesses of others, in consistently reflecting upon even the smallest of changes within one’s
heart, can one’s innate merits be refined to levels far superior than they could have ever been before.

The teachers of the Imperium’s Jürgand, those men and women who themselves endured the same crucibles as their
charges some time ago, or perhaps divine entities who have themselves witnesses and endured many trials of their
own, are absolute masters at forcing their charges to survive crushingly brutal exercises for the express purpose of
bringing out their unique specialties, Through carefully crafted lessons that themselves speak countless extra
meanings of what is and isn’t allowed, each mentor guides his charges through the grueling years they must spend
suffering within the walls of Jormungandr.

Jürgand agents must be self-reliant, they must be supremely skilled as warriors, and they must be superlative at their
chosen fields of expertise. They are after all, human beings forged for the purpose of destroying gods, planets, and
even one day, the stars themselves. For these reasons and more, the Imperium thus pits the talented children they
have at their disposal against each other, driving them to shed blood (death is forbidden), learn at rapacious rates,
and compete with even their friends for the best possible scores at any given moment. Every moment is hell for these
children, but for those that do not wash out (rare with the expertise of the various mentors), they emerge on the other
side as gods, living weapons possessed of an iron determination and adamant discipline.

It is because of this system that is in place to train each generation of Jürgand agents, that the Imperium structures
its inventory as it does. Instead of allowing agents and other qualified personnel to have free reign to access different
levels of devices and weapons, they instead reward those who have worked immensely hard to reach the position
they are in with a wider selection of equipment and possibilities. Prioritizing merit over legacy, even the children of
famed Jürgand agents, Inner Circle members, or other greatly valued members of the Imperium are not allowed free
access to the equipment of their parents. It is only after they too endure struggle or prove themselves in some
meaningful way, that they are allowed to wield the truly immense and mighty array of the Imperium’s technomagic
inventories.

Mechanically, to acquire gear, an individual serving the Imperium must meet the specified item or procedure’s rank
requirements. This is not a totally one to one measure of an Individual’s rank within the Imperium as an organization,
rather a categorization of those generally allowed to access certain types of gear, weapons, and training. With that in
mind, it can be said to some extent promotions do open doors not otherwise generally accessible, but this is not
always the case. The ranks are as the following;
Rank:
N​: Civilian Personnel
I​: Unseasoned Cadet
II​: Cadet
III​: Advanced Cadet
IV​: Fresh Jürgand Agent
V​: Experienced Jürgand Agent
VI​: Squad Dominus
VII​: Experienced Squad Dominus
VIII​: Patriarchy second-in-command
IX​: Beginner Patriarch
X​: Patriarch

Simply compare the rank at which a character stands to see if they meet the general requirements for a piece of gear,
weapon, armour module, or so forth. There is always the case of an exception to the norm based upon merit, super
specific talents, and/or the backing of a high ranked Imperium member.

Equipment Grades:
N​: Basic Necessities for role and Self Defense Weapons (Light Pistols)
I​: Basic Necessities and Training Weapons
II​: Basic Necessities, Personal-Grade Weapons, and Low-Grade Combat Equipment.
III​: Basic Necessities, Advanced Weapons, and Moderate-Grade Combat Equipment.
Pieces of scavenged Jürganeth
IV​: Advanced Necessities, Advanced Weapons, and Moderate-Grade Combat Equipment.
Normal Jürganeth of Light, Medium, or Heavy classification.
All Jürganeth modules but Symbiosis are approved.
Weapons of the Soul approved.
V​: Advanced Necessities, Experimental Weapons, and High-Grade Combat Equipment.
Normal or experimental Jürganeth of Light, Medium, or Heavy classification.
All Jürganeth modules approved.
Weapons of the Soul approved.
VI​: Superior Necessities, Experimental Weapons, High-Grade Combat Equipment,
Normal or Patriarch Jürganeth of Light, Medium, or Heavy classification.
All Jürganeth modules but Symbiosis are approved.
Weapons of the Soul approved.
VII​: Superior Necessities, Experimental Weapons, High-Grade Combat Equipment,
Any type of Jürganeth
All Jürganeth modules approved.
Weapons of the Soul approved.
VIII​: Superior Necessities, Unique Weapons, Unique Combat Equipment,
Any type of Jürganeth
Unique Jürganeth Modules
Weapons of the Soul approved.
IX​: Superior Necessities, Unique Weapons, Unique Combat Equipment,
Any type of Jürganeth
Unique Jürganeth Modules
Weapons of the Soul approved.
X​: Superior Necessities, Unique Weapons, Unique Combat Equipment,
Any type of Jürganeth
Unique Jürganeth Modules
Weapons of the Soul approved.

Genetic Grades:
N​: Defect Elimination, Handedness Elimination, Replication, Lineage Tracking, Appearance Change
I​: Flash Training (Modules, Styles, Secondaries))
II​: Physical Alteration (Minor), Mental Alteration (Minor)
III​: Physical Alteration (Moderate), Mental Alteration (Moderate), Awoken Matrices (Single, All), Sensory Alteration
(Visual, Tactile, Aural, Olfactory, Acute Senses)
IV​: Physical Alteration (Severe), Mental Alteration (Severe), Gene Splicing (Advanced)
V​: Mystical Infusion (incomplete Gift)
VI​: ???
VII​: ???
VIII​: Genesis Advancement (with backing of Inner Council Member)
IX​: ???
X​: ???

Implant Grades:
N​: Corrective Implants, Cybernetic Replacements
I​: Nano-Infusion
II​: Voice Modulator
III​: Ballistic Fleshweave, Cerebral Implant (I), Cybernetic Enhancement (I), Cybernetic Senses (Ocular, Olfactory,
Aural, Lingua, Dermal), Database Implant, Facultas Implant, Interface Port, Fortress Implant (I), Internal Air Tank,
Hydraulic Jacks, Language Interface, Reflex Enhancement (I), Respiratory Filter, Sub-dermal Plating, Synthetic Alma
(I)
IV​: Cerebral Implant (II), Cybernetic Enhancement (II), Fortress Implant (II), Reflex Enhancement (II), Synthetic Alma
(II),
V​: Cerebral Implant (III, Cybernetic Enhancement (III), Fortress Implant (III), Metamorphic Combat Limb (Melee or
Cannon), Reflex Enhancement (III), Synthetic Alma (III)
VI​: Metamorphic Combat Limb (Dual)
VII​:
VIII​:
IX​:
X​:

Clearance Grades:
N​: Landspeeder
I​: Simulation
II​: Simulation
III​: Training Aircraft
IV​: Personal Aircraft, Armoured Landspeeder
V​:
VI​:
VII​:
VIII​:
IX​:
X​:
Chip Costs:
Beyond meeting a item’s rank requirement, the Jürgand Agent must also possess enough “chips” to purchase the
item. These “chips” are the Imperium’s pseudo-currency, which it uses solely for the purpose of training its Jürgand
Agents to be self-reliant with their resources. In comparison, non-agents such as civilian personnel, simply obtain
whatever they require for their specific role or daily life. Generally, the most complex and powerful devices have the
greatest costs, though occasionally there is an exception to this in order to create artificial scarcity.

N:
Handheld Terminal - 2 Chips
Light Pistol - 10 Chips
Defect Elimination - 20 to 40 Chips
Handedness Elimination - 10 Chips
Replication - 5 Chips
Lineage Tracking - 5 Chips
Appearance Change - 10 Chips
Corrective Implants - 10-20 Chips
Cybernetic Replacements - 10 Chips
Landspeeder - 40 Chips

I:
Training Axe - 1 Chip
Training Blade - 1 Chip
Training Spear - 1 Chip
Hardened Bodysuit - 2 Chips
Flash Training (Any)
Modules - N/A (Performed on all Cadets)
Styles - 1 to 5 Chips
1 Chip per 10 DP and 1 Chip per 10 MK
Secondaries - Variable
20 Base - 2 Chips
40 Base - 4 Chips
60 Base - 6 Chips
80 Base - 8 Chips
100 Base - 16 Chips
120 Base - 24 Chips
Nano-Infusion - 1 Chip

II:
Magnified Binoculars (Tracker) - 3 Chips
Handheld Scanner (Tracker) - 12 Chips
Breaking and Entering Tools (Stalker) - 12 Chips
Climbing Equipment - 6 Chips
Nanomachine Repair Applicator (Support) - 1 Chip
Repair Tools (Support) - 12 Chips
Nanomachine Surgical Kit (Support) - 12 Chips
Wrist Terminal (Support or Stalker) - 12 Chips
Mechanical Tools (Support or Stalker) - 12 Chips
Combat Axe - 5 Chips
Combat Blade - 5 Chips
Combat Spear - 5 Chips
Synthetic Gaian Weapon (Personal) - 1 Chip per 10 Base Damage
Assault Rifle - 18 Chips
Heavy Pistol - 12 Chips
Submachine Gun - 15 Chips
Physical Alteration (Minor) - 20 Chips
Mental Alteration (Minor) - 20 Chips
Voice Modulator - 20 Chips

III:
Dorm Apartment - 20 Chips
Magnified Binoculars - 6 Chips
Handheld Scanner - 24 Chips
Breaking and Entering Tools - 24 Chips
Nanomachine Repair Applicator - 2 Chips
Repair Tools - 24 Chips
Nanomachine Surgical Kit - 24 Chips
Wrist Terminal - 24 Chips
Mechanical Tools - 24 Chips
Database Crystal - 12 Chips
Mystical Analyzer - 12 Chips
Matrix Analyzer - 12 Chips
Weapon Mod: Monomolecular - x2 Base Cost
Weapon Mod: Pneumatic - x2 Base Cost
Weapon Mod: Vibration - x2 Base Cost
Assault Shotgun - 18 Chips
Sniper Rifle - 24 Chips
Machine Gun - 28 Chips
Heavy Machine Gun - 36 Chips
Grenade Launcher (Non-Plasma) - 24 Chips
Portable Mortar (Non-Plasma) - 36 Chips
Rocket Launcher - 32 Chips
Missile Launcher - 36 Chips
Personal Missile Launcher - 18 Chips
Assault Cannon - 36 Chips
Heavy Assault Cannon - 48 Chips
Jürganeth Pieces
Hand - 2 Chips
Upper Arm - 6 Chips
Full Arm - 8 Chips
Foot - 2 Chips
Upper Leg - 6 Chips
Full Leg - 8 Chips
Chest - 8 Chips
Back - 8 Chips
Eyepiece - 4 Chips
Physical Alteration (Moderate) - 40 Chips
Mental Alteration (Moderate) - 40 Chips
Awoken Matrices (Any)
Single - 24 Chips
All - 48 Chips
Sensory Alteration (Any)
Visual
See the Supernatural - 30 Chips
Heat Vision - 10 Chips
Night Vision - 10 Chips
Complete Night vision - 20 Chips
See Electromagnetism - 10 Chips
See Truth - 30 Chips
See Gnosis - 60 Chips
Other - Variable
Tactile - 30 Chips
Aural - 30 Chips
Olfactory - 30 Chips
Acute Senses - 10 Chips
Ballistic Fleshweave - 20 Chips
Cerebral Implant (I) - 20 Chips
Cybernetic Enhancement (I) - 20 Chips
Cybernetic Senses (Any)
Ocular - 10 Chips
See the Supernatural - +20 Chips
Heat Vision - +5 Chips
Complete Night vision - +10 Chips
See Electromagnetism - +5 Chips
X-Ray - +10 Chips
See Truth - +20 Chips
Olfactory - 30 Chips
Aural - 30 Chips
Lingua - 30 Chips
Dermal - 30 Chips
Database Implant - 40 Chips
Facultas Implant - 20 Chips
Interface Port - 10 Chips
Fortress Implant (I) - 20 Chips
Internal Air Tank - 10 Chips
Hydraulic Jacks - 10 Chips
Language Interface - 20 Chips
Reflex Enhancement (I) - 20 Chips
Respiratory Filter - 10 Chips
Sub-dermal Plating - 20 Chips
Synthetic Alma (I) - 20 Chips

IV:
Dress Clothing - 2 Chips
Casual Clothing - 5 Chips
Gaia Clothing (Tracker or Stalker) - 5 Chips
Private Apartment - 60 Chips
Personal Shield Unit - 32 Chips
Memory Editor - 24 Chips
Agathodaemous - 6 Chips
Dimensional Pocket - 60 Chips
Boreal Field- 36 Chips
Antimagic Generator - 36 Chips
Resonance Crystal - 36 Chips
Domine Harness - 24 Chips
Zeon Transfuser - 32 Chips
Personal Drone Companion (Any)
Gun - 6 Chips + Weapon
Assassin - 6 Chips + Weapon
Hospitalier - 12 Chips
Repair - 12 Chips
Sensor - 12 Chips
Networked Drone Controller - 36 Chips
Combat Stimulant - 3 Chips
Weapon Mod: Power - x5 Base Cost
Weapon of the Soul - x10 Base Cost
Power Discus - 25 Chips
Power Fist - 30 Chips
Portable Laser Destructor - 48 Chips
Grenade Launcher (Plasma) - 72 Chips
Portable Mortar (Plasma) - 144 Chips
Plasma Rifle - 144 Chips
Plasma Pistol - 72 Chips
Tellum Gnosis Caster - 72 Chips
Jürganeth (Light, Normal, Heavy)
Light - 48 Chips
Normal - 48 Chips
Heavy - 60 Chips
Jürganeth Modules (Non-Symbiosis)
Optical Camouflage (Tracker) - 5 Chips
Optical Camouflage (Stalker) - 10 Chips
Enhanced Power-Assist - 10 Chips
Enhanced Pseudo-Muscle Fibers - 10 Chips
Enhanced Hydraulic Strength - 10 Chips
Spiritual Reinforcement - 10 Chips
Jet-Pack - 10 Chips
Climbing Equipment - 5 Chips
Pilot Interface - 10 Chips
Power-Pack - 20 Chips
Ki Enhancer - 20 Chips
Magic Enhancer - 20 Chips
Matrix Enhancer - 20 Chips
User Lock - 10 Chips
Target Acquisition - 20 Chips
Target Acquisition (Sweeping) - 40 Chips
Melee Target Acquisition - 20 Chips
Enhanced Sensor Suite
Electromagnetism - 5 Chips
X-Ray - 10 Chips
Echolocation - 10 Chips
Gnosis - 20 Chips
Elan - 20 Chips
Growth Potential - 10 Chips
Truth - 20 Chips
Other = Variable
Physical Alteration (Severe) - 60 Chips
Mental Alteration (Severe) - 60 Chips
Gene Splicing (Advanced) - 40 Chips
Cerebral Implant (II) - 40 Chips
Cybernetic Enhancement (II) - 40 Chips
Fortress Implant (II) - 40 Chips
Reflex Enhancement (II) - 40 Chips
Synthetic Alma (II) - 40 Chips
Aircraft, Fighter - 600 Chips
Aircraft, Heavy Fighter - 800 Chips
Aircraft, Gunship - 400 Chips
Armoured Landspeeder - 160 Chips

V:
Tactical Network - 48 Chips
Jürganeth
Experimental (L or M) - +10 Chips
Experimental (H) - +20 Chips
Mystical Infusion (Incomplete Gift) - 96 Chips
Cerebral Implant (III) - 60 Chips
Cybernetic Enhancement (III) - 60 Chips
Fortress Implant (III) - 60 Chips
Metamorphic Combat Limb (Melee or Cannon)
Melee - 120 Chips
Cannon - 100 Chips
Reflex Enhancement (III) - 60 Chips
Synthetic Alma (III) - 60 Chips

VI:
Private Housing - 120 Chips
Jürganeth
Patriarch - x2 Base Cost
Metamorphic Combat Limb (Dual) - 200 Chips

VII:
Unique Equipment - Variable
Jürganeth Modules
Symbiosis - N/A

VIII:
Private Satellite
Substation - 80,000 Chips
Unique Weapons
Variable - Variable
Jürganeth Modules
Unique - Variable
Genesis Advancement - N/A

IX:
Private Spacecraft
Squadron Ship - 400,000 Chips

X:
???? - 1 Chip

Das könnte Ihnen auch gefallen