<<

Armored Dragoon Gunstrider Beta Version 0.71 Changes in V0.71 You get two traits including Lifepath Traits, not Three. The EXP cost of upgrading attributes from Potential increases by 10 EXP per.

Potential can only raise Attributes to 35, at Max.

Command gives Composure/5 AP.

Raider gives +10 Evasion against Counterattacks

Grunt now doubles the cost of MBT.

Armiger is now a Constant effect on Defenders.

Superiors now have 0 Instinct. Reduce all Gene Line Instinct by 3

Fine Tuning no longer affects weapons

New Critical Effect: Spalling

New Critical Effect: Impact

New Critical Effect: Overheat

New Critical Effect: haywire

New Critical Effect: Brehmstrallung

New Critical Effect: Breach

Clarify which weapon types can take which traits

Lexington has 4 MBP in weapon points not 6

Clarified cost of Combo

Revised Personal Melee weapon damage to be sane

Renown replaced with Fame/Infamy scale and Faction Reputation

Aristocrat, Grunt, Veteran, and Small Time hero traits changed to account for Fame/Infamy and Reputation

Changed the Military Academy and Wealthy Lifepath options to account for Fame/Infamy and Reputation.

Clarified that the bonus for Aim is gone after an attack is made. Chapter 1:Rules

Armored Dragoon Gunstrider primarily uses a Percentile Dice (D100) for rolls in the game system. Other rolls in the game may involve rolling dices ranging from two sides (d2) to twenty sides (d20). When rounding, round down. Whenever a roll is called for, the player or GM will roll the called for dice (normally a d100). A success on a roll is when the result of the dice roll is smaller than the target number. The Target Number (TN) of any roll is the sum of a character’s Attribute and the related value from a vehicle, equipment, or skill along with any added bonuses.

Margins of Success and Failure Some rolls call for calculating the Margin of Success (MoS) or Margin or Failure (MoF) of the result. The Margin of Success of a roll is the difference between the Target Number and the result of the roll, while the Margin of Failure is the difference between the result of the roll and the Target Number.

Advantage and Disadvantage Sometimes a character will gain Advantage or Disadvantage on a roll, either from a special ability or from some other source. Advantage and Disadvantage are essentially a free retry on the roll: with Advantage, you choose the better result; with Disadvantage, you choose the worse result. A character cannot have multiple instances of Advantage or Disadvantage on a single roll.

Opposed Rolls In some situations, two or more characters will be directly competing in a situation that is not combat. In these situations the two characters will both roll a d100 and compare the result to the relevant target number. Whoever rolls lowest or has the highest Margin of Success wins the roll.

Skill Checks Outside of combat characters will sometimes need to perform tasks that have a modicum of difficulty or a chance for them to fail, such as interacting in a high society event or attempting to hack into an encrypted piece of software. In these situations characters will make Skill checks. To make a Skill Check a character rolls a d100 and compares the result to the Target Number for that skill roll, which is the sum of the skill’s related Attribute and the character’s level in the Skill. As long as the result is lower than the Target Number, they succeed at the skill check. Some skills checks are more difficult than others and require surpassing a certain Margin of Success in order to succeed.

Instinct Instinct is combined of bonus dice and bonus point that is used to augment rolls and activate certain special abilities. Instinct represents a combination of luck, heightened states of awareness, an adrenaline high, and narrative. Instinct can be spent to reduce the result of an Attack or Evasion roll by half, re-roll Skill Checks and Damage, to increase all of their Attributes by half for one turn, or to successfully eject from a destroyed machine.

All characters start the game with Instinct determined at Character Creation, which does not regenerate normally. Instinct can be earned by role playing, social sessions, good character development, defeating tough enemies, and by impressing the GM and/or other players.

Combat Combat Structure Combat is divided into Turns; each Turn is split into Phase. Characters act during their Turn, spending Action Points to take actions. 1. Bookkeeping Phase: A character's AP regenerates, Any Status Effects that end this turn end. 2. Action Phase: The character uses their AP to take actions. 3. End Phase: The player's Turn ends.

Initiative Initiative is a d20 roll plus a character’s Speed.

Range Distance in Armored Dragoon Gunstrider in Hexes. Weapons have a maximum (and some a minimum) range in Hexes, and movement is done by hexes.

Actions Characters can take as many actions as allowed by their current Action Points. Certain Actions take a certain amount of AP to perform.

Attack Actions Attack is the main way of doing damage to the enemy in ADG. Attacking ends a Character’s Phase. If the targeted enemy has any AP remaining and a weapon that can target the attacker, the enemy can counterattack. Not all Weapons can be used to attack after moving. Melee Weapons cost 2 AP to Attack with while Ranged and Guided weapons cost 4 AP. As long as a character has AP, they can chain together multiple attacks against a single target.

Aim involves a character holding still while aiming a weapon. For every 3 AP spent aiming, the Target Number of their next attack increases by 5. The bonus from Aiming cannot surpass +15. Moving after Aiming but before attacking removes the bonus from Aim. The Bonus for Aim only applies to the next attack made.

Use Ability activates one of the Character’s special abilities. Only one ability may be activated per Phase

Use Item is the action for using any items that a character has, or for activating any Part.

Movement Normal Move allows a character to move their machine 1 space for every 1 AP spent. The distance a machine can move is limited by the machine’s top speed in the environment (Ground, Air, Water, Space), while the AP cost of moving through a Hex can be increased for certain spaces. For dismounted combat, the distance a character can move is limited by their Speed. (On the scale of Machines, a character can only move one hex when they move)

Dash Move allows a character to move at high speeds in a straight line for every, traveling 4 hexes for every 1 AP spent. When Dashing, a character counts their speed or their machine’s movement as four times greater. Some spaces cannot be traversed at all by a Dashing machine or character. Dashing ends a character’s turn.

End Phase ends a Character’s Phase without acting, saving their Action Points. Special Hexes Cluttered: Cluttered Hexes are hard to move through but give defensive benefits. Moving through or into or out of a Cluttered Hex costs 2 Movement, but attacks firing ranged or guided weapons into a Cluttered Hex have disadvantage.

Interior: Like Cluttered, but flying characters cannot enter.

Blocked: Blocked Hexes have a Wall or some other kind of impassible terrain feature through them. Character cannot move through or into a Blacked Hex, but Ranged Weapons cannot shoot through one.

Water: Water Hexes provide some protection against ranged weapons, but at a cost. Only units with Water Movement may enter, and Energy weapons don’t work in Water.

Attacking Attacking in Armored Dragoon Gunstrider has the Attacker roll a d100 and comparing it to the Target Number for the attack. If the roll is less than the Target Number, the Attack hits.

When attacked, the Defender rolls a d100 and compares it to their Evasion Target Number. If the roll is either lower than the Attacker’s roll or has a higher Margin of Success, the attack is evaded.

Dismounted combat, that is combat outside of a machine and on foot, works the same way. Attackers roll a d100 and compare it to the target number for the attack, while defenders roll to defend only if the attack hits.

Damage Damage is done by rolling the weapon’s Damage Dice and adding any modifiers. Each hit will do the same amount of damage as rolled, meaning that the dice needs to be rolled once for dealing damage. Damage is reduced per hit by a Target’s Armor. When the Target’s Structure or Health reaches 0, the target is considered destroyed.

Counterattacking If the defender is not destroyed by an attack and has enough AP left, they may counterattack the enemy who attacked them. A character who survives a counterattack may not counterattack the counterattack. Only Post movement weapons can Counterattack.

Critical Effects If by chance the damage roll results in the maximum possible result(A roll of a d6, d8, or d10), the Hit becomes critical, and can apply one of six Critical Effects to the target. There are six Critical Effects: Spalling, Impact, Overheat, Haywire, Breach, and Bremsstrahlung. On a hit, the character rolls a 1d4 and applies the rolled Critical Effect to the enemy.

Spalling sends pieces of shrapnel bouncing around through the target’s inhabited and occupied spaces, doing damage to the occupants. With the Spalling Critical Effect, immediately do 1d12 damage to the pilot.

Impact sends shockwaves through the target, shaking around and doing blunt trauma to any passengers. With the Impact Critical Effect, immediately do 2d6 damage to the pilot. Overheat rapidly heats up the internals of a machine, shutting down some systems while also adversely affecting the pilot. With the Overheat Critical Effect, both the pilot and machine take 1d4 Damage, and another 1d4 damage at the beginning of their next turn.

Haywire plays havoc with the electrical and control systems of the target, rendering it immobile. With the Haywire Critical Effect, the Target is unable to act or evade for the next 1d4 turns.

Breach has the environmental seals on a Target fail in the face of an impact. With the Breach Critical Effect, the Target takes 10 Damage initially and 5 Damage per turn for the next 1d6 turns if in Space or in Water.

Bremsstrahlung has the pilot of a machine irradiated and fried by high energy radiation that passes through their machine. With the Bremsstrahlung Critical Effect, the Pilot takes 1d8 damage and then 1d4 damage for the next 1d4 turns.

Each Damage Type(Solid, Energy, Supreme) has a different set of Critical Effect Dice to be rolled in the event a Critical triggers. Critical Effects Damage Type 1 2 3 4 Solid Spalling Impact Overheat Breach Energy Spalling Overheat Haywire Bremmsstrahlung Supreme Impact Overheat Haywire Bremmsstrahlung

Multiple pilots If a machine has multiple pilots, then the highest Max AP from all the pilots is used as the combined machine’s Max AP while AP Recovery is based on the highest AP Recovery. Attacking and other Special Abilities use the highest relevant Attribute from all of the pilots.

Actions Action Description AP Cost Attack Attacks with the user’s weapon Depends on Weapon Type Aim Increases Target Rating for an Attack Varies. Use Ability Uses a character’s special ability Depends on Ability, one per Phase Use Item/Part The user uses an Item or Part 1 AP Normal Move Move using a Machine’s normal movement or Character’s Speed 1 AP per hex + Mods Dash Move Move at high speeds in a straight line 1 AP per 4 Hexes +Mods End Phase Ends the User’s Phase 0 AP

Target Rating Calculation Vehicle Combat

Melee User Endurance + Weapon Accuracy + Other Bonuses

Ranged User Ability + Weapon Accuracy + Other Bonus

Guided User Composure + Weapon Accuracy + Other Bonuses

Evasion User Ability + Machine Agility + Other Bonuses Character Combat

Melee User Endurance + Melee Skill + Other Bonuses

Ranged User Ability + Gunnery Skill + Other Bonuses

Demolitions User Composure + Demolitions Skill + Other Bonuses

Defense User Endurance + Defense Skill + Other Bonuses Chapter 2: Character Creation Before playing Armored Dragoon Gunstrider, you'll need to create a character. Player characters in ADG are the player’s avatar in the game world, whether what that player wants to do is pilot giant robots, be a high society ingenue, or play the tough as nails gunfighter.

Creating a character is accomplished in the following simple steps. Presented here is a brief overview of what each step entails, but is enough to prepare you for the process.

1. Concept: The first thing to do when making a character is to develop a concept. What do you want the character to be like, what do you want them to be able to do? Do you want to make the hotheaded young prodigy, or a grizzled veteran being drug back in one last time? 2. Genotype: A Genotype is what determines how you get your character’s Attributes. Are you a genetic classic without any in-uterus modification who rolls randomly for their attributes, or were you modified before birth to have a modifiable array? 3. Secondary Attributes: These are based off of your Attributes. 4. Skills: A character’s skills are important because they’re the things that a character can do outside of their machine. 5. Lifepath: Determine your character’s upbringing and history. 7. Ace Style: What kind of fighting does your character specialize in? 8. Traits: What special abilities does your character have? 9. Finishing up: Spend EXP, Starting CR, and intimacies. Also your character’s Starting MBP.

Attributes Attributes are a character's basic physical and mental Statistics. All Attributes have overall benefits to pilots, there is no separate piloting attribute. Attributes have a maximum of 40. The minimum a character can have in an Attribute is 5.

Ability [ABI] is a measure of a character’s grace, speed, perception, and reflexes. Ability is used for Ranged Attacks and Evasion.

Composure [CMP] is a character’s refinement, their intelligence and ability to function emotionally in situations. Composure is used for Guided Attacks and Demolitions.

Endurance [END] is the measure of a character’s resilience and stubbornness, both physically and mentally. Endurance is used for Melee Attacks and not dying.

Instinct [INST] is a special, fourth attribute. Inst is a reserve of points used to boost roles and give characters second chances in battle, in addition to fueling various special abilities. Genotypes Characters in this game have a choice between two genotypes which determine exactly how they determine their character’s starting attributes: ‘Classic’ Humans and Transgenic Humans. Transgenic humans first pick their Genetic Line, and then distribute three points to their attributes. Classic Humans Classic Humans are your standard unmodified humans. Albeit with the advantages of advanced medical technology and better nutrition. Classic Humans start with 12 Instinct. A Classic Human can spend 4 of their Instinct to increase a bad Attribute roll up to 25. Classic Attribute Rolls Ability Composure Endurance 1d6×5 1d6×5 1d6×5 Transgenic Humans & Genetic Lines A Transgenic character is a human with a modified genome, belonging to a Genetic line. A Genetic Line is a combination of modified genes inherited from transgenic parents or gene donors and what set of prenatal and in-uterus genetic augmentations the character received to their genome. Transgenic Humans start with their Genetic Line’s Starting Attributes and have 15 points to distribute afterwords as they see fit; Attributes can be reduced by a max of five points to increase another by the same. Transgenic Humans also begin play with the amount of Starting Instinct that their Genotype denotes. Genetic Line Starting Attributes Line Ability Endurance Composure Instinct Standard 20 20 20 9 Heavy 10 25 15 6 Spacer 25 10 15 6 Enhanced 25 25 25 3 Bioroid 30 30 15 3 Superior 30 30 30 0 Standard: The Standard Transgenic Human. Heavy: Heavier, oriented more for physical strength and endurance, and high gravity life. Spacer: Lightweight and lithe. Agile and meant more for low and zero gravity life. Enhanced: A better version of the Standard, more dexterous and socially adapted. Bioroid: Purposely engineered servitor line, stronger and faster than a human but less social. Comes with Rank D Quantum Brainwaves Superior: The kind of Genetic Line favored by the rich and powerful for their children; Comes with Rank D Quantum Brainwaves. Attribute Examples Value Example Attribute 5-10 Physically Frail and sickly Attribute 10-20 Below Average Attribute 20-30 Average Attribute 30-40 Above Average, Peak Human Secondary Attributes Secondary Attributes are derived from a Character’s three main Attributes, and include things like a character’s ability to react or move fast. At the start, Secondary Attributes are determined by a Character’s Attributes, but can be increased later on with EXP; increasing Attributes later on does not retroactively increase Secondary Attributes.

• Max Action Points—A character’s AP determines how many actions their machine can take during their turn. A character begins the game with a Max AP equal to 4 Plus their Ability divided by 5.

• Action Point Recovery—A character’s AP recovery determines how much of their AP is restored at the beginning of each turn. A character begins the game with AP Recovery equal to their Endurance divided by 5

• Health—A character's Health is a measure of how good they are at not being killed. When a character's health reaches 0 they are considered dead. A character begins the game with Health equal to Endurance + Composure divided by 5.

• Critical Soak—A character's Critical Soak is used to absorb damage done to his machine's Structure or their Health. Once Critical Soak is used up in battle, it is gone and will not recharge until combat has finished. A character begins the game with Critical Soak equal to their Composure divided by 5.

• Speed—A character’s Speed is how quickly they can act and how much they can move. A character’s Starting Speed is equal to their Ability divided by 5.

Skills Skills are used to do things outside of combat like trying to convince people of something or in researching a thing. Combat Skills are used for personal combat. There are a total of 12 skills, with four skills linked to each attribute. Skills are measured by how many levels a character has in them: higher levels in a skill means that the target number for a skill roll is higher. A Character starts with Skill Levels equal to 2 times their Composure. The maximum rank a character can have in a Skill is 45.

Ability Skills Gunnery: Gunnery is used to fire and maintain ranged weapons and encompasses anywhere from primitive bows and arrows to advanced smart gun systems.

Acrobatics: Acrobatics is used to leap and move over obstacles and through tight situations.

Medical: Medical is used to both heal people injured on the spot, and for advanced applications like surgery and treatment.

Security: Security is used for hacking, lock picking, and things like pick pocketing. Composure Skills Demolitions: Demolitions is used to fire, control, and place various forms of explosive weaponry ranging from grenades to anti-tank missiles

Social: Social is used for interactions with other people.

Tech Use: Tech Use is used when using things like computers and other examples of advanced technology.

Academics: Academics is used for learned fields of science, the humanities, and the liberal arts.

Endurance Skills Melee: Melee is used to attack with hand to hand combat weapons and the user’s own body.

Athletics: Athletics is used for skill tests which require a character’s strength or stamina.

Guts: Guts is used for skill tests requiring a character’s resolve and stubbornness.

Defense: Defense is used in combat, rolled to avoid or evade an attack.

Lifepath A character’s Lifepath is a Character’s history and upbringing all in one package: The Lifepath traces a character’s life from birth till the start of the game, giving various bonuses to players unique to them.

1) Origin: A character’s Origin is where they’re from, where they were born and raised. A) Earth—Your character was born and raised on Earth, a damaged world dominated by mega cities and a recovering biosphere. Your character gains +10 to Social; go to Earth Specifics. B) Space Habitat—Your character was born and raised in a space habitat of some kind. Your character gains +10 Tech Use; go to Space Habitat Specifics. C) Colony World—Your character was born on and grew up on an alien world. Your character gains +10 Athletics; go to Colony World Specifics. D) Newly Decanted Bioroid—Your character is a newly decanted Bioroid. Your character gains either the Accelerated or Atlas Upgrade Trait; go to Bioroid Specifics. Can only be taken by Bioroid characters.

➔ Earth Specifics A) Arcology Dweller—Your character was born and raised in one of Earth’s crowded arcologies, enclosed vertical cities filled with a teeming of humans. Your character gains 10 Bonus EXP, +10 Tech Use, and +5 Social. Go to Upbringing. B) Suburban Life—Your character was born and raised in the affluent and cleaner city suburbs, the places where the rich and powerful live. Your character gains +10 Social, +5 Academics, and +5 Tech Use. Go to Upbringing. C) Rural Upbringing—Your character was raised in areas away from the major arcologies, in small towns and villages in the wilderness. Your character gains 20 Bonus EXP, +5 Gunnery, and +5 Medical. Go to Upbringing.

➔ Space Habitat Specifics A) Cylinder Civilian—Your character was raised in a human build space habitat, an enclosed mega structure built by human hands. Your character gains 10 Bonus EXP, +5 Tech Use, +5 Social, and +5 Acrobatics. Go to Upbringing. B) Ruin Squatter—Your character was born and raised in a human settlement built into the ruins of an ancient ruin or alien structure. Your character gains 20 Bonus EXP and +10 Athletics. Go to Upbringing. C) Spacer—Your character was born and raised aboard star ships. Your character gains 10 Bonus EXP, +5 Acrobatics, +5 Tech Use, and +5 Medical. Go to Upbringing. ➔ Colony World Specifics A) H-Congruous—Your character was raised on an easily inhabitable world that was congruous to human life. Your character gains 20 Bonus EXP, +5 Social, and +5 Gunnery. B) Ice World—Your character was born and raised on a cold, marginally habitable world. Your character gains 30 Bonus EXP and +5 Guts. C) Hot World—Your character born and raised on a planet with burning temperatures. Your character gains 30 Bonus EXP and +5 Survival. D) Death World—Your character was born on a planet with a fancy name like “AARGH”. Your character gains 40 Bonus EXP.

➔ Decanted Bioroid Specifics A) Military Model—Your character was created to serve in front line military roles. Your character gains +1 Speed, 20 Bonus EXP, +10 Melee and Gunner, 2000 Credits, and the Counter Feat. Exit the Lifepath. B) Work Model—Your character was created to work in industrial applications or other tedious and repetitive activity that could not be mechanized. Your character gains +1 Health, 20 Bonus EXP, +10 Guts and Tech Use, 2000 Credits, and the Resilience Feat. Exit the Lifepath. C) Entertainment Model—Your character was created to work in entertainment and service industries, and other less savory forms of business. Your character gains 20 Bonus EXP, +20 Social and Acrobatics, 2000 Credits, and the Trust Feat. Exit the Lifepath.

2) Upbringing: A character’s upbringing is how they were raised, their experiences growing up A) Nuclear Family—Your character was raised in a mostly stable family that was the norm for their cultural and ethnic gropings. Your character gains 2000 Credits, +5 Social, and 1 Bonus Feat. Go to Education & Training. B) Street Urchin—Your character was raised on their own, either with no or little supervision from caregivers. Your character gains 1000 Credits, 15 Bonus EXP, +5 Security and Defense and Acrobatics and Athletics. Go to Education & Training. C) Child’s Creche—Your character was raised collectively alongside other children. Your character gains 2000 Credits, +10 Social and Academics, and +5 Athletics. Go to Education & Training. D) Important—Your character grew up with all the money and still has some of the connections that came from such an upbringing. Your character gains 4000 Credits, +5 Social, and +5 Fame/Infamy. Go to Education & Training. E) Anime Protagonist—Your character became an anime protagonist, falling into the cockpit of some advanced machine. Your character gains 20 Bonus EXP and the Fell into the Cockpit Trait. Go directly to Career. 3) Education & Training: Education and Training is a Character’s formal or informal education A) Higher Education—Your character received higher education at some form of college or university. Your character gains 2000 Credits, 15 Skill Points, and +10 Academics. Go to Career. B) Military Academy—Your character was educated at a military academy such as Sandhurst or VMI. Your character gains +5 Academics and Gunnery, +5 Reputation with one Faction, and 1 Bonus Feat. Go to Career. C) Employment—Your character was employed in a normal, every day job or received work related technical education. Your character gains 20 Skill Points and 4000 Credits. Go to Career. D) Military Enlistment—Your character enlisted in the military and received a technical education there. Your character gains 20 Skill Points and 20 Bonus EXP. Go to Career. E) Super Soldier—Your character was turned into a Super Soldier, legally or Illegally. Your character gains +10 Gunner and +10 Defense, and can take the Accelerated or Atlas Upgrade or Quantum Brainwaves Trait. Exit the lifepath.

4) Career: Career is what your character does- or did- before the game started A) Military—Your character chose a career in the military, or a military like industry. Your character gains +1 Health and either the Grunt Trait or Small-Time Hero Trait. B) Criminal—Your Character is involved deeply in crime and the criminal underworld. Your character gains +1 Speed and either the Fine Tuning or Potential Trait. C) Civilian—Your Character had a career in nothing special, maybe accounting or something else. Your character gains +2 Instinct and either the Small Time Hero or Dependents Trait. D) Colonist—Your character was a colonist, helping expand the frontiers on alien worlds. Your character gains +1 Critical Soak and either the Atlas Upgrade or Jack of All Trades Trait. E) Spaceman—Your character is a spaceman, serving on ships and vessels that plow the black seas of space between worlds. Your character gains +2 Max AP, and either the Accelerated or Fine Tuning Trait. F) Wealthy—Your character is rich. Your character gains +5 Fame/Infamy, and either the Aristocrat or Too Popular Trait.

Ace Style A character's Ace Style determines their special abilities and boosts their Secondary Attributes; The Ace Style also gives a character special abilities as they invest EXP into it. There are Four Ace Styles: Steamroller; Sniper; Defender; and Tactician. All characters start at Level 0 in their Ace Style

When a Character chooses their Ace Style they gain an increase to their Attributes based on the Ace Style they've chosen, as well as a single special ability. From then on they must spend EXP to increase their Ace Style's level, up to level 5. Each level of their Ace Style increases their Attributes by a set value, and gives them a new special ability; some levels give the player the option of choosing from multiple special abilities.

Steamroller Leveling Chart Level EXP Cost Secondary Attribute Special Ability Increase

0(Beginner) N/A AP Recovery +2, Speed +1 Combo

1 75 Critical Soak +1, Health +1 Rushdown or Fast Counter

2 100 AP Recovery +2, Speed +1 Advanced Combo

3 150 Critical Soak +1, Health +1 Kick Off or Melee Punish

4 225 AP Recovery +2, Speed +1 Burning Heart

5 350 Critical Soak +1, Health +1 Valor or Single Stroke Steamroller—Steamrollers are pilots who believe that the best defense is a good offense and that a good offense involves never ceasing to press the attack. Steamrollers tend to focus on speed and close in attack in the belief that if they take their enemies out fast enough they'll never be able to counterattack, but tend to suffer when it comes to ranged attacks and electronic warfare. The Special Abilities of Steamrollers are all based around the twin ideas of speed and high intensity combat; better to fit with the high speed close in fighting style favored by them. The two differing types of Special Abilities for this Ace Style are a choice between improved combat mobility and better melee ability

• Combo: This special ability allows the Steamroller to spend additional AP to make more Melee Attacks against nearby targets, gaining a bonus of +5 on the Target Number for each successful hit. The additional Targets must be 1 hex Adjacent to the Steamroller or 1 Hex adjacent to an enemy the Steamroller has attacked already this turn. Activating Combo costs 2 AP per attack, plus the AP cost of attacking.

• Rushdown: This special ability allows the Steamroller to spend 4 AP before moving to be able to attack after moving with Melee Weapons that cannot normally be used before moving.

• Fast Counter: This special ability allows the Steamroller to spend 4 AP when attacked with a Melee attack to instantly counterattack, acting before their attacker.

• Advanced Combo: This special ability removes the 2 AP cost for making extra melee attacks while using Combo

• Kick Off: This special ability allows the Steamroller to spend 3 AP after successfully hitting an enemy with a Melee attack, moving 6 hexes in any direction.

• Melee Punish: This special ability allows the Steamroller to Counterattack after Parrying with a Melee Weapon.

• Burning Heart: This special ability allows a Steamroller to gain Instinct when he is hit by an enemy, gaining 1 Instinct each time an enemy attack connects and does damage.

• Valor: This special ability allows a Steamroller to spend 1 Instinct to double the damage of their next Melee Attack.

• Single Stroke: This special ability allows a Steamroller to spend 1 Instinct when counterattacking, either normally or with Fast Counter. If the counterattack hits, the target is reduced to 1 Structure or Health instantly. Sniper Leveling Chart Level EXP Secondary Attribute Special Ability Cost Increase

0(Beginner) N/A Max AP +3 Sureshot

1 75 AP Recovery +2 Doubletap or Gunslinger

2 100 Max AP +3 Quick Aim

3 150 AP Recovery +2 Burst Fire or Ranged Punish

4 225 Max AP +3 Hunter's Mark

5 350 AP Recovery +2 Penetrating Shot or Perfect Shot Sniper—Snipers are pilots whose tactics focus on attacking the enemy from long range with superior firepower and accuracy with the belief that a superiority in long ranged firepower will win the day. They tend to stay at range while using whatever they can to cover themselves while they fire, but suffer when it comes to close range combat and high speed maneuvering. The Special Abilities of Snipers are based around overwhelming firepower from long range, either by using a single weapon or multiple smaller weapons. The two differing lines of special abilities fit this idea, focusing on either long ranged high damage single shots or multiple smaller weapons firing multiple shots.

• Sureshot: This special ability allows the Sniper to do maximum damage with their next ranged attack. Activating Sureshot costs 4 AP.

• Doubletap: This special ability allows the Sniper to spend 4 AP following any single-hit Ranged attack that successfully hit a target to fire the weapon again.

• Gunslinger: This Special Ability allows the Sniper to spend 4 AP when counterattacking while using a Ranged weapon to gain Advantage on the attack roll. • Quick Aim: This special ability reduces the number of AP required to gain a bonus for Aiming from 3 AP to 2 AP.

• Burst Fire: This special ability allows the sniper to increase the amount of hits done by Ranged Weapons by ½, rounded upwards. Activating Burst Fire costs 6 AP.

• Ranged Punish: This special ability allows the Sniper to counterattack an enemy after using Point Defense to evade a guided attack.

• Hunter's Mark: This special ability allows a Sniper to mark a single enemy as her prey; this allows the sniper to gain Instinct for destroying the Target. A sniper gains 2 Instinct for destroying a Marked Enemy. It takes all of the Sniper’s AP to Mark a Target.

• Penetrating Shot: This special ability allows a Sniper to spend 1 Instinct when attacking with a Ranged Weapon that ignores a target’s Armor and any other parts or abilities that reduce damage. Additionally, if the target is marked by the Sniper, Damage is doubled.

• Perfect Shot: This special ability allows a sniper to spend 1 Instinct when attacking with a Ranged Weapon to reduce the Target to 1 Structure or Health if the attack hits. Additionally, if the target is Marked by the Sniper, the target is destroyed. Unless the target is not marked, Perfect Shot cannot kill a target.

Defender Leveling Chart Level EXP Secondary Attribute Special Ability Cost Increase

0(Beginner) N/A Critical Soak +3 Protect

1 75 Health +1, Max AP +1 Goalkeeper or Warden

2 100 Critical Soak +3 Armiger

3 150 Health +1, Max AP +1 Aegis or Determination

4 225 Critical Soak +3 Bastion

5 350 Health +1, Max AP +1 Citadel or Guardian Defender—Sturdy and reliable pilots, Defenders are the type of Ace who are focused solely on protecting their allies from harm instead of actively acting the enemy. Passable in a Melee and sub par at ranged combat compared to other Ace Styles, where Defenders excel is in absorbing any damage that comes their way, leaving allies open to attack. The Special Abilities of Defenders are based entirely on protecting allies from incoming attacks and surviving heavy damage. Most of these abilities focus on allowing the Defender to intercept and interpose themselves between enemy attacks and their allies, or allowing them to survive even more damaging hits.

• Protect: This special ability allows a Defender to replace an ally with the Defender whenever an Ally within 3 hexes of the Defender is attacked. Protect is activated when an Ally is attacked, and costs 4 AP to activate. Protect can only be activated once per turn.

• Goalkeeper: Goalkeeper allows the Defender to attempt a Melee or Ranged attack against an enemy attacking an ally within 2 Hexes- a successful attack means that the Ally evades the attack. It costs 4 AP to activate Goalkeeper, but it activates when an ally is attacked.

• Warden: This special ability allows a Defender to use Protect one additional time per turn.

• Armiger: This special ability increases a Defender’s Armor while using Protect by 5.

• Aegis: This special ability expands the range of Protect from 3 Hexes to 6 hexes. It costs 6 AP to activate Aegis

• Determination: This special ability allows a Defender to survive taking otherwise lethal damage while using Protect. If the Defender is reduced to 0 or lower Structure or Health while using Protect, they can spend 4 AP to survive with 1 Structure or Health remaining.

• Bastion: This special ability allows a Defender to gain Instinct when damaged using Protect. Each time the Defender uses Protect and the ally Counterattacks, the Defender gains 1 Instinct.

• Citadel: This Special Ability allows a Defender to spend 1 Instinct when using Protect to reduce damage taken to 0. Penetrating Shot ignores the damage reduction, and Single Stroke will still reduce the user of Citadel’s Structure/Health to 1.

• Guardian: This Special Ability allows a Defender to spend 1 Instinct when using Protect to give their ally Advantage on the Counterattack. Tactician Leveling Chart Level EXP Characteristic Increase Special Ability Cost

0(Beginner) N/A Max AP +1, AP Recovery +1, Speed +1 Focus Fire

1 75 Critical Soak +2 Command or Wary

2 100 Max AP +1, AP Recovery +1, Speed +1 Boost

3 150 Critical Soak +2 Synchronize or Stand Ground

4 225 Max AP +1, AP Recovery +1, Speed +1 In Harm’s Way

5 350 Critical Soak +2 Restore or Salamander Tactician—Leaders and commanders, Tacticians rely on their allies and supporting elements in order to win battles while directing them with acumen. General all around combatants, they can't survive as long in a stand up fight as Steamrollers and lack the ranged capability of snipers, but make up for it with tactical options. Tacticians have a number of Special Abilities, all focused on supporting or spurring on allies to take greater action against the enemy. Some of these Special Abilities are used to give allies free actions, while others help restore the morale of an ally in the face of danger.

• Focus Fire: This special ability allows a Tactician to spend 4 AP to designate a single enemy as the target for coordinated attacks; any ally that attacks on the target before the start of the Tactician’s next Turn gains half (rounded up) of the Tactician’s Composure to Accuracy.

• Command: This special ability allows the Tactician to spend 4 AP to give an Ally the Tactician’s Composure/5 in AP.

• Wary: This special ability allows a tactician to spend 6 AP to give an ally + (Half Tactician Composure) to Evasion for one turn.

• Boost: This special ability allows the Tactician to spend 4 AP to restore the AP of all allies within 4 Hexes by 1d4+(Tactician’s Composure/5) AP.

• Synchronize: This special ability can be activated when the Tactician attacks an enemy. The Tactician can select Allies with AP remaining, spending 3 AP per ally. The Tactician and the Allies fire on a target at once, with the Tactician rolling a single attack roll. All the attacks hit if the Tactician’s attack is successful, doing damage as a single attack with as many hits and damage dice as all the attacks combined.

• Stand Ground: This special ability allows the Tactician to spend 6 AP to give any allies who do not move during this Phase a bonus to Armor equal to the Tactician’s Composure/5.

• In Harm’s Way: This special ability allows the Tactician to gain 1 Instinct whenever an Ally destroys an enemy.

• Restore: This special ability allows the Tactician to spend 1 Instinct to restore the Critical Soak of all allies to full.

• Salamander: This special ability allows the Tactician to spend 1 Instinct to restore an Ally’s AP to full, and allow them to act immediately once the Tactician’s turn is finished.

Traits Traits are special characteristics and abilities that a character has from the beginning, representing a special talent or unique feature about them. A character has a maximum of Two Traits, including any traits given by their Lifepath.

Accelerated Your character has been heavily augmented, her genes tweaked for greater reaction speeds. This trait increases Max AP and AP Recovery of a character by 6, and gives a bonus of 4 on Initiative rolls; but a character’s Health is halved.

Aristocrat Your character is a close relative of some ruling monarch, or some type of noble, or perhaps simply someone from a wealthy and entrenched family. Effectively, your character increases their Fame/Infamy by 10, gains double the normal amount of Starting Money, and advantage on all Social Skill Checks.

Atlas Enhancement Your character has been enhanced with extensive cybernetics that have replaced much of their body. This trait increases Health by 10 and Critical Soak by 6. However, AP Regeneration is reduced by 2.

Dependents Your character has one or more dependents who are dependent on you for survival and support. The knowledge that you're fighting to protect those very precious to you makes you not so easy to kill: Your Critical Soak is always doubled, and your Endurance is increased by 10.

Fell into the Cockpit Your character is a young kid or technician or someone else who is not trained to pilot who just happened to end up with their machine. -10 to their highest Attribute, -5 to all other Attributes. They start with a Tier II Machine, but reduce their reputation with one Faction to -10.

Fine Tuning You know just how to squeeze that extra bit of oomph that you need out of your Machine, tinkering and adjusting and calibrating it on the fly. Can freely remove up to 2 MBP Maximum from one of a Machine’s Attributes to increase another of a Machine’s Attributes during battle, but does not work on weapons or Traits. Additionally, this reduces the monetary cost MBP from 1000 Credits to 800 Credits.

Genius Your character is a born ace pilot, naturally gifted and skilled albeit already nearing their plateau. Your character’s Attributes are increased by 10, and their Characteristics are increased by 2, but all EXP costs are increased by 25 EXP per level. Grunt Your character is a formerly nameless grunt pilot with a grunt machine, now upgraded with sheer determination. In addition to starting with 4 extra Instinct, you begin with two free Bonus Feats but MBP costs double for you. Additionally, your Reputation with one Faction increases by 5. Cannot be taken with Aristocrat, Fell Into the Cockpit, or Quantum Brainwaves.

Jack of all Trades Despite the training that people tend to receive in this day and age, most people have limited skill sets. You on the other hand are far better-rounded. A Character with Jack of all Trades has access to a second Ace Style which may never go above Level 3, starting at Level 0 in it as well. The EXP costs for leveling up their primary Ace Style are increased by 25, costs for their second Ace Style are doubled.

Quantum Brainwaves A player with this trait is given Quantum Brainwaves Rank D. Quantum Brainwaves Rank D gives one free Attack or Evasion Re roll per turn. Cannot be taken with Grunt.

(One-Point-)Three Times Faster For some reason or another, you are able to get your machines to go just a bit faster and harder than your peers. Increases a character’s Speed by 6 and the speed of any movement that a machine piloted by the character already has by 4. However, Critical Soak is halved.

Potential Your Character has the potential to be a truly amazing pilot, making up for their lack of training with raw possibility. Your Character's Attributes are decreased by 10 to a minimum of 5, all characteristics are all decreased by 2 to a minimum of 1, but the EXP costs for increasing their Ace Level are reduced by 25 for each level. Additionally, a character with Potential can purchase Attribute Advances at a cost of 50 EXP per advance, with the cost increasing by 10 with each purchase. (Attributes cannot be increased past 35 this way)

Small Time Hero Your Character is notable for having done some notable act of heroism before the beginning of the game, perhaps having saved lives or done something particularly notable in their community. Your character's Fame/Infamy increases by 10 and their Reputation with one faction increases by 5, but earlier heroism has left them with half their normal starting money. Due to earlier experience, your character also begins with 50 EXP

Too Popular You are far too popular to be killed off easily. When hit in combat, you may spend 1 Instinct to roll Renown- if successful, the attack does no damage. Additionally, the first attack that would destroy your Machine is ignored, reducing it to 1 Structure. Veteran While most protagonists tend to be relatively new at heroics, there are some who have had their time in the spotlight beforehand. They start the game with the first level of their Ace Style already purchased and gain 50 Starting EXP, but the EXP costs of leveling up their Ace Style in the future is increased by 25 EXP per level. +5 to all Attributes. Veterans also increase their Reputation with one faction by 10. Spending EXP A character once completed can spend EXP on increasing their Characteristics or purchasing Feats.

Secondary Attribute Increases These purchases uses EXP and directly increase a character’s Secondary Attributes.

Max AP +1—Increases a character’s Max AP by 1. Costs 20 EXP

AP Recovery +1—Increases a character’s AP Recovery by 1. Costs 25 EXP.

Health +1—Increases a character’s health by 1. Costs 20 EXP

Critical Soak +1—Increases a character’s Critical Soak by 1. Costs 25 EXP

Speed +1—Increases a character’s Speed by 1. Costs 25 EXP

Skill Level +5—Increases a character’s level in a Skill by 5. Costs 10 EXP.

Feats Feats are purchased with EXP and give characters access to more special abilities. All Feats initially cost 40 EXP to purchase; each feat purchased (not counting Bonus Feats from Traits, Background, Origin, and Ace Style) increases the cost of purchasing another feat by 10 EXP.

Allegiance This feat increases the Armor of all Characters adjacent to the user by 1.

Blowing Wind A character with this feat will have their AP restored to Max when they destroy an enemy.

Charge This feat doubles the damage done by a Character’s Melee Attacks if they are performed after at least four hexes of movement.

Counter This feat gives a Character the Steamroller Ace Style’s Fast Counter special ability.

Gunner This feat increases damage done by all of a Character’s Ranged attacks by 2 while also increasing the range of Ranged weapons by 2.

Heroic Strike With this feat, a Character’s Structure is restored by half whenever they destroy an enemy. Hit and Run This feat allows a Character to move after attacking.

Infighter This feat increases the damage done by all of a character’s Melee attacks by 2, as well as increasing their Speed and Machine Movement by 2.

Leadership This Feat creates an Aura with a radius of 3 Hexes centered on the user, which increases the Accuracy and Evasion of all allies within it (not the user) by 10.

Maneuver This Feat allows a Character to move an enemy with Melee Attacks. When an Attack successfully hits an enemy, the user may reduce the damage of the attack to move the target back a number of hexes equal to the amount of damage lost.

Medic All Allies adjacent to a Character with this feat regain the owner of the feat’s Composure in Structure or Health at the beginning of the user’s Turn.

Peak A character with this feat begins combat with a +20 bonus to Accuracy and Evasion. Every phase afterward, the bonus decreases by 1 until it reaches 0.

Protect This feat gives a Character the Defender Ace Style’s Protect special ability.

Raider A character with the Raider Feat gains +2 Evasion against counterattacks.

Resilience This feat increases the Armor and Speed of the user by 2 and the Accuracy and Evasion of the user by 20 when the user’s Structure or Health is reduced below 50%.

Revenger This feat adds a 1d8 to damage done by a Character’s Counterattacks.

Spread Shot This feat increases the Area of Effect of all Blast weapons by 1 Hex.

Support This feat allows a Character to gain a free counterattack on any enemy that attacks an Adjacent Ally, triggering once per phase. Trust A character with Trust can spend 4 AP to restore the Structure or Healthy of one ally by 10+Composure.

Vengeance When a character with this feat is reduced to below 25% Structure or Health, all of their Attacks do double damage.

Intimacies Intimacies are a measure of a character’s relationships with other characters, both PCs and NPCs. With five levels in total, an Intimacy gives the owner of it more powerful boons as they increase in strength. There are four main forms of Intimacies: Support Staff, Fellow Pilots, Copilots, and Engineers.

Characters begin play without any Intimacies: Intimacies are earned and discovered through game play. The cost for increasing the level of a Social Link comes not in EXP, but in Instinct.

Support Intimacies: This Intimacy represents a character’s relationship with individual members of ground support staff, such as air traffic controllers and communication operators.

Pilot Intimacies: This Intimacy represents a character’s relationships with other pilots, including both other Player Characters and NPC pilots.

Copilot Intimacies: This Intimacy represents a character’s relationship with copilots and the like. The effects of Co-pilot Intimacies only activate when the Co-pilot is assisting in piloting the same machine.

Engineer Intimacies: This Intimacy represents a character's’ relationship with the ground crew that handles maintenance and upgrades of their vehicle.

Starting Machine Characters can start with any Tier I Machine, without any MBP to customize it. A Character’s traits may give them bonus MBP that can be spent to upgrade their starting machine.

Starting Credits Characters start with a set amount of Credits, or CR, that are used to purchase items, MBP, and to increase their Attributes. Certain Traits increase and decrease the amount of Credits that characters start with. All Characters start with 0 Credits, modified by whatever Credits were gained from their Lifepath.

Intimacies Intimacy Instinct Support Boon Pilot Boon Copilot Boon Engineer Boon

0 0 N/A N/A N/A N/A

1 5 +1 Ranged Weapon Protect Ability (only +2 AP 25% Reduction to Repair Range for Intimate costs Character)

2 10 +2 Guided Weapon +10 to Attack when Advantage on Guided All Piloted Craft gain 5 Range Adjacent Attacks bonus MBP

3 15 +1 Movement Speed +10 Evasion when Advantage on All Piloted Craft gain one Adjacent Initiative Rolls free Parts Slot

4 20 Heal Structure to 100% Focus Fire Can spend Copilot AP MBP costs reduced by once per Combat Ability(only for and Instinct to 200 Credits Intimate Character) activate Pilot Abilities

5 25 Restore Critical Soak Advantage on all Co-Pilot acts on own Carrier Hangar repair rate to full once per Combat rolls when Adjacent initiative increased to 50% per turn. Chapter 3: Mecha Creation

Essential to Armored Dragoon Gunstrider are the Mecha that player characters pilot or wear in battle. Mecha are built using a pool of Mecha Build Points (MBP) which are spent to determine the Mecha’s Attributes and abilities. MBP are spent on a Mecha’s Attributes, then any weapons it has, and finally Traits. It costs 1000 Credits to purchase 1 MBP. The maximum amount of MBP that a mecha can have is 100.

Attributes A Mecha has 7 Attributes, purchased using Mecha Build Points (MBP).

• Structure represents a machine's internal structure and internal components. Structure starts at 3. When a machine's Structure is reduced to 0, the machine is destroyed. Investing 1 MBP into Structure increases it by 3.

• Agility represents a machine's maneuverability and ability to evade attacks. Agility starts at 0. It costs 2 MBP to increase a machine’s Agility by 5 up to 20; increasing it from there costs 4 MBP per 5 points of Agility up to Agility 40. Agility cannot be increased beyond 40.

• Armor represents a machine’s ability to resist damage, reducing the damage from attacks. It costs 1 MBP to increase a Machine’s Armor by 1 point, with the cost increasing to 2 MBP per point above 6 Armor, and 3 above 12 Armor, and so on for multiples of 6.

• Move (Ground) is the maximum number of hexes a machine can move on the Ground. It costs 1 MBP to increase a Machine’s Move (Ground) by 1.

• Move (Water) is the maximum number of hexes a machine can move in the water. It costs 2 MBP to increase a Machine’s Move (Water) by 1.

• Move (Air) is the maximum number of hexes a machine can move while flying. It costs 2 MBP to increase a Machine’s Move (Air) by 1.

• Move (Space) is the maximum number of hexes a machine can move in space. It costs 1 MBP to increase a Machine’s Move (Space) by 1.

Tier Mecha are divided in game by their Tier, which is a rough bounding for their MBP cost and capabilities: there are 5 tiers of mecha in the game with costs ranging from 0 MBP to 100 MBP: Tier I covers mecha with costs between 0 and 30 MBP; Tier II contains mecha from 20 to 50 MBP, Tier III 40 to 70, Tier IV 60 to 90, and Tier V 80 to 100. For every Tier above I, a Mecha gains a set bonus; and each Tier gains the bonus of the lower Tiers. Mecha cannot be upgraded

● Tier II Bonus: A tier II Machine can increase Agility by +5, increase Armor or any movement by +2, or increase Structure by +6. At Tier II, a Machine can take two of these bonuses. Cannot take the same bonus twice. ● Tier III Bonus: 1 Free Trait ● Tier IV Bonus: The same as Tier II. ● Tier V Bonus: At Tier V, a Machine can increase Agility by +5, Armor or any Movement by +2, or increase Structure by +6. At Tier V machine gains 1 Free Trait. Type Trait A Type Trait is a special type of Trait that everyone mecha has, but only has one of with certain special exceptions. Type Traits are based on what type of machine the mecha is, and are free.

Aerospace Craft This Trait designates the Mecha as an Aerospace Craft, a catchall term for air and spacecraft descended from modern airplanes and space planes. Aerospace Craft reduce the cost of Air Movement to 1 MBP, but increase the cost of Ground Movement to 2 MBP.

Armored Dragoon This trait says that the Mecha is an Armored Dragoon, the general term for humanoid and roughly humanoid combat vehicles created for use in a variety of environments. Armored Dragoons gain the Modular Equipment and Parts Slot traits for free.

Armored Vehicle A mecha with this trait is an Armored Vehicle, the commonly used term for tanks and the like. Armored Vehicles reduce the MBP cost of Water Movement to 1 MBP, but increase the cost of Space Movement to 2 MBP. The cost of Armor for Armored Vehicles never increases beyond 1 MBP, but in exchange the cost of Agility starts at 3 MBP per 5 points(Increases to 6).

Carrier This is a Ship Trait, reducing the cost of Water Speed to 1 MBP while increasing the cost of Agility to 4 MBP per 5 points (Increases to 8); the machine’s Structure is increased by 60. A machine with this trait can carry and support multiple machines; Allied Machines without Ship Traits can end their movement in a hex occupied by the Carrier and enter its hangar to regain 25% of lost structure per turn. Additionally, weapons mounted on the carrier gain advantage on attacking any machine without Ship Traits.

Warship This is a Ship Trait, reducing the cost of Water Speed to 1 MBP while increasing the cost of Agility to 4 MBP per 5 points (Increases to 8); the machine’s Structure is increased by 60. A machine with this trait is ship with appropriately sized weapons; weapons can be upgraded for no cost in one of two ways: the damage can be increased to two dice, but the weapon gains disadvantage on the attack rolls against targets that do not have Ship Traits; alternatively the weapon can gain advantage on attack rolls against targets without Ship Traits Machine Traits A machine can be given Traits, special abilities that make it special in some way. Traits are purchased using MBP. A machine can only have one trait for every 5 MBP it costs, not counting Free Traits. These Traits are for the Machine itself.

Afterimages—6 MBP This Trait allows the pilot of the machine to spend 4 AP to create 5 Afterimages around and behind their Machine. When the Machine is attacked the attacker rolls a 1d6 for each hit- on a roll of 2-6 a hit strikes an afterimage and does no damage; on a roll of a 1 the hit connects. For every Afterimage struck, the result needed to connect with a hit increases by 1. Afterimages ends at the beginning of the user’s next turn.

Armor (Composite) —3 MBP A machine with this Trait gains Composite Armor, which activates when the machine is successfully hit by Solid Weapons. Composite Armor reduces damage from Solid Weapons by 3. A machine may only have one type of Armor.

Armor (Kinetic) —6 MBP A machine with this Trait gains Kinetic Armor, which activates when the machine is successfully hit by Solid Weapons. Kinetic Armor reduces damage from Solid Weapons by 6. A machine may only have one type of Armor. A machine may not have any Barrier Trait alongside this Trait.

Armor (Variable) —8 MBP A machine with this Trait gains Variable Armor, which activates when the machine is successfully hit by Solid Weapons. Variable Armor reduces damage from Solid Weapons by 6, and gives Solid Weapons Disadvantage on the damage roll. A machine may only have one type of Armor. A machine may not have any Barrier Trait alongside this Trait.

Barrier (Small) —3 MBP A machine with this Traits gains a Small Barrier, which activates when the machine is successfully hit by Energy Weapons. A Small Barrier reduces damage from Energy Weapons by 3. A machine may only have one type of Barrier.

Barrier (Medium) —6 MBP A machine with this Trait gains a Medium Barrier, which activates when the machine is successfully hit by Energy Weapons. A Medium Barrier reduces damage from Energy Weapons by 6. A machine may only have one type of Barrier. A machine may not have any Armor Trait alongside this Trait.

Barrier (Large) —8 MBP A machine with this Trait gains a Large Barrier, which activates when the machine is successfully hit by Energy Weapons. A Large Barrier reduces damage from Energy Weapons by 6, and gives Energy Weapons Disadvantage on the damage roll. A machine may only have one type of Barrier. A machine may not have any Armor Trait alongside this Trait.

Beam Shield —6 MBP A machine with this trait gains a Beam Shield, which can be activated when the pilot fails an Evasion roll by spending 2 AP. A Beam Shield has 6 Armor and 20 Structure, but will regenerate Structure when damaged at a rate of 5 Structure per turn. Combination—8 MBP A machine with this trait can combine with one or more other machines with this trait to form a new machine. The new machine has an MBP cost equal to the sum of the cost of the more expensive machine plus half the cost of the less expensive machine. The new machine cannot have the Combiner trait.

Commander Unit—4 MBP A machine with this trait can spend 4 AP to give any allied machines within (User’s Composer divide by 5) Hexes the benefit of one of four Feats: Infighter, Gunner, Support, or Raider. The effect of this Trait lasts till the beginning of the machine’s next turn.

Decoy—4 MBP This trait allows a machine to create a Decoy that lasts till the beginning of the user’s next turn. When the Decoy is active enemies attacking the user have a 45% chance to miss the user on a successful hit.. It costs 4 AP to drop a Decoy.

Deflector Field—6 MBP A machine with this Trait gains a 45% chance to avoid damage after failing to evade an enemy attack. Melee Weapons ignore this trait.

Electronic Countermeasures—6 MBP A Machine with this trait negates the effects of enemy machines with the Commander Unit and Scouter Traits that are within 6+Pilot’s Composure hexes.

Force Field—6 MBP A Machine with this trait gains a 45% chance to halve all damage when hit by an enemy attack. Melee Weapons ignore this Trait.

Heavy Shield — 6 MBP A machine with this trait gains a Heavy Shield, which can be activated when the pilot fails an Evasion roll by spending 2 AP. A Heavy Shield has 6 Armor and 50 Structure, but reduces the Machine’s Agility by 20 (into the negatives, if applicable) until it is destroyed.

Modular Equipment —2 MBP A machine with the Modular Equipment trait can designate up to half of its MBP as being for interchangeable equipment. This MBP can be spent and exchange between battles or during battle in the hangar of a Carrier. Weapons with an Asterisk next to their name cannot be swapped this way.

Parts Slot —2 MBP A machine with this Trait gains 1 slot for optional Parts. A machine may take this trait multiple times, gaining one slot with each purchase.

Pilot Killer —4 MBP A machine with this trait can push itself beyond its limiters, at the expense of harming its pilot. A machine with Pilot Killer can move extra hexes beyond its Move or the pilot’s Speed at the cost of doing 1 point of damage to the pilot’s Health for every extra hex moved. The machine’s Agility may also be increased in the same way, doing 1 point of Health damage for every 5 points of increased Agility.

Scouter —4 MBP A machine with this Trait allows allies to fire Guided and Ranged weapons at enemies within 2 hexes of the machine, regardless of the guided weapon’s range.

Shield —2 MBP A machine with this Trait gains a Shield, which can be used when the Pilot fails an Evasion roll by spending 2 AP. A Shield has 2 Armor and 16 Structure, and is destroyed when its Structure reaches 0.

Stealth —4 MBP A Machine with this Trait is undetectable to enemies who are more than 6 Hexes away from it as long as the machine does not Dash Move or Attack with Ranged or Guided Weapons.

Super Mode —8 MBP A machine with this Trait gains a Super Mode which can be activated by spending 8 AP, and requires 4 AP spent at the beginning of the pilot’s turn to stay active. While Super Mode is active the pilot can re-roll all Evasion and Attack rolls, and increases weapon damage by 50%.

Transformation —4 MBP A machine with this Trait gains a second form, built with the same number of points as its original form: the new form must have the same Structure, Armor, and Traits as the original form but all other Attributes and Weapons can be different; Most notably, the Type Trait of the new machine can change. For every purchase of Transformation, the machine gains a new form. It costs 2 AP to change forms. This cannot be taken with Warships and Carriers.

Weapons The weapons of a Machine are built using Weapon Points, which are gained by spending MBP on Weapons. Each MBP spent on Weapons gives 16 Weapon Points. Weapons can also have Traits of their own. Weapons with an Asterisk next to their name cannot be removed if the machine has the Modular Equipment Trait.

∙ Type: A weapon has to be one of three types: Melee, Ranged, and Guided. Melee weapons use the Pilot’s Endurance for attack rolls; Ranged Weapons use the Pilot’s Ability; while Guided weapons use the Pilot’s Composure for attacks. Melee Weapons are special in that they ignore Traits like Decoy, Deflector Field, and Force Field. A weapon’s type is free.

∙ Accuracy: Accuracy is added to a Pilot’s related Attribute for attacking. It costs 2 weapon points per 5 points of Accuracy to increase a weapon’s Accuracy up to 20; increasing it from 20 to 40 costs 4 points per every 5 accuracy; and increasing it from 40 to 45 costs 6 points. Accuracy can go no higher than 45.

∙ Range: A Weapon’s Range is how many hexes it can fire out to. Weapons have a Maximum Range and a Minimum Range: the maximum being the maximum distance they can attack, and Minimum being the minimum distance the weapon can attack. Range starts at 1-1, increases the maximum Range costs 1 Weapon Point per hex, while increasing the Minimum Range gives 1 Weapon Point per hex. Melee Weapons have a maximum range of 2 Hexes.

∙ Hits: A Weapon’s Hits is the number of hits a successful attack with the Weapon inflicts. Weapons default to having 1 hit, and increasing the number of hits costs 2 Weapon Points + 2 Points for every Hit past 1 that the weapon already has.

∙ Damage: A Weapon’s Damage is how much damage it does on a successful hit. All Weapons start with a damage of 1d6+0; additional damage can be added at a cost of 2 Points per +1 up to +6, then 3 Points per up to +12, and then 4 Points per after-wards.

∙ Damage Type: Damage Type is whether a weapon’s attack is by way of impacts with solid objects, or high energy weapons. A weapon can only have one out of three damage types: Solid, Energy, or Supreme. Solid has no effect and costs 0 Points, Energy increases the damage dice for a weapon from 1d6 to 1d8 and costs 5 Points, while Supreme costs an extra 15 Points but increases the damage dice for a weapon to 1d10.

Weapon Traits Weapons can be given Traits, special abilities that make them better. Traits are purchased using Weapon Points. A weapon can only have one trait for every 5 Weapon Point it costs.

Acid [AC] - 4 Points A weapon with this Trait eats away at an enemy’s Armor on a successful hit, reducing the target’s armor by 2.

Anti-Ship [AS] - 8 Points A weapon with this Trait does increased damage against enemies with Ship Traits. On a successful hit against a Machine with a Ship Trait, the damage is multiplied by 5. Cannot be taken with the Carrier or Warship Traits.

Armor Piercing [AP] - 6 Points A weapon with this Trait is more successful at ignoring armor. On a successful hit calculate damage as if the enemy’s armor was halved.

Beam [B] - 6 Points A weapon with this Trait hits all targets in a straight line out to the weapon’s Maximum Range when fired. Attacks are rolled against every machine within the area of the weapon’s effect. Only Ranged Weapons may have this Trait.

Blast [X] - 8 Points A weapon with this Trait hits all targets in a 3 hex radius around wherever the weapon hits. Attacks are rolled against every machine within the area of the weapon’s effect. Radius increases to 6 Hexes for an extra 8 points. Cannot be taken with Melee Weapons

Charge [C] - 4 Points A weapon with this Trait can be charged up to gain more damage dice. For every 3 AP spent on charging the weapon, the Weapon gains an additional dice of damage, up to three dice.

Cone [V] - 6 Points A weapon with this trait hits all targets in a cone, out to the weapon’s maximum range. Attacks are rolled against every machine with the area of the weapon’s effect.

Dueling [D] - 4 Points A weapon with this trait gains advantage when being used to Parry. Melee weapons only.

Flexible [F] - 6 Points A weapon with this trait ignores Shields and Heavy Shields. Melee weapons only.

Grapple [G] - 6 Points A weapon with this trait prevents a machine hit by it from moving for one turn. Ranged weapons with Grapple can halve damage to pull an enemy adjacent to them.

Parry [Pa] - 2 Points A weapon with this trait can be used to parry a melee attack by spending 2 AP, rolling against the target number of a melee attack with this weapon. If the roll is either lower than the Attacker’s roll or has a higher Margin of Success, the attack is evaded. Only Melee Weapons may have this Trait. Point Defense [PD] - 2 Points A weapon with this trait can be used to evade Guided attacks. When attacked with a Guided Weapon the machine can spend 2 AP to roll an attack with any ranged weapon to evade it. If the Attack Roll succeeds the attack is evaded. Only Ranged and Guided Weapons may have this Trait.

Post Movement [+P] - 4 Points A weapon with this Trait can be used after moving.

Precision [P] - 6 Points A weapon with this Trait gains a +10 Accuracy bonus on top of the bonus from Aiming when used after Aiming.

Radiation [R] - 6 Points A weapon with this Trait inflicts half of the damage rolled to the health of the enemy pilot. The remaining half of the damage is reduced by the target’s Armor before doing damage to its Structure. Only Ranged and Guided Weapons may have this Trait.

Scatter [S] - 4 Points A ranged weapon with this trait doubles the damage it does when fired on an enemy within 4 Hexes, but halves the damage it does on an enemy beyond 6 Hexes. Only Ranged and Guided Weapons may have this Trait.

Optional Parts Parts are optional pieces of equipment that can be added to a Machine that has a free Parts Slot. Parts have special effects, and increase the attributes of a machine when equipped, or give new special abilities. Each Part takes up one Parts Slot Slot. Optional Parts Part Cost Effect

Applique Armor 5000 CR Increases Armor by 2

Booster 3000 CR Increases all movement by 2

Wing Binder 5000 CR Increases Agility by 10

Flight System 3000 CR Increases Move (Air) by 4

Chobham Armor 7000 CR Increases Armor by 4

Repair Pack 4000 CR Restores 50% of one adjacent ally’s Structure for 6 AP

Repair Pack + 5000 CR Restores 25% of all Adjacent Ally’s Structure for 6 AP

Secondary Movement System 3000 CR Increases Move (Ground) by 4

Space Drive 3000 CR Increases Move (Space) by 4

Targeting Computer 6000 CR Increases Accuracy of all weapons by 10

Increases Move (Air) and Move (Space) by 10 but reduces Agility by Vanguard Booster 4000 CR 15.

Vernier 4000 CR Increases all Movement by 1 and Agility by 5

Water Drive 3000 CR Increases Move (Water) by 4 Chapter 4: Inventory A character will need more than just themselves and their machine if they wish to thrive in the world of ADG. They’ll need money and more: trusty weapons, the right clothing, cybernetics and gene mods, and the various tools to ply various trades. As a character becomes stronger and more elite, their wealth and prestige will grow and allow them to purchase better equipment and tools. This Chapter focuses on money, equipment, and various other related rules.

Money The basic measure of how wealthy a character is comes from how much Money they have. Money is used to purchase things and to pay for various services, but is also used as a status symbol in some places. Money is tracked as ‘Credits’, which are roughly equivalent to one hundred 2015 US Dollars. In game terms, Credits can be converted to the three main currencies like so: · 1 Credit equals 10 Pact Dollars · 1 Credit equals 100 ViSTA Yuan

Fame/Infamy All characters have a measure of Fame/Infamy, a single piece scale that goes from -50 for maximum infamy to 50 for maximum fame. Fame and Infamy are a measure of a character’s reputation and the way people react to their name. At the middle, Fame/Infamy has no effects, but as one becomes more beloved or feared, they gain more effects Fame/Infamy Effects Fame/Infamy Effect

(-50) 25% Increase in Financial Rewards

(-50) - (-40) 20% Increase in Financial Rewards

(-40) - (-30) 15% Increase in Financial Rewards

(-30) - (-20) 10% Increase in Financial Rewards

(-20) - (-10) 5% increase in Financial Rewards

(-10) - (10) No Effect

(10) - (20) 5% Price Reduction on CR purchases

(20) - (30) 10% Price Reduction on CR purchases

(30) - (40) 15% Price Reduction on CR purchases

(40) - (50) 20% Price Reduction on CR Purchases

(50) 25% price reduction on CR purchases Faction Reputation Faction Reputation is a scale from -50(Reviled) to 50(Beloved) that measure a character’s relationship with a given faction. The higher a character’s Reputation with a given faction, the more likely they are to obtain assistance, favors, and even tasks from said faction. The lower the reputation, the more likely it is that the character will become a target for said faction, and the character will be less likely to purchase items from said faction.

At Reputations of 0 down to negative 15, the purchase cost of all mecha from said faction is tripled. Below negative 15, mecha and items from said faction are unavailable to purchase. At reputations of 20 up to 40, the purchase cost of mecha and items from said faction are reduced by 25%. List of Factions Daedalus Commonality Lincoln Colonial Government Kourosh Port Authority Taurus Union Navy ViSTA Esperanza State Government Thalassan League Army Tanstaafl Federal Space Force Ohrmazd Azania Colonial Administration Yashima Shogunate Army Antauen Hegemonic Navy Korindo State Police Pirates Law Enforcement Megacorporations

Mecha Build Points Mecha Build Points are the currency used to construct and modify mecha such as tanks and ships. Characters earn a set value of MBP at character creation, but more can be purchased with Credit. MBP costs 1000 Credits to purchase, and can only be purchased during downtime.

Repair & Salvage Mecha are inherently expensive and costly to repair and salvage as a result of being advanced mechanical war machines. A natural consequence of this is simply that sometimes it is more effective to salvage a machine rather than destroying it outright. The Repair Cost in CR of a Mecha is equal to the amount of lost Structure times 500. Destroyed enemy machines and allied machines can sometimes be salvaged after a battle if the pilot is killed during the fighting. Salvaged machines with a dead pilot can have their damage repaired, or sold off at half their purchase cost.

Equipment Slots A character in ADG can only carry a limited amount of equipment at one time. Each character has a set number of equipment slots which will only take equipment that fits the slot. There are a total of 6 equipment slots: Body, which is where clothing and armor goes; Back, which takes backpacks; two Weapon Slots, which takes weapons; and two Tool Slots which take Tools. Weapons Weapons for people work the same as mecha weapons. The Types of Weapon directly correspond to the types of weapons used by mecha, Range is still measured in Hexes, and weapons still have Hits and damage type. Personal Weapons can still have traits like their larger brethren. · Knife – Any short one handed blade that doubles as a utility tool. · Sword – Any long bladed one or two handed melee weapon. · Pistol – It’s a semi-automatic pistol! · Revolver – It’s a hand cannon! · Automatic Pistol – It’s a fully automatic pistol! · Sub machine Gun – It’s a fully automatic sub machine gun! · Carbine – It’s a cut down, small rifle! · Shotgun – It’s a Shotgun · Assault Rifle – It’s an Assault Rifle. · Battle Rifle – It’s a full sized large cartridge battle rifle! · Hunting Rifle – It’s a big, heavy, accurate rifle meant for killing large game. · Sniper Rifle – A highly accurate, long ranged rifle meant for killing people. · Anti-Materiel Rifle – A highly accurate, long ranged rifle meant for destroying military supplies and Materiel · Machine Gun – A heavy, full automatic gun. · Laser Pistol – A small, backpack battery powered Laser Pistol. Requires attachment to a Power Backpack to function. · Laser Rifle – A backpack battery powered Laser Rifle. Requires Attachment to a Power Backpack to Function. · Laser Sniper Rifle – Battery powered Laser Sniper Rifle, long ranged and accurate. Requires Attachment to a Power Backpack to Function. · Rocket Propelled Grenade – Look, it’s a space RPG! · Anti-Tank Missile – Look, it’s a space TV guided ATGM! Weapons Weapon Type Range Damage Damage Type Cost

Short Melee [Pa] +P D Melee 1 Hex 1d6+1+Endurance/5 Solid 2 CR

Long Melee [Pa] +P Melee 1 Hex 1d6+2+Endurance/5 Solid 4 CR

Pistol +P Ranged 4 Hexes 1d6+2 x2 Solid 4 CR

Revolver +P Ranged 4 Hexes 1d6+6 x1 Solid 8 CR

Auto Pistol +P Ranged 4 Hexes 1d6+0 x4 Solid 6 CR

Sub Machine gun +P Ranged 5 Hexes 1d6+1 x4 Solid 8 CR

Carbine Ranged 8 Hexes 1d6+2 x3 Solid 8 CR

Shotgun [S] +P Ranged 5 Hexes 1d6+3 x1 Solid 10 CR

Assault Rifle Ranged 8 Hexes 1d6+3 x3 Solid 15 CR

Battle Rifle Ranged 10 Hexes 1d6+6 x3 Solid 20 CR

Hunting Rifle [P] AP Ranged 10 Hexes 1d6+6 x1 Solid 20 CR

Sniper Rifle P Ranged 14 Hexes 1d6+8 x1 Solid 40 CR

Anti-Material Rifle P AP Ranged 14 Hexes 1d6+10 x1 Solid 60 CR

Machine Gun Ranged 10 Hexes 1d6+3 x6 Solid 40 CR

Laser Pistol +P Ranged 8 Hexes 1d8+6 x1 Energy 40 CR

Laser Rifle +P Ranged 8 Hexes 1d8+6 x3 Energy 60 CR

Laser Sniper Rifle P AP Ranged 16 Hexes 1d8+10 x1 Energy 100 CR

Rocket Propelled Guided 8 Hexes Mecha 1d6+2 x1 Solid 100 CR Grenade

Anti-Tank Missile AP Guided 26 Hexes Mecha 1d6+4 x1 Solid 220 CR Clothing · Suit Clothes – Suit Clothes are well made outfits and attire designed to be worn in important business, political, or formal situations. Ranging from conservative business suits, to formal ethnic dress, to the brightly colored and ostentatious clothing of nobles, Suit Clothes are a must for anyone who wishes to be taken seriously in high society or the realms of politics and business. Worn Suit Clothes give a character Advantage or cancel out a Disadvantage when making Social Skill Checks or Renown Checks. Suit Clothes are far too ornate and difficult to move in to be wearable while piloting a machine.

· Environmental Gear – Environmental Gear is any type of worn suit or system that is used to survive in hostile planetary environments. Environmental Gear gives a person wearing it Advantage or cancels out a Disadvantage when making Guts Skill Checks to survive in a hostile environment, and has an Armor of 1. Environmental Gear cannot be worn while piloting.

· Spacesuit (Skinsuit) – Skinsuits are skintight unarmored spacesuits that use mechanical counter pressure to keep the pressure against a human’s body taut, preventing them from being killed by vacuum. A Skinsuit comes with an air retaining helmet and backpack containing an air supply. Wearing a Skinsuit protects the wearer against the damage over time effects of Critical Effects once per battle, and has an Armor of 2.

·Spacesuit (Clamshell) – Clamshell Spacesuits are heavy, rigid spacesuits that are more sturdy and armored against the hazards of space. A Clamshell comes with an air retaining helmet and a life support system that allows survival in hostile environments. Wearing a Clamshell protects the wearer against the damage over time effects of Critical Effects once per battle, halves the damage done by Radiation weapons, and has an Armor of 4. Unfortunately the Clamshell is too big and bulky to be used while piloting, but can be used while commanding a machine with the Warship or Carrier traits.

· Diving Suit (Wetsuit) – Wetsuits are skintight unarmored diving suits that use tough fabric and insulating layers of material and inert gasses to keep the wearer warm and safe in the water. Wetsuits come with breathers and goggles that protect the wearer against the effects of Breach when in Water. A wetsuit can be worn underneath Leather Clothes; Tactical Vests; and Bulletproof Vests, and can be worn while piloting.

· Diving Suit (Clamshell) – Clamshells are heavy and rigid wetsuits that are built to allow humans to operate at great depths underneath the water and in similar environments. Wearing a Clamshell Diving Suit protects the wearer from the effects of Breach when in water. Clamshells have an Armor of 4, but cannot be worn underneath clothes or armor and cannot be worn while piloting.

· Piloting Suit – Piloting Suits are advanced spacesuits worn by military pilots and particularly wealthy independents. Piloting Suits come in a variety of construction methods and materials, but all of them do essentially the same thing: They protects the wearer against the damage over time effects of Critical Effects once per battle while having an Armor of 4. They cannot be worn underneath clothes or armor, but can be worn while piloting. Armor · Protective Clothes – Typical protective clothing such as padded jumpsuits and leather overcoats. While they cannot be worn underneath Clothing or Armor, Protective Clothes have an Armor of 2.

· Tactical Vest – Tactical Vest describes both lightweight ballistic armor and compact force field generators or some combination of the two. Regardless of what the specific setup is, a Tactical Vest can be worn underneath Suit Clothes and over top of Skin Suits and Wetsuits and while piloting. A Tactical Vest has an Armor of 2.

· Bulletproof Vest – Bulletproof Vests are often larger, more expansive set of ballistic armor and force fields capable of standing up to more powerful weapons. Because of their larger size Bulletproof Vests cannot be worn underneath clothing but can still be worn on top of Skin Suits and Wetsuits, and while piloting. Bulletproof Vests have an Armor of 6.

· Body Armor – Body Armor is a set of torso covering armor and force fields combined with added protection to the head and limbs, similar to 21st century body armor. While Body Armor cannot be worn over or underneath other clothing it can still be worn while piloting. Body Armor has an Armor of 10.

· Full Battledress – Full Battledress is akin to the heavy, restrictive Riot Armor used by police forces and EoD armor used in the 21st century, albeit less restrictive and heavy due to the incorporation of advanced materials and energy shields. While too bulky to be worn with clothing or used while piloting, Full Battledress has an Armor of 16 but halves the wearer’s speed.

· Semi-Powered Armor – Whereas Full Battledress and Body Armor are inert pieces of armor and force field generators that are lugged around by the wearer, Semi-Powered Armor systems are full body pieces of equipment that give protection similar to Full Battledress, but with the added bonus of having various lower body motors and artificial muscle supports that allow the wearer to be far more agile. Semi-Powered Armor has an Armor of 16 and increases the wearer’s Speed by half, while giving Advantage or removing Disadvantage on Athletics and Acrobatics Skill Checks. Semi-Powered Armor cannot be worn while Piloting, but protects the wearer from the effects of Vacuum Exposure and Drowning.

· Powered Armor – Full Body Powered Armor is a heavy and sturdy system of advanced armor plating, energy shields, and rugged movement assist technology. While too big to be worn while piloting, a Powered Armor has an Armor of Mecha 2, gives the wearer a Speed of Mecha 2, and protects the wearer from Vacuum and Drowning while giving Advantage and removing Disadvantage on Athletics and Acrobatics Skill checks. A Powered Armor also removes the Disadvantage on attack rolls from using unmounted Heavy Weapons. Tools · Smart Tablet – Smart Tablets are ubiquitous personal, business, and military usage work pad computers that combine a light weight with intuitive controls and easy compatibility with most software and wireless networks. Characters equipped with a Smart Tablet gain Advantage or remove a Disadvantage on Tech Use Skill Checks.

· Multi-Tool – Malleable Metal tool that can shift and morph into various shapes in order to work. Equipping a Multi-tool gives Advantage or removes Disadvantage on Security Checks made with mechanical objects.

· Climbing Tools – Various climbing tools used to scale vertical surfaces. Equipping Climbing Tools gives Advantage or removes Disadvantage on Athletics checks made to scale heights.

· Survival Tools – Various tools used to survive in hostile environments. Equipping Survival Tools gives Advantage or Removes Disadvantage on Guts checks made to survive in the wilderness.

· Manned Maneuvering Unit – A backpack that can be worn over a spacesuit, a Manned Maneuvering Unit allows the wearer to more easily navigate in zero gravity conditions. A character wearing an MMU can move with a speed of 4 in Zero Gravity.

·Power Backpack – A power Backpack is worn on a character’s back, and is used to power energy weapons. Clothing Name Effect Equip Slot Cost

Suit Clothes Advantage on Social & Renown Body 10 Credits

Environmental Gear Advantage on Guts checks to Survive Body 4 Credits

Spacesuit (Skinsuit) Protects the wearer from Vacuum Body 10 Credits

Spacesuit (Clamshell) Protects the wearer from Vacuum Body 10 Credits

Diving Suit (Wetsuit) Protects the wearer from Drowning Body 5 Credits

Diving Suit (Clamshell) Protects the wearer from Drowning Body 50 Credits

Protects the wearer from Vacuum and Piloting Suit Body 60 Credits Drowning Armor Name Effect Armor Rating Equip Slot Cost

Protective Clothes N/A 1 Body 1 Credits

Tactical Vest Can be worn with some clothes 2 Body 3 Credits

Bulletproof Vest Can be worn with some clothes 4 Body 5 Credits

Body Armor N/A 8 Body 10 Credits

Full Battledress N/A 10 Body 100 Credits

Advantage on Athletics and Semi-Powered Armor 10 Body 500 Credits Acrobatics

Powered Armor Mecha Speed, Mecha Armor Mecha 2/ 12 Body 1000 Credits Tools Name Effect Equip Slot Cost

Smart Tablet Advantage on Tech Use Tool 10 Credits

Multi-Tool Advantage on Security Tool 5 Credits

Climbing Tools Advantage on Athletics Tool 5 Credits

Survival Tools Advantage on Guts Tool 5 Credits

Manned Maneuvering Unit Speed 4 in Zero G Back 20 Credits

Power Backpack Power for Energy Weapons Back 4 Credits Services · Accommodation (Poor) – Poor Accommodation gives a character little more than a cot and bathroom facilities, and may not even be safe from elements like the rain and wind. · Accommodation (Decent) – Decent Accommodation is much safer than the poor variant, with roofs and greater facilities. · Accommodation (Good) – A relatively high class facility, featuring room service and privacy · Accommodation (Best) – The best hotels that money can buy, with high class security staff and top of the line maid service. · Storage (Poor) – Open air storage, most likely just leaving a machine standing somewhere with a tarp covering it. · Storage (Decent) – Enclosed public storage, protecting a machine from the elements. · Storage (Good) – Rented hangars with work spaces for basic repairs. · Storage (Best) – A private hangar or dock with integrated launching facilities. · Provisions (Poor) – Basic, bland and tasteless food like Nutrient paste. · Provisions (Decent) – Actual food made with synthetic ingredients and easily grown organisms cooked into meals. · Provisions (Good) – Food with more robust, expensive ingredients. Ranges from being hearty and filling to light and delightful. · Provisions (Best) – Not only does Best quality provisions include actual meat, it also includes gourmet food cooked by top chefs. · Transport (Poor) – Tightly packed in system vessels, rickety vehicles, and leaky boats. And if really desperate, FTL vessels that require the passenger to lose 25% of their body mass, shave their heads, and enter suspended animation for the duration of the journey. · Transport (Decent) – Better than Poor transport, with less crowded and higher quality vessels. FTL vessels don’t require passengers to go into suspended animation, though they’ll still be required to go on a low mass diet and wear assigned clothes. · Transport (Good) – High quality transport that also puts an emphasis on speed and passenger comfort. Gone are the mass saving measures forced on passengers of lower class transport. ·Transport (Best) – The absolute best in private transportation, including supersonic transports, high speed yachts, and personal spacecraft. · Wormhole Telegraphy (Text only, One Way) – The cheapest possible way to send FTL messages without using a courier vessel. Can only send one way messages using Text. · Wormhole Telegraphy (Text Only, Two Way) – Using a wider broadband wormhole, Two way relay text chatting is possible and common. · Wormhole Telegraphy (Text and Audio, Two Way) – With further widening of a broadband wormhole, two way audio communication becomes possible. · Wormhole Telegraphy (Video Chat, Two Way) – While bandwidth intensive and extensive, two way video chat is possible through wormholes. · Wormhole Telegraphy (Holographic Chat, Two Way) – Reserved for only the most wealthy and powerful individuals, holographic conversations conducted through wormholes allows for in-depth communication at FTL speeds over interstellar distances. · Medical (Poor) – Back alley doctors and free clinics, while capable of performing treatment and diagnosis, are not the best at it. Has a 2 in 10 chance of stabilizing a dying or injured character. · Medical (Decent) – The average frontier or slum medical clinic, doing their best with what they have. Has a 5 in 10 chance of stabilizing a dying or injured character. · Medical (Good) – The type of medical treatment found in most middle and lower upper class communities, with access to better technology. Has an 8 in 10 chance of stabilizing a dying or injured character. · Medical (Best) – This is the type of medical technology and service available only to the upper crust of society. Has an absolute chance of stabilizing a dying or injured character. Services Service Cost

Accommodation (Poor) 1 CR/Week

Accommodation (Decent) 4 CR/Week

Accommodation (Good) 10 CR/Week

Accommodation (Best) 100 CR/Week

Storage (Poor) 20 CR/Week

Storage (Decent) 60 CR/Week

Storage (Good) 120 CR/Week

Storage (Best) 180 CR/Week

Provisions (Poor) 5 CR/Week

Provisions (Decent) 20 CR/Week

Provisions (Good) 60 CR/Week

Provisions (Best) 130 CR/Week

Transport (Poor) 100 CR per kilogram

Transport (Decent) 250 CR per Kilogram

Transport (Good) 500 CR per Kilogram

Transport (Best) 1000 CR per Kilogram

Wormhole Telegraphy (Text Only, One Way) 1 CR/Character

Wormhole Telegraphy (Text and Audio, Two Way) 5 CR/Minute

Wormhole Telegraphy (Video Chat, Two Way) 20 CR/Minute

Wormhole Telegraphy (Holographic Chat, Two 30 CR/Minute Way)

Medical (Poor) 100 CR per treatment

Medical (Decent) 150 CR per treatment

Medical (Good) 300 CR per treatment

Medical (Best) 600 CR per treatment Human Enhancements Humanity has various ways to enhance a human's natural abilities. A character can buy ranks in Quantum Brainwaves. Quantum Brainwaves goes from a rank of D to a Rank of A, which each Rank giving a free re roll per turn

Human Enhancement Enhancement Limit Cost Effect Quantum Brainwaves Cannot be N/A Gives one free Attack or Evasion Re roll per Turn Rank D purchased Quantum Brainwaves Requires Rank D 10000 Credits Gives two free Attack or Evasion Re rolls per Turn Rank C Quantum Brainwaves Requires Rank C 20000 Credits Gives three free Attack or Evasion Re rolls per Turn. Rank B Quantum Brainwaves Requires Rank B 30000 Credits Gives four free Attack or Evasion Re rolls per Turn. Rank A Chapter 5: World Information The state of humanity in Armored Dragoon Gunstrider is that of a species which has begun to gain mastery over their own genetic code, modifying and augmenting themselves out of need and desire; likewise, the line between man and machine has begun to blur with the advent of advanced cybernetics. Beyond that, the Earth lies scarred and polluted due to centuries of war and industry yet still plays host to billions of people; but the focus of humankind has moved from the cradle of the blue planet into the blackness of space. Planets formerly thought unreachable because of the vast gulf between the stars became accessible with the invention of faster than light travel while new technologies made it easier and cheaper to get into space. While the Earth never lost its importance, in this new age it became the center of the 25 light of human inhabited space. But this is a bipolar age where humanity fights itself in a brewing cold war between the two dominant power blocks of the day: The enlightened cosmopolitan nations of the Democratic Commonality of Daedalus, and the mechanocratic Sino-African dominated Victoria Spaceport Treaty Alliance. These supranational unions contain most of the human race and hold a good portion of the economic and cultural centers of humanity, but smaller nation states and independent enclaves exist alongside them.

The Earth of the twenty sixth century is a recovering planet drained of fossil fuels and other limited resources, yet still verdant with greenery after rising sea levels and a changing climate. Much of the planet’s population lives in coastal mega cities that combine urban sprawl with massive arcologies, while the rich and powerful tend towards isolated villas in the restored countryside. While some precision industries still exist on the planet, and the service industry to serve the planet’s population will never disappear, Earth’s primary industry continues to be large scale agriculture. In orbit around the planet are hundreds of various habitats ranging from massive space colonies to zero- g factories

Humanity does not simply live on earth however: In the five centuries since the dawn of the third millennium humankind has spread out from its parent star to explore the some hundred and fifty star systems within a radius of 25 light years of Earth. Out of these systems roughly 43 of them have habitable planets even remotely suitable for habitation or terraforming, with the remainder being filled with all manner of human presence ranging from small outposts inhabited in short shifts to large space stations constructed on site while others still are simply completely uninhabited. Known Space is divided into two areas of habitation, depending on their proximity to earth and position in the spiral arm: The Inner Systems are the systems immediately surrounding Earth out to a distance of 14 light years; while the Outer Systems lie beyond that, stretching inwards and outwards along the spiral Arm of Orion respectively. Much of the galaxy outside of human space has yet to be truly explored for various reasons, chief among them being the high rate of total loss of contact with exploration probes sent out. This disastrous failure rate does not mean that humanity is alone in the cosmos, nor does it mean that humanity has no contact or evidence of alien civilizations. Through long range probes and other methods, humankind has made contact with at least seven alien species best described as isolationists who chose to exist a purely planetary existence rather than make the foolish investment of interstellar travel. Most of these species are contacted only infrequently by humans and make very infrequent contact back, and refuse attempts by humans to trade with them. More important to humankind and their development are the long extinct alien civilizations who existed in the region of space just corewards of Earth: an alien race known to the public as ‘Those Who Came Before’, and officially as “Engineers”. The Engineers were a technologically advanced space faring civilization who were active roughly three million years ago, constructing massive mega structures. Much of the truly advanced artifacts of the Engineers remain marginally active to this day, while many non-planetary colonies are piggybacked habitats built on ancient Engineer structures.

The after effects of the 21st century, already hundreds of years past, still have a lasting hold on the psyche of people in the 2500’s. Research into the creation of truly sapient Artificial Intelligence and human uploading is banned by a stet of decrees that even the most radical of groups follow, with a single exception: the post-human gestalt entity named Ohrmazd, or more colloquially: Gatekeeper. Ohrmazd is a combination of various uploaded human minds dating back to the 21st century and multiple emergent AIs that fused together during the worst days of that century. The entity was instrumental in negating the advantages of the other post-human intellects, allowing humanity to defeat them; in the years afterward Ohrmazd used its unique ability to control wormholes to spread humanity to the stars and link various human worlds together with a communication network. In modern times Ohrmazd prefers to stay out of the affairs of humanity aside from managing the wormhole telecommunications network. However, rumors say that Ohrmazd has its own black operations unit of troubleshooters.

The wealthiest and more technologically advanced of the two powers is the Democratic Commonality of Daedalus, a supranational union of multiple nations and peoples devoted to the ideals of Democracy, Liberty, and Human Rights; the Commonality is simultaneously rife with inequality between the haves and have-nots, attached at the hip to traditional power structures. Despite having a large and diverse population the Commonality is culturally homogenous in most cases, with a thriving international culture evolved from the combined cultural output of the bloc’s major population centers: North America, Western Europe, The Sea of Japan, and the Southern Cone. Because the Commonality was born out of traditionally economically and industrially dominant regions of Earth and founded some of humanity’s earliest off world colonies, the Commonality is economically prosperous and cosmopolitan; this prosperity and stability gives it the impression of being a mature society that has reached the ‘End of History’. In the views of the political and wealthy elite, a society like theirs is the ultimate goal of humankind so why should other paths be taken or even looked at? However, while this viewpoint is popular among the inhabitants of the Earth and other important worlds, it has far less traction on worlds not as entrenched in the bloc’s political structure: with the exception of the homeworld and a few other major colony worlds, the majority of inhabited colonies and space habitats within the Pact are far less inclined to follow the same political views as the more inhabited core worlds. Out of the numerous star systems inhabited by DCD member nations and settlements, roughly 80% of the population lives on Earth or other core worlds. The remaining 20% lives on a number of colonial worlds ranging from the H-congruous to those which are only barely livable; while others make their living in space habitats ranging from large mega structures to ramshackle prefabs and asteroids colonies, all the way to those who squat in re-purposed structures left over from earlier builders. What population lives on worlds such as Earth and the earliest colonies live in sleek aesthetically pleasing mega cities built around the old megalopolii of old such as Paris or Sao Paulo while the rich and powerful tend towards estates in the restored countryside; Earth’s moon is a major industrial center all its own, hosting the Commonality’s senate and presidential palace.

The Commonality is a democratic confederation of multiple member states with their own national governments that send senators and provide funding for various commonality-wide programs; each national government maintains their own national military in addition to providing funding for a Commonality Space Force. Along with the CSF, the Commonality provides a transnational serious crimes agency and other security apparatuses; the main purpose of the Space Force being to protect shipping from piracy and crime. Politically the DCD is dominated by the large and well populated Earth and the six Core Worlds: Albion(Tau Ceti E), Jefferson(Alpha Centauri Bd), Baekje(Wolf 1061c), Atarashī(Epsilon Eridani b), Trudaeu(Kapteyn’s Star b), and Aurore(Alpha Centauri Bf4); These six Core worlds make up for about 40% of the Commonality’s total population, which becomes 80% when counting the billions on Earth itself. Outside of these worlds there are numerous population centers spread throughout nearby stars, some more important than others.

Compared to ViSTA, The DCD has the better technology and more of an emphasis on highly specialized capabilities and using that high technology as a point of leverage to make up for shortcomings. This is because the Commonality’s doctrinal thinking is oriented towards the concept of LandSpace Battle: the use of a highly educated core of military personnel combined with specialized unmanned weapons platforms and advanced weaponry to delivery firepower in precision applications. The Doctrine of LandSpace Battle exist, however, because of the realities of Commonality culture: Because the Commonality is a “Mature” society, most people don’t see the point in joining the military. Of the people who do join the military most tend to be either officers graduating from a military academy or those who join the military to learn a trade of some kind. As a solution, the Commonality turned to the usage of Bioroids to supplement ‘real’ humans: training them from decanting to be loyal soldiers, and allowing them to muster out of service after a decade; while this process is not technically Bioroid Slavery, a banned practice, it still seems similar enough for it to be uncomfortable, not to mention the way many Bioroids and their children are treated on some worlds. The Victoria Spaceport Treaty Alliance is the most populous and zealous of the two main power blocs, a closely knit alliance of various technocratic nations in the global south working together for common gain and defense; ViSTA nations have fully bought into the concept of future government, trading in the sort of representative democracy so prevalent in the western world for computer assisted governments of every stripe from the authoritarian to the almost anarchic. Culturally diverse with its origins lying in mutual relationships between China and Africa, ViSTA has less of a homogenous monoculture and more of a grouping of similar yet highly divergent cultural and ethnic groups. Originally founded without access to the best lands or existing infrastructure, ViSTA was long the second fiddle to its rivals before the rush to colonization began: ViSTA could ill afford to be picky where their original colonies were situated. The lack of availability of easy to colonize worlds and the resultant conditions led to a culture far more accepting of human modifications needed to survive. The nations of ViSTA have historically been underdogs put upon and used by the rest of the world, the now ascendant position that they hold on the stage of nations has led to a feeling of intense national pride that borders at times on jingoism.

This view is shared by most major nations in ViSTA, taken to extreme levels by the various colonial worlds. The Alliance has the lion’s share of inhabited worlds and systems, none with the same population density as Earth or the Core Worlds but still with a larger share of its total population off planet. On Earth, the Population of ViSTA nations are predominantly urban or suburban, depending on the location: China is dominated by massive coastal mega cities and urban sprawl, stretching from Hainan and the Pearl River in the South to Harbin in the north, and inward along the major rivers; India meanwhile is predominantly composed of vast swatches of urban sprawl. The African Continent, Iranian Plateau, and Russia are a mixture of densely populated cities, suburban sprawl, and some of the last true wilderness on earth. Most of ViSTA’s population lives outside of Earth’s Solar system or the Core Worlds, and most of these worlds are nowhere close to H- congruous, and most of those that are have a reputation as being home to deadly or dangerous lifeforms or other environmental hazards; The remaining worlds necessitate a massive degree of terraforming to become habitable beyond expensive habitat structures, with many worlds still undergoing the process. A smaller, yet still significant population lives in space, on board various space stations and re-purposed relics.

Because of the alliance’s large population spread over vast amounts of territory, ViSTA has developed a large professional military; One that is much larger than it should be for simple policing, ranks swelled by patriots. With a larger base of warm bodies ViSTA prefers to mass produce ruggedly capable weaponry and equipment, with an eye towards the capacity to function in multiple diverse environments and ease of space-lift. With these institutional preferences and constraints in place ViSTA began to initially experiment with more advanced legged tanks for deployment on various planets, with their legged tank designs gradually evolving into mass produced humanoid weapons capable of operating in any environment: Armored Dragoons. Without any trouble in reaching enlistment goals ViSTA has no real necessity to use Bioroids but still does so; ViSTA Bioroids are often used for experiments and other special duties.

The colonies of the Outer System are exceedingly important to humankind, serving as locations for settlers and merchants. Both the Daedalus Commonality and ViSTA are vigorously investing in these colonies; these colonies tend to be incredibly diverse in regards to culture, people, and ideals. Some of the most important of these colonies are Lincoln(Gliese 832), Esperanza(82 Eridani), Heishan(Chinese)(Gliese 581), Nyere(East African)(), Ganshui(Chinese)(HR 8832), Sarawut’s World(Southeast Asian)(HR 8832), Ganesha(Indian)(), Azania(East African)(), Kourosh(Iranian)(Beta Hydri), and Abdulaziz(Arabian)(Beta Hydri). Of these, the most important and the most contentious are Lincoln, Esperanza, Heishan, Azania, and Kourosh. Lincoln is the sole habitable planet orbiting the star Gliese 832, an M2V located some 16.1 light years from Earth. Relatively benign as far as exoplanets go, Lincoln is one of the primary examples of an H-Congruous world: the planet is on average cooler than the earth by a few degrees and has a similar ratio of oceans to land resulting in mild winters and generally cool summers. The planet was snatched up upon its discovery in the late 2100’s by a series of cooperating claims from four major groups: A limited liability colonization venture originating in the African American minority of the United States, Japanese expatriates from northern Honshu, a coalition of Nahua Nationalists from Mexico, and a UN sponsored colonization effort to give stateless minorities a stake in colonization. These four groups settled the planet at roughly the same time and were mostly set on co-operation, but problems soon arose when the biochemistry of the native life was revealed: while close enough to be edible and provide some nutrients to humanity, it wasn’t enough and didn’t provide nearly enough Potassium. Sources of food from earth were needed, but earth plants could not grow in the alien soil of Lincoln; to make things worse, by the time transport could get to earth and return with soil, the damage would be done.

Fortunately for the inhabitants, the African American venture had foreseen such a problem and had brought more than enough soil to begin establishing cost effective agriculture on world, but would not give it away for free. Certain social and economic rights, including large agricultural estates, were given to the initial families of the African American venture; this ironically ended up creating a social class of Lincolnian Gentry similar to the American Gentry of colonial North America and the Antebellum United States of America, albeit with the slavery replaced by large numbers of agricultural robots to perform the laborious tasks of providing food to the colony. Today Lincoln’s major export continues to be food, and a large shipping and transport sector has built up around that: many colonies simply can’t produce the food they need and have to rely on synthetic vat grown food and nutrient supplements to survive; Lincoln’s position and inviting trade laws make trading with the planet for real food grown in the sprawling Haciendas of the planet very profitable.

The Lincolnian Gentry are the dominant cultural and political force on Lincoln, and despite claiming to be devoted to democracy and not a true oligarchy, things are more complex than they seem: the planet’s colonial government, which answers to the United States, is officially a federal republic composed of multiple states led by a federal government with a system of checks and balances: a Bicameral Legislative composed of a directly democratic lower house called the general assembly and an upper house called the House of Burgesses, an Executive Consulate, and a federal court. While democratic and fair in theory the government still resembles more than anything a more democratic version of the French Consulate before Napoleon’s consolidation of power.

Meanwhile Lincoln is a cultural melting pot of its four original colonist groups: The people speak English as the language of state while Spanish, Japanese, and French are also spoken. The people have a generally hard working sensibility to them and believe strongly in concepts like justice, freedom, and responsibility. The people have a genuine respect for those who help others and stand up for the weak, and an inherent loathing of bullies and tyrants. Even the usage of Bioroids as cheap indentured labor is frowned upon on the planet: the practice was banned in the 2200’s and Lincoln’s Colonial Militia is active in ensuring that their planet isn’t used as a transport point for any, even giving lodging and a path to citizenship for any Bioroids who want it. Esperanza is one of many habitable moons in the orbit of the gas giant Sao Galvao in the 82 G. Eridani system, a G8 main sequence star 20 light years from earth. Esperanza is the moon that orbited in just the sweet spot in its orbit around Sao Galvao: Close enough to be warmed by the star’s light, and close enough to its parent to be warmed by the giant’s radiation. As a result, Esperanza is a warm planet with a rough 50-50 split between water and land; the planet is smaller than earth but oddly, for reasons not quite known to modern science, has a gravity only 90% that of earth. Otherwise the planet’s climate is nice and temperate with extensive grasslands and savannahs along with dense rainforests and high humidity. Esperanza was colonized in the 2100’s after being surveyed by the Brazilian survey vessel Álvares Cabral, which found the system and its wealth of habitable moons. The bidding over colonization rights and territory was fierce, but in the end the Brazilian Government managed to purchase sole ownership over the most habitable moon. Esperanza, it turned out, was one of those odd planets where the native life was transplanted from earth millennia ago, making the settlement of peoples to the planet easy. But what made it a real prize was the bountifulness of rare metals, including the ever valuable Tantalum.

Esperanza is the crown jewel of Brazil’s colonial holdings, and is treated as such: the colony is given extremely preferential treatment including democratic self rule while corporations are highly incentivized to invest in the colony. The moon has a highly crowded orbit and orbital industry, all due to the Céu-Coluna Orbital Elevator, which provides cheap and easy transit into orbit. The people of Esperanza are governed by their own government the Comunidades Federadas de Esperança, which answers to the distant government of the homeland. While classified as a Representative Democracy, the Comunidades Federadas de Esperança's democratically elected government is unique in its organization. At the lowest level of government, which under the Esperanzan system is considered to be the local governments of small towns and other communities, decisions are made by councils composed of local community leaders which hold weekly meetings on important issues to allow members of the community to have a more direct involvement with local governance. A step up from that is County Governance, in which the various community councils of the counties send one member elected by their community to represent the people at the County Council. The County Council is similar to the small-town councils, excepting for the lack of public involvement in the bi- monthly meetings. The next level of governance is the March, which is a collection of Counties. The General Assembly of the Federation is a two house body: The Commons, which is made up of 400 delegates elected in a proportional-representative style election; and the The House of Representatives, which is made up of 100 elected representatives. The Populace directly elects the President and Vice President, who nominates his choices for cabinet to be voted on by the General Assembly. Generally speaking, Esperançan politics tend to be strongly leftist-socialist, with a not- inconsiderate influence from bio-conservative and populist factions. Currently, the absolute majority of seats in the senate and chamber of deputies is controlled by two major parties: the Worker's Party(Partido dos Trabalhadores, PT), the head of the Liberal Bloc; and the Christian Socialist Party (Partido Socialista Cristão, PSC), the head of the centrist-bloc.

Culturally, Esperanza does not differ far too much from Brazil but is different enough thanks to distance and cross pollination. Portuguese and Spanish speaking, the planet nonetheless has large Japanese influences and speakers. The people tend to be free spirited and optimistic, overtly friendly and bold. Much of the population is also catholic, being one of the more fervently catholic populations in human space. Heishan is a tidally locked planet with black leaved plants orbiting the red dwarf Gliese 581, one of the first exoplanets discovered. Unfortunately for the initial settlers, Heishan is a dense super earth with 1.4 times the surface gravity of earth and active tectonics; even more unfortunate was how the planet’s atmosphere reached poisonous densities at sea level. On top of those difficulties, the plant life is at its most developed a sort of black lichen that spreads like Kudzu and secretes acid to break down rocks while its black pigmentation comes from the planet’s chlorophyll analogue: an analogue chemically based on arsenic. The fauna is hardly better: all forms of life are simple multicellular organisms armed with natural blades and surfaces covered in digestive juices to absorb prey, with many of the larger forms driven into a frenzy by fire; their simplicity gives them a sort of resilience against firearms that make the planet one of the more well known death worlds. On top of all of that, the planet is dimly lit by the visible light of its star but warmed by inconsistent infrared emissions and geothermal activity, creating wildly varying areas of cold and heat. Human beings still live on the planet, though.

Heishan was settled by three major groups over the course of the twenty second century: a Chinese expedition, a South African expedition, and a Franco-German expedition. Each expedition managed to survive despite the harsh environment, living at higher elevations and important weapons at great cost from Earth. The three colonies eventually split into three distinct nations vying for supremacy and survival: The Chinese colony became Han Shan(Cold Mountain), lying in the planet’s northern reaches in the aptly named Han Shan Plateau; the South African Inzondo(Hatred) Colony in the equatorial mountain range; and the Franco-German Schadenfreude colony near the south pole. All three colonies have developed along close cultural lines thanks to their environs: Insular and hostile to outsiders, yet highly protective of their friends and family with a heavy martial tradition because of the constant need to be ready to defend one’s home against native wildlife or raiders from one of the other colonies. The planet’s richness in Tantalum and other raw materials provides extensive funds to the three colonies, who are in turn used as proxies in conflicts between the Commonality and ViSTA. The planet’s primary export is unfortunately the most depressing one: the colonists of the planet are valued as elite soldiers by major nations and as mercenaries by everyone else.

Of the some five habitable planets orbiting Gliese 667, Azania-Thalassa is simultaneously the most breathtaking and the deadliest. A humid hothouse world, roughly 90% of the planet’s surface is covered by oceans with deep equatorial oceans that generate powerful hurricane like storms and produce almost daily rains; temperatures near the equator can reach as high as 55 degrees Celsius, cooling down to a more manageable 35 degrees at the poles. While the atmosphere is breathable and the gravity is extremely close to earth, the biosphere of Azania-Thalassa is divergent in just the right way to be worthwhile and exceedingly dangerous: while life on the planet uses the same amino acids as earth life, Azania-Thalassan lifeforms have evolved to make extensive use of the major environmental hazard of the planet: the air, the water, even the soil is laced with abundant heavy metals which are a double edged sword. While much of the air is mildly toxic and a long term carcinogen, the dense flora and fauna of the planet are massively valuable to human pharmaceutical companies: certain biological compounds found only on Azania-Thalassa are required to produce anti-aging drugs. As the world is so valuable, the planet is one of the more war torn places inhabited by humans. The dominant power on Azania-Thalassa is the Azania Colony, one of the first ViSTA colonies to be established without the help or control of the Chinese. Discovered during the exploration rush of the 2100’s, the planet was mostly ignored by most prospective colonial missions because of the other planets in the system; when the joint East African Federation and Southern Bantu Union “New Azania” colonization mission was searching for a target, the planet was picked out and colonization expeditions with the hopes and dreams of the two major African Powers of ViSTA were launched. Unfortunately it was discovered, on arrival, that the planet to be named Azania already had a breakaway group of independent minded colonists living on it, calling themselves the Thalassans. While sharing the planet would not have been an issue, the problem was that the Thalassans claimed sole ownership of the world. And began attacking the developing colony. The resulting war as the Azanian colony expanded and was attacked by the ‘native’ Thalassans lasted for decades, occasionally going cold only to be brought back to the heat by some new atrocity by one side or the other: the Azanians responding to raids and terrorist actions with heavy handed military action and wholesale cleansing of Thalassan settlements, and the Thalassans supported by off world sponsors attacking the civilian populace of Azania whenever possible. Each side found off world support, though the Thalassans were able to play the media game well enough to gain the support of much of the Commonality. The brutal and long burning war was only recently ended by a tentative cease fire agreement, though the terms of the peace deal have left both sides upset and angry: the planet would be split with each side gaining half of the planetary surface, and the Azanian government would pay reparations to the Thalassan governing body while allowing them freedom of movement within Azanian territory. In exchange, the Azanians were allowed to stay on planet. Suffice it to say, figures and groups on both sides have no love for this peace.

Azania is primarily a self administered colony, run by intelligent governing computer systems overseen by administrators from the EAF and BU, supported on the local and city level by directly democratic councils; the Azania Colony has administrative oversight over many of the multinational and off world corporations operating on planet but these corporations tend to operate without letting the colonial government into the loop. Much of the colony’s population is understandably of African Descent, with the majority of colonists coming from the Bantu speaking peoples of southern and eastern Africa, with a smaller but still extent minority originating from the Afro-Asiatic speaking peoples of the Horn of Africa and Ethiopian Highlands; other major groups present in the colonization were the Han Chinese, various Indian ethnic groups, and a spattering of Arabs and Iranians. Because of the planet’s harsh and oftentimes hostile conditions, the people of Azania have adapted to their world in a number of ways, albeit none of which go to the extent of the Thalassans. Most inhabitants live underneath domes and in enclosed arcologies, while food has to be grown in orbit to avoid heavy metal contamination. Even with such adaptations, all Azanians have received at least some degree of genetic and cybernetic enhancement to better handle the environment, though again these are nowhere near the extent of the Thalassans. Located not quite in Beta Hydri, Kourosh is a scientific research colony and expansive transshipment complex located in quite a unique location. Unknown to scientists from earth till it was detected by the first survey flights to Beta Hydri, Beta Hydra B is a massive Dyson Sphere located roughly three quarters of a light from its companion. Faintly radiating heat, no human has ever managed to actually enter the sphere and find out what is inside; but that doesn’t mean that humans haven’t found something to do with it. Along the equator of the Sphere is a massive shallow depression about the size of the Manicougan Crater; this depression is believed to be an entrance to the Sphere, but the hatches leading in have never opened. Along the depression and even across the surface of the hatches are numerous ruins and ancient facilities dating back to the time of the Builders filled with all manner of interesting relics. The Iranian Space Agency was quick to claim the depression for itself, building what was initially a research facility on the rim that soon became Kourosh, Iran’s major off world presence.

Living on the surface of an ancient Dyson sphere is hard- even more so when one can’t dig into the structure of the sphere to create foundations. Initially the Iranians built into and within what surface facilities could be accessed in the depression’s rim, but space ran out fast as the colony boomed. So they built out and upwards from the rim, turning the depression into a massive network of facilities: shipyards, low-G factories, spin habitats, power facilities, everything a colony that didn’t have access to solar power would need. While the settlement is in constant need of food and water imports due to their scarcity, Kourosh is no impoverished backwater. With it’s numerable research and development facilities combined with a location that makes space borne trade easy, Kourosh is both ViSTA’s preeminent R&D facility and major shipbuilding complex in the Outer Systems.

The two major powers are not the only polities that exist within human colonized space, though they are the dominant ones whose presence shapes the policies of smaller nations. Beyond and within their loosely defined space borders lie numerous independent colonies and worlds encompassing numerous different beliefs and ideals. Some of these Indies, as they are called, are isolationist experimental or social separatist colonies while others are nothing more than puppets of larger powers. There exist those that are regional powerhouses in their own right that are engaged in their own struggles against similar powers; still others are simple out of the way places within the backlands of human space. There are far too many of these Indies to list here, with the number somewhere in the hundreds and the locations scattered across and beyond human space.

In the Outer Systems, on the edge of human space, there are roughly seven Indies of note that range in size from the single planet Antauen Hegemony to the Korindo Interconnect. After the Korindo Interconnect the largest independent powers in are the Taurus Union and Yashima Shogunate, with the two smallest before Korinth are the Tanstaafl Federation and Thalassan League. Each of these seven powers are unique in their own way, representing different backgrounds and socities separate and not-so separate from that of Earth.

The Antauen Hegemony(Xi Bootis) is the smallest of the notable independent powers within the Outer Systems, and is simultaneously the most isolationist. Founded originally by escaped and retired Bioroids from various armed forces as a safe haven for their kind, Antauen has developed a highly militarized society based upon self reliance and self defense where the military serves as the state's government. Despite the nation's isolationist leanings, the Hegemony's foriegn policy is dominated by their desire to see an end to Bioroid slavery: The planet and its star system is a safe haven for more radical abolitionist organizations such as the Jayhawkers, while the military regularly engages in patrols to disrupt slavery related operations. Antauen is, as far as planets go, a fairly harsh world: Essentially a theocratic regime, the Korindo Interconnect(Gliese 667) is one of the major political powers in the Gliese 667 star system. The Interconnect is a tightly knit theocratic alliance of every major Raelian settlement on every inhabited planet in the system with a capital on the world of Korindo. The nation's government is at best subservient to the Raelian church, but in most cases is simply synomous with it.

The Taurus Union() is syndicalist confederation of multiple spanish speaking colonies and settlements in the Sigma Draconis system, centered on the world of Ilanura orbiting one of the system's major gas giants. Ilanura is a hot and dry high gravity world dominated by vast deserts, shallow tropical oceans, and a yearly volcanic cycle due to its parent planet. The people of the world have become tough and hardy as a result: some of the original setlers and colonies being Argentine and Mexican penal colonies while others like the capital of Taurus were mining colonies of richer spanish speaking countries like Colombia. Politically the Union is an independent nation with a constitution and government based on Esperanca's, replacing the reprsentative government with a Syndicalist form of government with elected workers congresses and direct democratic voting.

The planet Yashima, located orbiting Beta Hydri A, is a cold and wet world with arctic conditions similar to Earth's Ice Ages. Originally colonized by a coalition of Japanese developers, the planet soon became a haven for reactionary and isolationist Japanese groups who flocked to the planet in the wake of their homeland's opening up of immigration. The resulting independent minded nation state is the Yashima Shogunate: A de-facto and de-jure military dictatorship based in part on the Tokugawa Shogunate. Each shogun is elected for life from a group of four noble samurai families who effectively control the government.

Located on the planet New Texas in the system, the Tanstaafl Federation is at least on paper a democratic republic; in reality it is a libertarian paradise where money is power and the law exists to protect those with money. Initially a frontier colony, Tanstaafl became a haven for rich and influential Libertarians and Objectivists, who poured money and capital into the growing colony until it became what it is today: A glimmering beacon of unrestrained Objectivist Capitalism nestled on a world with that could be a twin of Mars when it was habitable.

The Thalassan League is the dominant controlling government of one half of the world of Azania-Thalassa in the Gliese 667 system. Descended from the original futurist settlers of Azania- Thalassa, the Thalassans have a number of distinct genetic and cybernetic augmentations along with a distinct culture that sets them apart from most of humanity; most of which help them survive in the humid, heavy-metal rich jungles of their world. Thalassans are divided into four distinct castes: The Alphas, charismatic and intelligent rulers, administrators, and leaders; the Betas, agile and dextrous service workers, artists, and technical workers; the Gammas, strong workers and effectors, the workers and do-ers; and finally the Omegas, who have even more adaptations for surviving in the back country of the planet and serving as soldiers. Uniquely, the Thalassan population 75 to 85% female and matriarchal. Thalassan Genetic Lines Line Ability Endurance Composure Instinct Special Alpha 15 15 30 6 Leadership Feat Beta 30 15 15 6 Accelerated Trait Gamma 15 30 15 6 Atlas Upgrade Trait Omega 250 25 25 3 Quantum Brainwaves Rank D Life in the 26 th Century

The life of the average person in the 26th century very much depends on where they live, but for the most part is far improved on that of their 21st century counterparts. New technologies have made everything far easier, and advanced genetic manipulation has made the whole of humanity better. Space Travel and Faster than Light Communications have made the world much larger for everyone and allowed for people to stay in contact. All the while familiar things like religions continue to exist and change with the people who practice them.

In the middle part of the 20th century after the Second World War ended in atomic fire, people expected the world to undergo an energy revolution; instead they received a revolution in information technology. The exact same thing happened at the end of the 21st century: the information revolution that everyone expected to happen was blunted by the widespread chaos of the time, and there was instead a revolution in energy storage and transport. Nowadays most everyone has some form of implanted data storage and multimedia device along with various cybernetics to interface with the omnipresent Augmented Reality in built up areas. In the larger cities and space habitats public transportation dominates and moves the of people while they go about their daily lives. Much, however, remains similar to the period of time in between the beginning of the second decade of the 21st century and the near collapse of civilization: There is no grand utopian hive mind uniting everyone, nor has society evolved to a utopian human society where there is no money.

Indeed, to even use humanity to describe what has become of the human race in the 26th century would be a misstep. The more precise word would be Transhuman: Transhumanity has advanced beyond basic humanity through the use of various genetic modification techniques and widespread cybernetics, but still remains fundamentally the same as their human ancestors in terms of mental capabilities and outlook. Lifespans have grown to be measured in the hundreds of years with people staying in the prime of their lives for at least a century. With the wide varieties of habitats available for transhumans to live on and the natural desires of the rich to make their children better, people even began to make simply better humans. Transhumanity encompasses a wide range of alterations and upgrades to the human body, from the average Standard to the near ubermensch of the Superior genotype.

Much of transhumanity in the 26th century lives outside of the solar system, scattered amongst various star systems on space habitats and alien worlds. Spread out this way, communication and trade are important; both to isolated settlements that must import everything to survive and to wealthy settlements that prosper on the import export trade. In order to actually ship goods between stars you need to either go faster than light or find a way around the space between you and your destination, and the same is true if you want to send a message given the impossibility of faster than light communications: In Armored Dragoon Gunstrider both ways are possible. Most common is the Warp Drive, which uses warped bubbles of space-time to propel ships between star systems; but more efficient and cheaper are natural wormholes which link distant parts of space together.

Warp Drive is by far the most common form of interstellar travel and communication due in part to the widespread availability: Natural Wormholes are rare while artificial ones are controlled wholly by Ohrmazd, who reserves its network of zero-width wormholes for communication. Using a specially constructed drive Torus, Warp ships create a bubble of warped space around the ship and then ride the bubble at towards their destination at a rate of 1 Light Year a month. While passenger ships and cargo vessels often use this method, a cheap method of interstellar communications is to use cheap courier drones filled with messages. Recently however, refinements in FTL technology have massively increased the speed of FTL Drives: New models are capable of reaching speeds upwards of 5 Light Years a month, resulting in a boom of space traffic. While Warp Drive is common and slow Wormholes are the backbone of interstellar shipping, forming natural chokepoints and shipping lanes similar to the Suez Canal or Straits of Malacca on Earth. Wormholes are essentially points in the universe where space and time are folded together, connecting two or more distant points. Most of the energy intensive artificial wormholes in human space are zero width holes used for wireless communications or small width ones used for static landlines. Natural Wormholes are much larger and rarer, capable of instantaneously transporting objects from one point in space to another. Many natural wormholes have a mass limit of objects that can pass through them over a short period of time; going over this limit will shut the wormhole down for a period of time ranging from days to months.

Despite various predictions about the inevitable death of religion made in the early 21st century organized religion is still strong in the 2500’s and thanks to social and cultural changes has a hold on the lives of transhumanity similar in nature to the western world during the late 19th and early 20th centuries. The tumult of The Calamity and the uncertainty of living a new life on alien worlds in the early days of colonization made the idea of a higher power looking out for humanity very popular among colonials while efforts by various religious relief organizations helped various areas of the earth to recover. In short there are roughly four major religious denominations within transhumanity: Christianity continues to be the dominant religion although its various denominations have adapted and changed over the years; Islam follows shortly behind it, having adapted much the same; Buddhism has done likewise; while Hinduism has been a touch more stagnant and resistant to change.

The current dominant religion in human space is Christianity, split between three major denominations: the Protestant churches, the Stellar Roman Catholic Church, and the Orthodox Church. These three groups have adapted in varying ways to the changes in humanity, some good and some bad. Protestant churches run the gamut from ultra conservative denominations that still decry human enhancement as the devil to futuristic descendants of the Quakers and Anabaptists. The Stellar Roman Catholic church is an outgrowth of the earlier Roman Catholic Church, having accepted technology of the modern age and the societal changes that came with it surprisingly easily. The Church and orders such as the Jesuits established themselves on many new colonies, providing services such as education to frontier communities to build up good will; the Catholic Church also continues to fund various charities and scientific research to advance the borders of human science. The Orthodox Church continues to be mated to the governments of Central Europe, with patriarchs operating in close association with secular rulers.

Always the second major religion in humanity, Islam has continued to thrive and exist in a world where most of its adherents no longer live on the earth. Split between the two major denominations of Sunni and Shi’a, much of the Islamic world and diaspora have adapted in various ways to the modern human world. Sunni Islam continues to have the majority of Islam’s adherents, but has retained bio-conservative leanings towards advanced human augmentation whilst the Shi’a branch has shifted towards the liberal end in league with the Stellar Roman Catholic Church. One of the main points of schism between Sunni and Shi’a is the practice of Salat, or worship, on non-Earth bodies: while both groups believe that wearing an environmental suit is okay they disagree on the correct Qibla, or direction to face towards Mecca when praying. The Sunni school of thought popularly holds that one should face towards earth or the solar system to the best of one’s ability if in space, while facing towards the oldest mosque or Abrahamic place of worship on an inhabited planet or towards the point they landed on an uninhabited planet; The Shia school simplifies it and simply says that one should face towards earth when in a ship and towards the point where they landed when on planetary bodies. Buddhism is the third major religion in human space, and the only one of the big three which is not descended from Abraham. With its innumerable regional variations and nontheistic interpretations, Buddhism had possibly the easiest time adapting to a new space faring culture. Despite the ease of adoption and the simple fact that many early colonists and travelers were Buddhists, the religion has ultimately changed both the least and the most out of all four major religions. Changed the least because of the lack of major challenges or shake ups to it. Changed the most, however, due to new ideas and traditions both regional and local that its adherents have absorbed. Of course, one cannot talk about major religions without talking about Traditional Chinese Folk Religion, which combines Buddhism with other uniquely Chinese things to create its own thing. Out of all the followers of Buddhism, roughly 60% follow the Chinese way.

The fourth of the major religions practiced by much of humanity, Hinduism in a way represents the most steadfastly conservative of the four. After a brief swing towards liberalism in the 21st century, much of the Indian subcontinent and the religion’s followers swung hard back towards the conservative, believing the old ways were the best way to proceed into the future. The religion encourages political and social conservatism, exhorting its followers to be happy with their place in life and society. While not bio-conservative in any means, Hinduism tends to frown on advanced telecommunications that allow too much freedom of communication. At the same time, however, it uses transhuman technologies to make the caste system far more of a social construct: Brahmins and Kshatriya are encouraged and even subsidized in some Hindu majority states to receive augmentations pertaining to making them simply better than the average human.

Other Religions Beyond the four major religions, there are multiple smaller ones that exist among minorities and other groupings, some existing on the fringes of human space and other ones nestled up to its heart. There are a total of six notable minor religions, some new and some old:

 Shintoism – Shintoism is the major spiritual and religious beliefs of the Japanese people, and the official state religion of that country and its various splinter colonies. With a strong emphasis on the natural world, Shinto tends to promote cooperation with various ecosystems.

 Judaism – Judaism is another of the three main Abrahamic religions, with a closely knit community. Historically wanderers in other nations and groups, most of humanity’s Jews continue to live on earth, in Israel.

 Taoism – Taoism is a philosophical and religious tradition of Chinese origin that emphasizes living in harmony with the Tao, which means way or path. Most of the adherents of Taoism are from China proper and its colonies, but many have begun springing up in China’s African allies.

 Sikhism – Sikhism is a religion founded in India based on the preaching of successive Gurus, following the holy book which serves as an eternal Guru. Sikhism considers spiritual life and secular life to be intertwined, and believes in the necessity of sharing and to have equality of all. Sikhs are remarkably open minded, believing that all religious traditions are equally valid and capable of enlightening their followers. Sikhs believe in honest living, and having active and creatively practical lives filled with truthfulness and self-control. Many Sikhs are soldiers, as many of them are expected to embody the qualities of a Saint Sipahi- a saint-soldier.  Rael – Raelism is a religion founded in the 20th century during the whole UFO craze had the world going nuts over the possibility of extraterrestrial life. Highly scientific minded, Raelians were a minor religion with few followers until somehow, in the 22nd century, they managed to snag a wormhole transported colonial expedition out beyond the fringes of human space. The colony they founded eventually became the modern Korindo Interconnect.

 New Zoroastrianism – New Zoroastrianism is a modern update of the ancient monotheistic religion, updated for modern times. Specifically, new Zoroastrianism worships the AI Ohrmazd as the representation of Ahura Mazda in the physical world.

In the 2500’s entertainment is a major part of the lives of most people, from the mega cities of Earth to the rugged wilderness of the frontier worlds; everyone has some degree of free leisure time that has to be taken up by something, and the information and technology heavy culture that dominates makes access to all kinds of pastimes available. Still ever popular are various forms of sports, with Soccer and Dueling popular sports anyone has access to; The Arena and IAFL are incredibly popular televised sports that capture the imagination of billions and the money of some of the most powerful corporations. Music has continued to be a major fixture of human culture and the current trend in music is glitzy, fabulous pop idols wearing extravagant clothing. However none of this interstellar mass culture would be possible without the interstellar communication system piggybacked onto Ohrmazd’s wormhole network that allows for instantaneous connections between the information networks of major inhabited worlds. This Internet functions by connecting the disparate information networks on major planets through zero-width wormholes, allowing for practically instant communication between connected users; This FTL Internet is limited though: relatively minor or frontier planets lack a connection to the Internet, and no star ship is large enough to host the required hardware for a wormhole.

Sports are a major part of the general populace’s everyday lives in the current age, with roaring crowds watching the Arena and IAFL when the season for those sports comes around, while people and clubs practice dueling and soccer on a daily basis. The Arena, as it is normally called despite having a more official sounding name, is the human space spanning organized sports league based around the sport of Mecha Fighting: non-lethal combat between military grade combat machines. Arena matches are normally 1 on 1, 2 on 2, or 4 on 4 matches in an enclosed area, with the machines either piloted directly or by remote control. The other popular mechanized sport is the Interstellar Armored Formula League

Current Affairs Things are becoming rotting in human space, with tensions rising, old wounds being reopened, and monsters rising from the shadows to ravage a shallow peace. The Commonality is on the verge of a massive crisis, as a series of colonies lead by Lincoln agitates for greater representation on national legislatures in response to new taxes while a counter group of ‘loyalist’ colonies lead by Esperanza have begun raising national militias to protect national sovereignty, prompting the so called ‘Sons of Liberty’ to begin raising their own forces centered around Lincoln. Elsewhere, the fragile peace on Azania-Thalassa is on the verge of completely breaking down at any day now: despite both governments trying to work towards an agreement the hardliners on both sides are pushing towards war, while loosely affiliated militias and paramilitary forces continue to fight in undeclared skirmishes. The recent advances in FTL travel have made human space a smaller and crowded space: the rising powers of the Indies have begun to flex their muscles against weaker and undefended colonies, with some such as the Yashima Shogunate laying eyes on valuable holdings nearby; piracy is on the rise, meanwhile, in the Outer Systems and rising at an astonishing rate as it becomes far more cost efficient for civilians to operate starships and governments have yet to provide more protection. ViSTA has taken advantage of the new ease of travel though and has once again begun expanding, exploring into space to find new worlds to settle… These expeditions however have been facing significant difficulty, with many of them simply disappearing without a trace. Related to this is the complete lack of contact between humanity’s scientific community and any of the alien species previously contacted by mankind in the past: they’ve all seemingly gone dark.

The future of ADG holds many things: there are mysteries to uncover and new things to find beyond the horizon of space. But there are also demons rising from above and below, wars and brutal conflicts to be fought. Chapter 6: Combat Vehicles of the 2520’s

Combat Vehicles of the Daedalus Commonality The Daedalus Commonality fields well equipped, high performance machines with an edge towards high speeds surgical strikes and highly mobile warfare, matching an extensive suite of particle beam weapons with quick designs.

A4D Wildcat Armored Dragoon(Normal Version) The A4D Wildcat was the Commonality’s first and most common Armored Dragoon and is still in service with colonial militias and second-line forces after more than six decades of use. Relatively fast and agile for its day, the Wildcat was not much like earlier Armored Dragoons derived from zero-g work vehicles; More than anything, the Wildcat resembles a spindly humanoid fighter aircraft, with an upper torso resembling that of an aircraft. Highly modular in construction, the Wildcat can be modified for a variety of roles and environments. Tier: I MBP Cost: 25 Structure: 9 Armor: 2 Agility: 10 Weapon Points: 64(4) Ground Movement: 2 Water Movement: 0 Air Movement: 4 Space Movement: 3 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equip. (48 Weapon Points, 2 Air Movement, 2 Space Movement)-9 MBP Weapon(Traits) Type Accuracy Cost *Collar Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Particle Beam Rifle Ranged +15 24 Range Damage x Hits Damage Type 2-8 1d8+3x1 Energy Weapon(Traits) Type Accuracy Cost Combat Knife +P PA Melee +10 10 Range Damage x Hits Damage Type 1-1 1d6+1x1 Solid Weapon(Traits) Type Accuracy Cost AIM-73 Falcon Missiles Guided +10 14 +P Range Damage x Hits Damage Type 2-8 1d6+1x2 Solid A4D Wildcat(Aerial Superiority Version) This is the aerial combat version of the Wildcat. Tier: I MBP Cost: 25 Structure: 9 Armor: 2 Agility: 15 Weapon Points: 64(4) Ground Movement: 2 Water Movement: 0 Air Movement: 4 Space Movement: 1 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equip. (5 Agility,48 Weapon Points, 2 Air Movement)-9 MBP Weapon(Traits) Type Accuracy Cost *Collar Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Pulse Gun +P Ranged +10 24 Range Damage x Hits Damage Type 2-6 1d8+0x3 Energy Weapon(Traits) Type Accuracy Cost Combat Knife +P PA Melee +10 10 Range Damage x Hits Damage Type 1-1 1d6+1x1 Solid Weapon(Traits) Type Accuracy Cost AIM-73 Falcon Missiles Guided +10 14 +P Range Damage x Hits Damage Type 2-8 1d6+1x2 Solid A4D Wildcat(Space Attack Version) This is the space and anti-ship version of the Wildcat. Tier: I MBP Cost: 25 Structure: 9 Armor: 2 Agility: 10 Weapon Points: 64(4) Ground Movement: 2 Water Movement: 0 Air Movement: 2 Space Movement: 7 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equip. (5 Agility,48 Weapon Points, 2 Air Movement)-9 MBP Weapon(Traits) Type Accuracy Cost *Collar Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Particle Lance AS Ranged +15 34 Range Damage x Hits Damage Type 2-8 1d8+4x1 Energy Weapon(Traits) Type Accuracy Cost AIM-73 Falcon Missiles Guided +10 14 +P Range Damage x Hits Damage Type 2-8 1d6+1x2 Solid A6D Hellcat(General Purpose Version) The A6D Hellcat is the successor to the earlier Wildcat, and is considered the first fully transformable Armored Dragoon to entire production and general use. The Hellcat is more humanoid than its predecessor but still has a lanky and aerodynamic appearance with the hints of a sleek combat aircraft; while in fighter form it becomes a sleek and aerodynamic combat fighter. Like the Wildcat, the Hellcat is highly modular. Tier: II MBP Cost: 35 Structure: 12 Armor: 2+2 Agility: 25/15 Weapon Points: 80(5) Ground Movement: 6/0 Water Movement: 0/0 Air Movement: 0+2/8+2 Space Movement: 3/8 Traits Effects Transformation Transforms from Arm. Drag. To Aer. Craft Pats Slot 1 Slot for Parts Mod. Equip. (64 Weapon Points, 4 Form #1 Ground Movement/4 Form #2 Air Movement), 10 Form #1 Agility/4 Form #2 Space Movement) (12 MBP) Weapon(Traits) Type Accuracy Cost *Collar Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Particle Scattergun +P S Ranged +15 34 Range Damage x Hits Damage Type 2-6 1d8+2x3 Energy Weapon(Traits) Type Accuracy Cost Combat Knife +P PA Melee +10 12 Range Damage x Hits Damage Type 1-1 1d6+2x1 Solid Weapon(Traits) Type Accuracy Cost AIM-73B Falcon Missiles Guided +15 18 +P Range Damage x Hits Damage Type 2-8 1d6+2x2 Solid A6D Hellcat(Strike Version) This is the Strike Version of the Hellcat, meant for close air support and anti-ship strikes. Tier: II MBP Cost: 35 Structure: 12 Armor: 2+2 Agility: 15/15 Weapon Points: 80(5) Ground Movement: 10/0 Water Movement: 0/0 Air Movement: 0+2/12+2 Space Movement: 3/4 Traits Effects Transformation Transforms from Arm. Drag. To Aer. Craft Pats Slot 1 Slot for Parts Mod. Equip. (64 Weapon Points, 8 Form #1 Ground Movement/8 Form #2 Air Movement) - (12 MBP) Weapon(Traits) Type Accuracy Cost *Collar Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Heavy Particle Lance AS Ranged +20 36 Range Damage x Hits Damage Type 2-8 1d8+4x1 Energy Weapon(Traits) Type Accuracy Cost AGM-92 Hwacha Guided +15 28 Missiles +P S Range Damage x Hits Damage Type 2-8 1d6+4x2 Solid A6D Hellcat(Marine Version) This version of the Hellcat has improved equipment for amphibious and undersea combat. Tier: II MBP Cost: 35 Structure: 12 Armor: 2+2 Agility: 15/15 Weapon Points: 80(5) Ground Movement: 2/0 Water Movement: 4/4 Air Movement: 0+2/4+2 Space Movement: 3/4 Traits Effects Transformation Transforms from Arm. Drag. To Aer. Craft Pats Slot 1 Slot for Parts Mod. Equip. (64 Weapon Points, 4 Water Movement both Forms) (12 MBP) Weapon(Traits) Type Accuracy Cost *Collar Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Particle Scattergun +P S Ranged +15 34 Range Damage x Hits Damage Type 2-6 1d8+2x3 Energy Weapon(Traits) Type Accuracy Cost Combat Knife +P PA Melee +10 12 Range Damage x Hits Damage Type 1-1 1d6+2x1 Solid Weapon(Traits) Type Accuracy Cost AIM-73B Falcon Missiles Guided +15 18 +P Range Damage x Hits Damage Type 2-8 1d6+2x2 Solid A8D Corsair The Corsair is the current top of the line Armored Dragoon used by the Commonality, a high performance transformable machine capable of serving in the dual roles of aerospace interceptor and all terrain combat vehicle. Tier: III MBP Cost: 45 Structure: 15 Armor: 3 Agility: 25/20 Weapon Points: 96(6) Ground Movement: 8/0 Water Movement: 0/0 Air Movement: 2+2/10+2 Space Movement: 2+2/8+2 Traits Effects Transformation Armored Dragoon/ Aerospace Craft Parts Slot One slot for Parts Mod. Equip. ( 80 Weapon Points, 4 Form #1 Ground Movement/4 Form #2 Air Movement, Shield, Decoy ) - 15 MBP Shield 2 AP to tank failed evasion Stealth Undetectable to enemies beyond 6 Hexes Weapon(Traits) Type Accuracy Cost *Collar Vulcans +P PD Ranged +10 19 Range Damage x Hits Damage Type 1-4 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Particle Scattergun +P S Ranged +15 34 Range Damage x Hits Damage Type 2-6 1d8+2x3 Energy Weapon(Traits) Type Accuracy Cost Plasma Lance +P PA Melee +10 17 Range Damage x Hits Damage Type 1-1 1d8+2x1 Energy Weapon(Traits) Type Accuracy Cost AIM-450 Eagle Missiles Guided +20 26 +P Range Damage x Hits Damage Type 2-8 1d6+3x3 Solid R-701 Banshee The R-701 Banshee is a practically ancient aerospace strike fighter formerly used by the space and air forces of Commonality Nations, now relegated to second line and colonial formations. The Banshee is a sleek aerodynamic blunt wedge shaped craft, with upward canted wingtips and a large ventral weapons pod. Tier: I MBP Cost: 26 Structure: 6 Armor: 1 Agility: 10 Weapon Points: 64(4) Ground Movement: 0 Water Movement: 0 Air Movement: 6 Space Movement: 6 Traits Effects Aerospace Craft Reduce Air Cost, Increase Ground Cost Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost Spinal Particle Beam +P Ranged +15 32 AS Range Damage x Hits Damage Type 1-6 1d8+2x1 Energy Weapon(Traits) Type Accuracy Cost AIM-108 Hornet Guided +10 32 Micromissiles +P PD S Range Damage x Hits Damage Type 1-3 1d6+2x4 Solid R-779 Revenant The R-779 Revenant is the current mass produced Aerospace Fighter used by the Commonality, and is a continuation of design concepts introduced in the Banshee. The Revenant features an improved aerodynamic design, the blunt wedge of the Banshee having evolved into a long and tapered waverider shape with low detectability cowlings and twin thrust-vectored engines. Gone is the large ventral weapons pod, replaced with internal missile bays and a ventral gunpod mounted on gimbals. Tier: II MBP Cost: 34 Structure: 6 Armor: 1 Agility: 15+5 Weapon Points: 96(6) Ground Movement: 0 Water Movement: 0 Air Movement: 6+2 Space Movement: 6 Traits Effects Aerospace Craft Reduce Air Cost, Increase Ground Cost Stealth Undetectable beyond 6 Hexes Mod. Equip (32 Weapon Points, Parts Slot) 4 MBP Parts Slot One Slot for Parts Weapon(Traits) Type Accuracy Cost *Spinal Particle Beam +P Ranged +15 32 AS Range Damage x Hits Damage Type 1-6 1d8+2x1 Energy Weapon(Traits) Type Accuracy Cost *AIM-108 Hornet Guided +10 32 Micromissiles +P PD S Range Damage x Hits Damage Type 1-3 1d6+2x4 Solid Weapon(Traits) Type Accuracy Cost AIM-450B Eagle Missiles Guided +20 32 +P Range Damage x Hits Damage Type 2-8 1d6+4x3 Solid R-909 Nosferatu Entering into use with certain squadrons only in the past two years, the R-909 Nosferatu is the newest Aerospace Superiority Fighter in production with the Commonality. Taking lessons learned from various conflicts and the newest science, the Nosferatu has a completely new design that harkens back to the concept super fighters of the late 20th century with rear swept diagonal wings, upward canted canards, and twin thrust vectoring engines mated to the lifting body waverider body plan of earlier aerospace craft. Tier: III MBP Cost: 44 Structure: 12 Armor: 2 Agility: 25 Weapon Points: 112(7) Ground Movement: 0 Water Movement: 0 Air Movement: 10+2 Space Movement: 10 Traits Effects Aerospace Craft Reduce Air Cost, Increase Ground Cost Stealth Undetectable beyond 6 Hexes Parts Slot One slot for Parts Mod. Equipment (32 Weapon Points, Parts Slot) 4 MBP Weapon(Traits) Type Accuracy Cost *Twin Particle Beams +P Ranged +15 40 AS P Range Damage x Hits Damage Type 1-6 1d8+2x2 Energy Weapon(Traits) Type Accuracy Cost *Wing Plasma Edges +P Melee +25 40 PA AC Range Damage x Hits Damage Type 1-2 1d8+5x2 Energy Weapon(Traits) Type Accuracy Cost AIM-450B Eagle Missiles Guided +20 32 +P Range Damage x Hits Damage Type 2-8 1d6+4x3 Solid FV206 Comet The Comet is another of the Commonality’s positively ancient combat vehicles, this one an ATGM armed Main battle Tank in use with various ground armies since the mid 2400’s. The Comet was built on a doctrine of speed and mobility, using a long ranged guided missile to defeat enemies rather than engage with direct fire weapons. Now essentially an outdated model, the Comet finds use in the Outer Systems. Tier: I MBP Cost: 22 Structure: 9 Armor: 3 Agility: 10 Weapon Points: 48(3) Ground Movement: 4 Water Movement: 2 Air Movement: 0 Space Movement: 0 Traits Effects Armored Vehicle Reduce Water Cost, Increase Space and Agility Cost Weapon(Traits) Type Accuracy Cost BGM-83 Dirk Launcher Guided +25 32 +P AP Range Damage x Hits Damage Type 3-8 1d6+4x1 Solid Weapon(Traits) Type Accuracy Cost Vulcan Turret +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid FV405 Centurion The Centurion is an evolution of the Comet, another MBT that combines high speed and mobility with a redesigned weapons system, including the addition of a dozer blade for urban warfare and a modular main turret that can replace a rapid fire particle beam gun with an ATGM launcher. Tier: II MBP Cost: 34 Structure: 15 Armor: 2 Agility: 15 Weapon Points: 64(4) Ground Movement: 6 Water Movement: 2+2 Air Movement: 0 Space Movement: 0 Traits Effects Armored Vehicle Reduce Water Cost, Increase Space and Agility Cost Decoy Creates Decoy which lasts till next Turn Mod. Equip (32 Weapon Points, Decoy) 6 MBP Weapon(Traits) Type Accuracy Cost Particle Burstgun +P Ranged +10 32 Range Damage x Hits Damage Type 2-5 1d8+2x3 Energy Weapon(Traits) Type Accuracy Cost *Vulcan Turret +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost *Bulldozer Blade +P C Melee +5 16 Range Damage x Hits Damage Type 1-1 1d6+3x1 Solid FV333 Chieftain The FV333 Chieftain is the current generation’s Main Battle Tank for the Commonality, built by Vickers-Daewoo with lessons learned from the Centurion. The tank’s agility and armor were greatly improved, with an experimental deflector field added to resist enemy attacks. More importantly, the Chieftain’s armament was upgraded to combine a short ranged particle lance with a longer ranged ATGM launcher. Tier: III MBP Cost: 42 Structure: 12 Armor: 3+2 Agility: 15+5 Weapon Points: 96(6) Ground Movement: 6 Water Movement: 6 Air Movement: 0 Space Movement: 1 Traits Effects Armored Vehicle Reduce Water Cost, Increase Space and Agility Cost Deflector Field 45% to evade enemy attack on failed evasion roll Decoy Creates Decoy which lasts till next Turn Weapon(Traits) Type Accuracy Cost Particle Lance +P Ranged +15 32 Range Damage x Hits Damage Type 2-5 1d8+4x1 Energy Weapon(Traits) Type Accuracy Cost BGM-83 Dirk Launcher Guided +25 32 +P AP Range Damage x Hits Damage Type 3-8 1d6+4x1 Solid Weapon(Traits) Type Accuracy Cost Vulcan Turret +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Dozer Blade +P C Melee +5 16 Range Damage x Hits Damage Type 1-1 1d6+3x1 Solid Rodger Young class Guided Missile Destroyer The Rodger Young is a widespread class of surface warships propelled using air cushion technology, formerly used by the Commonality but now common on most worlds. Tier: I MBP Cost: 36 Structure: 66 Armor: 3 Agility: 15 Weapon Points: 64(6) Ground Movement: 4 Water Movement: 8 Air Movement: 0 Space Movement: 0 Traits Effects Warship Warship Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost RGM-1000 Voulge Guided +15 39 Missiles +P AS AP Range Damage x Hits Damage Type 2-7 2d6+2x3 Solid Weapon(Traits) Type Accuracy Cost 10mm AA Battery +P PD Ranged +10 25 Range Damage x Hits Damage Type 1-2 1d6+1x4 Solid Saint Nazaire class Directed Energy Frigate The Saint Nazaire class of energy weapon armed frigates are a widespread line of space ships common in the Outer Systems. Tier: I MBP Cost: 36 Structure: 66 Armor: 3 Agility: 15 Weapon Points: 64(6) Ground Movement: 0 Water Movement: 0 Air Movement: 2 Space Movement: 8 Traits Effects Warship Warship Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost Spinal Particle Lance +P Ranged +5 34 AS AP Range Damage x Hits Damage Type 2-7 2d8+2x1 Energy Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +10 30 Range Damage x Hits Damage Type 1-2 1d8+1x4 Energy Jozef Pilsudki class Guided Missile Destroyer The Jozef Pilsudki class of destroyers are a common ocean and land going series of warships used by the Commonality and associated powers. Tier: II MBP Cost: 42 Structure: 72 Armor: 4 Agility: 20 Weapon Points: 80(5) Ground Movement: 4 Water Movement: 8+2 Air Movement: 0 Space Movement: 0 Traits Effects Warship Warship Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost RGM-1000B Voulge Ranged +15 40 Missiles +P AS AP Range Damage x Hits Damage Type 2-8 2d6+2x3 Solid Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +15 40 Range Damage x Hits Damage Type 1-4 1d8+3x4 Energy Trafalgar class Directed Energy Frigate The Trafalgar Directed Energy Frigates are an extremely common class of space ships used by various Commonality nations, armed as such with three particle beam turrets. Tier: II MBP Cost: 42 Structure: 72 Armor: 4 Agility: 20 Weapon Points: 80(5) Ground Movement: 0 Water Movement: 0 Air Movement: 2+2 Space Movement: 8 Traits Effects Warship Warship Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost Beam Lance Battery +P Ranged +10 40 AP AS Range Damage x Hits Damage Type 2-5 2d8+2x3 Energy Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +15 40 Range Damage x Hits Damage Type 1-4 1d8+3x4 Energy New Syrtis-Class Directed Energy Destroyer The New Syrtis class of Destroyers, named after the Commonality member state of the same name on Mars where the ship was constructed, is one of the newest ship types in the Commonality and capable of operating on sea, air, and space. Tier: III MBP Cost: 48 Structure: 72 Armor: 4 Agility: 20 Weapon Points: 112(7) Ground Movement: 0 Water Movement: 4 Air Movement: 3+2 Space Movement: 6 Traits Effects Warship Warship Bonuses Stealth Undetectable beyond 6 Hexes Commander Unit Give Feats to Nearby Allies Weapon(Traits) Type Accuracy Cost Beam Lance Battery +P Ranged +10 40 AP AS Range Damage x Hits Damage Type 2-5 2d8+2x3 Energy Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +15 40 Range Damage x Hits Damage Type 1-4 1d8+3x4 Energy Weapon(Traits) Type Accuracy Cost Excalibur Torpedoes AP Guided +20 32 Range Damage x Hits Damage Type 1-12 2d8+1x2 Energy Montevideo class Guided Missile Cruiser The Montevideo class of Guided Missile Cruisers are a South American designed line of amphibious high speed aircraft carrying cruisers meant for operations on external worlds and in the Earth’s oceans. Tier: I MBP Cost: 36 Structure: 66 Armor: 3 Agility: 15 Weapon Points: 64(6) Ground Movement: 4 Water Movement: 8 Air Movement: 0 Space Movement: 0 Traits Effects Carrier Carrier Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost RGM-1000 Voulge Guided +15 39 Missiles +P AS AP Range Damage x Hits Damage Type 2-7 1d6+2x3 Solid Weapon(Traits) Type Accuracy Cost 10mm AA Battery +P PD Ranged +10 25 Range Damage x Hits Damage Type 1-2 1d6+1x4 Solid Lexington class System Control Ship The Lexington class of System Control Ships is an old model of aerospace craft carrying vessels used by Commonality forces to control and dominate the space of a solar system. Tier: I MBP Cost: 36 Structure: 66 Armor: 3 Agility: 15 Weapon Points: 64(4) Ground Movement: 0 Water Movement: 0 Air Movement: 2 Space Movement: 8 Traits Effects Carrier Carrier Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost Spinal Particle Lance +P Ranged +5 34 AS AP Range Damage x Hits Damage Type 2-7 1d8+2x1 Energy Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +10 30 Range Damage x Hits Damage Type 1-2 1d8+1x4 Energy Riachuelo class Guided Missile Cruiser The Riachuelo series of Cruisers are the current standard aircraft carrying cruisers used by the Commonality on oceanic planets. Tier: II MBP Cost: 42 Structure: 72 Armor: 4 Agility: 20 Weapon Points: 80(5) Ground Movement: 4 Water Movement: 8+2 Air Movement: 0 Space Movement: 0 Traits Effects Carrier Carrier Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost RGM-1000B Voulge Ranged +15 40 Missiles +P AS AP Range Damage x Hits Damage Type 2-8 1d6+2x3 Solid Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +15 40 Range Damage x Hits Damage Type 1-4 1d8+3x4 Energy Myeongnyang class System Control Ship The Myeongnyang class of System Control Ships is the current mainstay of Commonality space forces. The Myeongnyang is essentially a large scale update to the Lexington, with improved speed and agility and new stealth features. Tier: II MBP Cost: 42 Structure: 72 Armor: 4 Agility: 20 Weapon Points: 80(5) Ground Movement: 0 Water Movement: 0 Air Movement: 2+2 Space Movement: 8 Traits Effects Carrier Carrier Bonuses Stealth Undetectable beyond 6 Hexes Weapon(Traits) Type Accuracy Cost Beam Lance Battery +P Ranged +10 40 AP AS Range Damage x Hits Damage Type 2-5 1d8+2x3 Energy Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +15 40 Range Damage x Hits Damage Type 1-4 1d8+3x4 Energy Yorktown class Carrier The Yorktown class of carriers, named after the American carriers during the Pacific War of the 1940’s, are the most modern and technologically advanced ships in the Commonality fleet. The three current vessels serve as the prides of their respective fleets: the Yorktown is the flagship of the American Earth Orbit Fleet; the Hornet meanwhile is the flagship of the Jefferson Garrison Fleet; The venerable USS Enterprise and her escorts compose the core of the roving Outer Systems Patrol Fleet. Tier: III MBP Cost: 48 Structure: 72 Armor: 4 Agility: 20 Weapon Points: 112(7) Ground Movement: 0 Water Movement: 4 Air Movement: 3+2 Space Movement: 6 Traits Effects Warship Warship Bonuses Stealth Undetectable beyond 6 Hexes Commander Unit Give Feats to Nearby Allies Weapon(Traits) Type Accuracy Cost Beam Lance Battery +P Ranged +10 40 AP AS Range Damage x Hits Damage Type 2-5 1d8+2x3 Energy Weapon(Traits) Type Accuracy Cost AA Burst Array +P PD Ranged +15 40 Range Damage x Hits Damage Type 1-4 1d8+3x4 Energy Weapon(Traits) Type Accuracy Cost Multi-Purpose Missiles Guided +20 32 AP Range Damage x Hits Damage Type 1-13 1d8+3x2 Solid Combat Vehicles of the Victoria Spaceport Treaty Alliance

The Combat Vehicles of ViSTA greatly diverge from their Daedalus counterparts in a number of ways, reflecting doctrinal and technological differences between the two power blocs. ViSTA prefers to use durable and proven technology, banking on superior reliability and quality of equipment rather than on a sheer technological edge.

ZW-06 Juren (Standard Equipment) The ZW-06 Juren (Mandarin Chinese for Giant) is the grandfather of most modern Armored Dragoons, with its revolutionary frame design and new panoramic cockpit system. The Juren is a highly modular Dragoon, with it’s primary weapon being a hand held lance with an integrated cannon wielded in both hands; supporting the lance are a pair of missile hard points located in each calf. The machine is itself a very humanoid design, with rounded shoulder armor and curved limbs ending in sturdy looking manipulators; the head of the Juren is similarly curved and has a single main sensor camera located on a moving track. Tier: I MBP Cost: 20 Structure: 15 Armor: 4 Agility: 10 Weapon Points: 48(3) Ground Movement: 4 Water Movement: 0 Air Movement: 0 Space Movement: 2 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Modular Equipment (48 Weapon Points, 2 Space Movement, 2 Ground Movement, 5 Agility) 9 MBP Weapon(Traits) Type Accuracy Cost Lance Cannon +P PD Ranged +10 21 Range Damage x Hits Damage Type 2-5 1d6+2x3 Solid Weapon(Traits) Type Accuracy Cost Lance Strike +P PA Melee +15 16 Range Damage x Hits Damage Type 1-2 1d6+3x1 Solid Weapon(Traits) Type Accuracy Cost Missile Launcher Guided +20 11 Range Damage x Hits Damage Type 5-7 1d6+0x2 Solid ZW-06 Juren(Space Equipment) This is the space version of the Juren, with an added space use backpack with engines and propellant tanks; the added weight of the backpack makes this version ungainly on a planet. This version does away with the hand held lance, replacing it with twin barreled railgun attached to the right arm. Tier: I MBP Cost: 20 Structure: 15 Armor: 4 Agility: 10 Weapon Points: 32(2) Ground Movement: 2 Water Movement: 0 Air Movement: 0 Space Movement: 5 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Modular Equipment (32 Weapon Points, 5 Space Movement, 5 Agility) 9 MBP Weapon(Traits) Type Accuracy Cost Arm Cannon +P PD Ranged +10 21 Range Damage x Hits Damage Type 2-5 1d6+2x2 Solid Weapon(Traits) Type Accuracy Cost Missile Launcher Guided +20 11 Range Damage x Hits Damage Type 5-7 1d6+1x2 Solid ZW-06 Juren(Water Equipment) This is the Water and Amphibious version of the Juren, with an added undersea combat backpack and other mountains that allow the Dragoon to operate underwater but greatly reduces its speed. Tier: I MBP Cost: 20 Structure: 15 Armor: 4 Agility: 10 Weapon Points: 48(3) Ground Movement: 2 Water Movement: 2 Air Movement: 0 Space Movement: 0 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Modular Equipment (48 Weapon Points, 2 Water Movement, 5 Agility) 9 MBP Weapon(Traits) Type Accuracy Cost Lance Cannon +P PD Ranged +10 21 Range Damage x Hits Damage Type 2-5 1d6+2x3 Solid Weapon(Traits) Type Accuracy Cost Lance Strike +P PA Melee +15 16 Range Damage x Hits Damage Type 1-2 1d6+3x1 Solid Weapon(Traits) Type Accuracy Cost Missile Launcher Guided +20 11 Range Damage x Hits Damage Type 5-7 1d6+0x2 Solid ZW-06S Da Juren The Da Juren is a specially upgraded variant of the basic Juren, with upgraded weapons and impoved survivability. The Da Juren was generally used for ace pilots but has since become a common machine for independents to use. The machine was the first ViSTA Dragoon to be equipped with a hardened pile bunker on its lance. Tier: I MBP Cost: 30 Structure: 21 Armor: 4 Agility: 15 Weapon Points: 64(4) Ground Movement: 4 Water Movement: 0 Air Movement: 0 Space Movement: 4 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Shield 2 AP to tank failed evasion Rolls. 2 Armor, 16 Structure Mod. Equipment (48 Weapon Points) 3 MBP Weapon(Traits) Type Accuracy Cost Lance Cannon +P PD Ranged +15 22 Range Damage x Hits Damage Type 2-4 1d6+2x3 Solid Weapon(Traits) Type Accuracy Cost Lance Bunker +P PA AP Melee +20 26 Range Damage x Hits Damage Type 1-2 1d6+4x1 Solid Weapon(Traits) Type Accuracy Cost *Missile Launcher +P Guided +20 16 Range Damage x Hits Damage Type 5-7 1d6+0x2 Solid ZW-07A Hu Juren(Standard Equipment) The Hu Juren is the first true successor to the Juren, and is in many ways an overall improvement over its predecessor. While not improving on agility in the base form, the Hu Juren is a far more well rounded machine, capable of mounting more modular equipment. Tier: II MBP Cost: 30 Structure: 21 Armor: 4 Agility: 10+5 Weapon Points: 64(4) Ground Movement: 4 Water Movement: 0 Air Movement: 0 Space Movement: 4 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts One Slot for Parts Mod. Equip (2 Ground Movement, 4 Space Movement, Shield, Scouter, 48 Weapon Points) 15 MBP Shield 2 AP to tank failed evasion Rolls. 2 Armor, 16 Structure Scouter Allies can fire Guided and Ranged weapons at enemies within 2 hexes Weapon(Traits) Type Accuracy Cost Lance Cannon +P PD Ranged +15 24 Range Damage x Hits Damage Type 2-4 1d6+3x3 Solid Weapon(Traits) Type Accuracy Cost Lance Bunker +P PA AP Melee +15 24 Range Damage x Hits Damage Type 1-2 1d6+4x1 Solid Weapon(Traits) Type Accuracy Cost *Missile Launcher +P Guided +15 16 Range Damage x Hits Damage Type 5-7 1d6+1x2 Solid ZW-07A Hu Juren (High Mobility Equipment) This is the High Mobility version of the Hu Juren, with the normal equipment replaced with various added features for high speed high agility aerial combat. Tier: II MBP Cost: 30 Structure: 21 Armor: 4 Agility: 15+5 Weapon Points: 64(4) Ground Movement: 2 Water Movement: 0 Air Movement: 4 Space Movement: 0 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts One Slot for Parts Mod. Equip (5 Agility, 4 Air Movement, Shield, 48 Weapon Points) 15 MBP Shield 2 AP to tank failed evasion Rolls. 2 Armor, 16 Structure Weapon(Traits) Type Accuracy Cost Lance Cannon +P PD Ranged +15 24 Range Damage x Hits Damage Type 2-4 1d6+3x3 Solid Weapon(Traits) Type Accuracy Cost Lance Bunker +P PA AP Melee +15 24 Range Damage x Hits Damage Type 1-2 1d6+4x1 Solid Weapon(Traits) Type Accuracy Cost *Missile Launcher +P Guided +15 16 Range Damage x Hits Damage Type 5-7 1d6+1x2 Solid ZW-07A Hu Juren (Water Equipment) This is the water equipped version of the Hu Juren, menat for stealth attacks and infiltration operations. Tier: II MBP Cost: 30 Structure: 21 Armor: 4 Agility: 10+5 Weapon Points: 32(2) Ground Movement: 2 Water Movement: 4 Air Movement: 0 Space Movement: 0 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts One Slot for Parts Mod. Equip (4 Water Movement, Shield, Stealth, 16 Weapon Points) 15 MBP Shield 2 AP to tank failed evasion Rolls. 2 Armor, 16 Structure Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Weapon(Traits) Type Accuracy Cost HF Claws +P Pa Melee +15 16 Range Damage x Hits Damage Type 1-1 1d6+2x2 Solid Weapon(Traits) Type Accuracy Cost *Missile Launcher +P Guided +15 16 Range Damage x Hits Damage Type 5-7 1d6+1x2 Solid ZW-11 Jinlong The ZW-11 Jinlong is ViSTA’s newest combat Armored Dragoon, developed specifically to combat the thread of the Commonality’s Corsair. Fast, Agile, and well armored, the Jinlong was designed to become the new symbol of ViSTA’s military force wherever it was used. The Jinlong is just as modular as its predecessors, and c an be modified to fit a variety of roles when needed. Tier: III MBP Cost: 46 Structure: 27 Armor: 5 Agility: 20+5 Weapon Points: 64(4) Ground Movement: 4 Water Movement: 0 Air Movement: 6 Space Movement: 5 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equipment ( 2 Ground Movement, 6 Air Movement, 3 Space Movement, 48 Weapon Points, Shield) 22 MBP Stealth(Free) Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Shield 2 AP to tank failed evasion Rolls. 2 Armor, 16 Structure Weapon(Traits) Type Accuracy Cost Lance Cannon +P PD Ranged +15 24 Range Damage x Hits Damage Type 2-4 1d6+3x3 Solid Weapon(Traits) Type Accuracy Cost Lance Bunker +P PA AP Melee +15 24 Range Damage x Hits Damage Type 1-2 1d6+4x1 Solid Weapon(Traits) Type Accuracy Cost *Missile Launcher +P Guided +15 16 Range Damage x Hits Damage Type 5-7 1d6+1x2 Solid J-30 Feisha The J-30 Feisha is a Chinese made atmospheric and space use combat aircraft, developed and widely exported across human space. The Feisha is fast and reasonably well armed, with a large internal weapon bays for the time. Tier: I MBP Cost: 20 Structure: 6 Armor: 2 Agility: 10 Weapon Points: 48(3) Ground Movement: 0 Water Movement: 0 Air Movement: 5 Space Movement: 4 Traits Effects Aerospace Craft Reduce Air Cost, Increase Ground Cost Mod. Equipment (32 Weapon Points) 2 MBP Weapon(Traits) Type Accuracy Cost *10mm Railgun +P PD Ranged +10 16 Range Damage x Hits Damage Type 1-3 1d6+1x2 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P Guided +10 32 Range Damage x Hits Damage Type 2-8 1d6+2x4 Solid J-77 Xue Xiao The Xue Xiao is the commonly used air and space multirole combat craft of ViSTA states. Designed for high performance, the Xue Xiao broke multiple speed and velocity records during the test stage, necessitating limiters to be installed to protect the pilot from the acceleration forces the craft is capable of. Tier: II MBP Cost: 35 Structure: 9 Armor: 4 Agility: 10+5 Weapon Points: 96(6) Ground Movement: 0 Water Movement: 0 Air Movement: 7 Space Movement: 6+2 Traits Effects Aerospace Craft Reduce Air Cost, Increase Ground Cost Mod. Equipment (80 Weapon Points, Pilot Killer) 9 MBP Pilot Killer Trade Pilot health for Bonus Speed and Agility Weapon(Traits) Type Accuracy Cost *10mm Railgun +P PD Ranged +10 16 Range Damage x Hits Damage Type 1-3 1d6+1x2 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P Guided +15 46 Range Damage x Hits Damage Type 2-8 1d6+4x5 Solid Weapon(Traits) Type Accuracy Cost Lancer Missiles AS Guided +15 34 Range Damage x Hits Damage Type 2-8 1d6+6x2 Solid J-90X Fenghuang The Fenghuang is the next generation ViSTA Aerospace Fighter, a very high speed and high velocity combat design that surpasses the speed and mobility of the Xue Xiao. Tier: III MBP Cost: 45 Structure: 9 Armor: 4 Agility: 20 Weapon Points: 96(6) Ground Movement: 0 Water Movement: 0 Air Movement: 10+2 Space Movement: 9+2 Traits Effects Aerospace Craft Reduce Air Cost, Increase Ground Cost Scouter Allies can fire Ranged and Guided weapons at targets within 2 Hexes Pilot Killer Trade Pilot health for Bonus Speed and Agility Mod. Equip. ( 80 Weapon Points, Pilot Killer, 2 Air movement, 1 Space Movement, 5 Agility) 14 MBP Weapon(Traits) Type Accuracy Cost *10mm Railgun +P PD Ranged +10 16 Range Damage x Hits Damage Type 1-3 1d6+1x2 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P Guided +15 46 Range Damage x Hits Damage Type 2-8 1d6+4x5 Solid Weapon(Traits) Type Accuracy Cost Lancer Missiles AS Guided +15 34 Range Damage x Hits Damage Type 2-8 1d6+6x2 Solid Type 479 Main Battle Tank The Type 479 Main Battle Tank was previously the main armored vehicle used by ViSTA, and is now a commonly used vehicle in the hands of mercenaries and pirates. Tier: I MBP Cost: 18 Structure: 9 Armor: 4 Agility: 5 Weapon Points: 32(2) Ground Movement: 4 Water Movement: 2 Air Movement: 0 Space Movement: 0 Traits Effects Armored Vehicle Reduce Water Cost, Increase Space and Agility Cost Weapon(Traits) Type Accuracy Cost 90mm Railgun Ranged +10 18 Range Damage x Hits Damage Type 2-8 1d6+3x1 Solid Weapon(Traits) Type Accuracy Cost Active Defense System Ranged +10 14 +P PD Range Damage x Hits Damage Type 1-3 1d6+0x2 Solid Type-498 Main Battle Tank The Type 498 is a commonly used, solid and reliable MBT used by both ViSTA forces and independent powers searching for a cheap and reliable tank. Tier: II MBP Cost: 42 Structure: 18 Armor: 6 Agility: 10 Weapon Points: 64(4) Ground Movement: 6+2 Water Movement: 4 Air Movement: 0 Space Movement: 20 Traits Effects Armored Vehicle Reduce Water Cost, Increase Space and Agility Cost Armor(Composite) Reduce Solid Damage by 3 Parts Slot Adds one Slot for Parts Decoy Drop Decoy for 4 AP that lasts till next turn Weapon(Traits) Type Accuracy Cost 105mm Railgun AP P Ranged +10 34 Range Damage x Hits Damage Type 2-8 1d6+6x1 Solid Weapon(Traits) Type Accuracy Cost Missile Launcher +P Guided +15 16 Range Damage x Hits Damage Type 5-7 1d6+1x2 Solid Weapon(Traits) Type Accuracy Cost Active Defense System Ranged +10 14 +P PD Range Damage x Hits Damage Type 1-3 1d6+0x2 Solid Type 523 Main Battle Tank The Type 523 MBT is the newest mainline MBT used by ViSTA armored forces, with greater reliability and amphibious capacity specially designed for use on extrasolar worlds. Tier: III MBP Cost: 46 Structure: 18 Armor: 6 Agility: 15 Weapon Points: 64(4) Ground Movement: 6+2 Water Movement: 5 Air Movement: 0 Space Movement: 2 Traits Effects Armored Vehicle Reduce Water Cost, Increase Space and Agility Cost Armor(Composite) Reduce Solid Damage by 3 Parts Slot Adds one Slot for Parts Decoy Drop Decoy for 4 AP that lasts till next turn Commander Unit Gives Adjacent Allies bonus Feats Weapon(Traits) Type Accuracy Cost 105mm Railgun AP P Ranged +10 34 Range Damage x Hits Damage Type 2-8 1d6+6x1 Solid Weapon(Traits) Type Accuracy Cost Missile Launcher +P Guided +15 16 Range Damage x Hits Damage Type 5-7 1d6+1x2 Solid Weapon(Traits) Type Accuracy Cost Active Defense System Ranged +10 14 +P PD Range Damage x Hits Damage Type 1-3 1d6+0x2 Solid Zhuhai class Corvette The Zhuhai class of Corvettes are a common type of ocean going vessel common on worlds with large bodies of water. Tier: I MBP Cost: 22 Structure: 66 Armor: 3 Agility: 10 Weapon Points: 64(4) Ground Movement: 0 Water Movement: 6 Air Movement: 0 Space Movement: 0 Traits Effects Warship Warship Bonuses Weapon(Traits) Type Accuracy Cost 90mm Railgun +P Ranged +10 16 Range Damage x Hits Damage Type 2-6 2d6+2x1 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +10 24 Range Damage x Hits Damage Type 1-3 1d6+0x4 Solid Weapon(Traits) Type Accuracy Cost Anti-Ship Missiles Guided +20 24 Range Damage x Hits Damage Type 2-8 2d6+4x2 Solid Maputo class Orbital Combat Vessel The Maputo series of OCVs were barebones but reliable and speedy patrol and light combat ships built around a long railgun and backed up by multiple missile launchers. Tier: I MBP Cost: 22 Structure: 66 Armor: 3 Agility: 10 Weapon Points: 64(4) Ground Movement: 0 Water Movement: 0 Air Movement: 0 Space Movement: 6 Traits Effects Warship Warship Bonuses Weapon(Traits) Type Accuracy Cost 90mm Railgun +P Ranged +10 16 Range Damage x Hits Damage Type 2-6 2d6+2x1 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +10 24 Range Damage x Hits Damage Type 1-3 1d6+0x4 Solid Weapon(Traits) Type Accuracy Cost Anti-Ship Missiles Guided +20 24 Range Damage x Hits Damage Type 2-8 2d6+4x2 Solid Fuzhou class Corvette The Fuzhou is a slightly more modern oceangoing corvette design with a stealth construction and tumblehome design. With a series of 90mm railguns in three turrets and an array of missiles, the Fuzhou is popular and common. Tier: II MBP Cost: 38 Structure: 78 Armor: 2 Agility: 15 Weapon Points: 96(6) Ground Movement: 2 Water Movement: 6+2 Air Movement: 0 Space Movement: 0 Traits Effects Warship Warship Bonuses Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost 90mm Railgun Battery Ranged +10 24 +P Range Damage x Hits Damage Type 2-6 2d6+3x3 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 28 Range Damage x Hits Damage Type 1-3 1d6+1x4 Solid Weapon(Traits) Type Accuracy Cost Anti-Ship Missiles AP Guided +20 44 Range Damage x Hits Damage Type 2-8 2d6+6x4 Solid Lusaka Class Orbital Combatant The Lusaka class of Orbital Combatants are a fast and speedy compact vessel with a low profile construction and multiple stealth features. Tier: II MBP Cost: 38 Structure: 78 Armor: 2 Agility: 15 Weapon Points: 96(6) Ground Movement: 0 Water Movement: 0 Air Movement: 1+2 Space Movement: 6 Traits Effects Warship Warship Bonuses Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost 90mm Railgun Battery Ranged +10 24 +P Range Damage x Hits Damage Type 2-6 2d6+3x3 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 28 Range Damage x Hits Damage Type 1-3 1d6+1x4 Solid Weapon(Traits) Type Accuracy Cost Anti-Ship Missiles AP Guided +20 44 Range Damage x Hits Damage Type 2-8 2d6+6x4 Solid Mogadishu class Battlecruiser The Mogadishu and its sister ships, all named after prosperous trading cities, are a new series of orbital and airborne combat vessels with multiple missiles and railguns. The Mogadishus are intended to be squadron command units, operating in conjunction with other vessels. Tier: III MBP Cost: 48 Structure: 78 Armor: 4 Agility: 15 Weapon Points: 96(6) Ground Movement: 0 Water Movement: 6 Air Movement: 2+2 Space Movement: 6 Traits Effects Warship Warship Bonuses Commander Unit Gives Adjacent Allies bonus Feats Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost 90mm Railgun Battery Ranged +10 24 +P Range Damage x Hits Damage Type 2-6 2d6+3x3 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 28 Range Damage x Hits Damage Type 1-3 1d6+1x4 Solid Weapon(Traits) Type Accuracy Cost Anti-Ship Missiles AP Guided +20 44 Range Damage x Hits Damage Type 2-8 2d6+6x4 Solid Guangdong class Carrier The Guangdong class of Carriers was a commonly used series of amphibious vessels that could carry multiple smaller craft or be converted into cargo transports. Tier: I MBP Cost: 24 Structure: 72 Armor: 2 Agility: 10 Weapon Points: 32(2) Ground Movement: 0 Water Movement: 6 Air Movement: 0 Space Movement: 0 Traits Effects Carrier Carrier Bonuses Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 32 Range Damage x Hits Damage Type 1-7 1d6+1x4 Solid Azerbaijan class Aerospace Carrier Vessel The Azerbaijan class of ships were used to cary various small craft and cargo over interstellar distances. Tier: I MBP Cost: 24 Structure: 72 Armor: 2 Agility: 10 Weapon Points: 32(2) Ground Movement: 0 Water Movement: 0 Air Movement: 0 Space Movement: 6 Traits Effects Carrier Carrier Bonuses Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 32 Range Damage x Hits Damage Type 1-7 1d6+1x4 Solid Bihar class Carrier The Bihard was the first of the modern ViSTA stealth carriers constructed with a catamaran design and angled stealth features. Tier: II MBP Cost: 30 Structure: 71 Armor: 5 Agility: 10 Weapon Points: 48(3) Ground Movement: 0 Water Movement: 6+2 Air Movement: 0 Space Movement: 0 Traits Effects Carrier Carrier Bonuses Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost 20mm Railgun +P Ranged +10 16 Range Damage x Hits Damage Type 2-6 1d6+2x1 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 32 Range Damage x Hits Damage Type 1-7 1d6+1x4 Solid Khuzestan class Aerospace Carrier Vessel The Khuzestan and it’s sisters and various export versions are one of the more common Carrier designs throughout human space, very well loved for their ability to carry multiple craft or cargo packets while being reliable enough to take a few hits. Tier: II MBP Cost: 30 Structure: 71 Armor: 5 Agility: 10 Weapon Points: 48(3) Ground Movement: 0 Water Movement: 0 Air Movement: 0 Space Movement: 6+2 Traits Effects Carrier Carrier Bonuses Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost 20mm Railgun +P Ranged +10 16 Range Damage x Hits Damage Type 2-6 1d6+2x1 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 32 Range Damage x Hits Damage Type 1-7 1d6+1x4 Solid Beijing class Stealth Assault Ship The Beijing is the ultra modern assault carrier used by ViSTA forces, equipped with an advanced suite of technology that allows for it to easily transfer between space and atmospheric forms. Tier: III MBP Cost: 42 Structure: 71 Armor: 5 Agility: 10 Weapon Points: 64(4) Ground Movement: 0 Water Movement: 6 Air Movement: 4+2 Space Movement: 6 Traits Effects Carrier Carrier Bonuses Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Armor(Composite) Reduce Solid Damage by 3 Weapon(Traits) Type Accuracy Cost 90mm Railgun +P AS Ranged +10 30 Range Damage x Hits Damage Type 2-6 1d6+4x2 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +15 34 Range Damage x Hits Damage Type 1-7 1d6+2x4 Solid Combat Vehicles of Independent Powers

Weapons of Independent powers tend towards being far more unique than those made by larger ones, while others are simply modifications of purchased vehicles.

Type-01 Kagerou The Kagerou is a high performance general purpose Armored Dragoon built by the Yashima Shogunate to serve as a replacement for export models of various Ads. The Kagerous is a highly flexible combat design, exchanging armor and staying power for high speed and agility alongside a focused armament. The Kagerou is officially simply an externally remodeled Wildcat on paper, but in truth is a new, advanced design. Tier: II MBP Cost: 36 Structure: 15 Armor: 2 Agility: 20+5 Weapon Points: 64(4) Ground Movement: 4 Water Movement: 0 Air Movement: 5+2 Space Movement: 6 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equip. Modular Equipment(64 Weapon Points, 4 Air Movement) 12 MBP Weapon(Traits) Type Accuracy Cost HF Katanas+P PA D Melee +25 32 Range Damage x Hits Damage Type 1-1 1d6+4x2 Solid Weapon(Traits) Type Accuracy Cost Daikyu Laser Rifle +P AS Ranged +15 32 Range Damage x Hits Damage Type 1-6 1d8+2x1 Energy Type-02C Takemikazuchi The Takemikazuchi is an upgraded and enhanced version of the earlier Kagerou, intended to be used by ace pilots, special forces, and mostly by members of Yashima’s ruling Samurai Clans. Tier: III MBP Cost: 46 Structure: 15 Armor: 2 Agility: 25+5 Weapon Points: 64(4) Ground Movement: 4 Water Movement: 0 Air Movement: 4+2 Space Movement: 6 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equip. Modular Equipment(64 Weapon Points, 4 Air Movement) 12 MBP Pilot Killer Trade Pilot health for Bonus Speed and Agility Commander Unit Gives Adjacent Allies bonus Feats Weapon(Traits) Type Accuracy Cost HF Katanas+P PA D Melee +25 32 Range Damage x Hits Damage Type 1-1 1d6+4x2 Solid Weapon(Traits) Type Accuracy Cost Daikyu Laser Rifle +P AS Ranged +15 32 Range Damage x Hits Damage Type 1-6 1d8+2x1 Energy A6W Helene The Helene was, if you’re someone in the know, a pre-production test version of a planned amphibious Armored Dragoon developed by the Daedalus Commonality. How it got into the hands of various armed groups on Thalassa is simple: certain intelligence groups and aerospace manufacturers gave both the tooling and plans for the Helene to Thalassa’s government. While the AD was never adopted for Commonality use, the Helene is still commonly used by Thalassan forces because of its relative stability and amphibious capabilities. Tier: II MBP Cost: 44 Structure: 9 Armor: 2 Agility: 10+5 Weapon Points: 80(5) Ground Movement: 4 Water Movement: 4+2 Air Movement: 2 Space Movement: 4 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equip. (64 Weapon Points, Electronic Countermeasures) 10 MBP ECM Negate effects of Commander Unit and Scouter Stealth Undetectable to enemies more than 6 Hexes away as long as the machine does not dash or Attack Weapon(Traits) Type Accuracy Cost *Grapple Claws G Melee +10 16 Range Damage x Hits Damage Type 1-1 1d6+2x2 Solid Weapon(Traits) Type Accuracy Cost Mass Scattergun +P S Ranged +15 34 Range Damage x Hits Damage Type 1-6 1d6+4x3 Solid Weapon(Traits) Type Accuracy Cost Combat Knife +P PA Melee +10 12 Range Damage x Hits Damage Type 1-1 1d6+2x1 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P Guided +15 18 Range Damage x Hits Damage Type 2-8 1d6+2x2 Solid LD(X)-01 Gunstrider (Flight Equipment) The LD(X)-01 Gunstrider is a top of the line experimental Armored Dragoon, featuring a highly modular construction, advanced armament, and a balance between high mobility and a suite of high defenses including a physical shield and superior armoring. Or it was that, 25 years ago when it was first developed and saw service in fighting off pirate raids against the planet Lincoln. Now the Gunstrider, while considered to be one of the predecessors of all modern Armored Dragoons, is more or less a museum piece. Very few of these machines were ever produced due to costs, with the total production run numbering at a baker’s dozen, total. Most of the surviving models exist in warehouses, private collections, or museums This is the Gunstrider equipped with the Flight Equipment. Tier: II MBP Cost: 50 Structure: 12 Armor: 4 Agility: 20 Weapon Points: 112(7) Ground Movement: 4+2 Water Movement: 0 Air Movement: 4 Space Movement: 4+2 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equipment (80 Weapon Points, Shield, 4 Air Movement) 15 MBP Shield Spend 2 AP after failing Evasion to use shield, shield has 2 Armor and 16 Structure Armor(Composite) Reduce Solid Damage by 3 Barrier(Small) Reduce Energy Damage by 3 Pilot Killer Trade Pilot health for Bonus Speed and Agility Weapon(Traits) Type Accuracy Cost *Head Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost *Dual Combat Knives +P Melee +10 16 PA Range Damage x Hits Damage Type 1-1 1d6+2x2 Solid Weapon(Traits) Type Accuracy Cost Burst Impulse Rifle +P Ranged +20 44 AP Range Damage x Hits Damage Type 2-7 1d8+4x3 Energy

Weapon(Traits) Type Accuracy Cost Dual Plasma Edges +P Melee +20 36 PA AC Range Damage x Hits Damage Type 1-2 1d8+5x2 Energy LD(X)-01 Gunstrider (Melee Equipment) This is the LD(X)-01 Gunstrider equipped with the melee combat pack, focused around a heavy Anti- Ship Sword with a laser beam as the cutting edge. Tier: II MBP Cost: 50 Structure: 12 Armor: 4 Agility: 20 Weapon Points: 112(7) Ground Movement: 4+2 Water Movement: 2 Air Movement: 2 Space Movement: 4+2 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equipment (80 Weapon Points, Shield, 2 Air Movement, 2 Water Movement) 15 MBP Shield Spend 2 AP after failing Evasion to use shield, shield has 2 Armor and 16 Structure Armor(Composite) Reduce Solid Damage by 3 Barrier(Small) Reduce Energy Damage by 3 Pilot Killer Trade Pilot health for Bonus Speed and Agility Weapon(Traits) Type Accuracy Cost *Head Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost *Dual Combat Knives +P Melee +10 16 PA Range Damage x Hits Damage Type 1-1 1d6+2x2 Solid Weapon(Traits) Type Accuracy Cost Anti-Ship Sword +P AS Melee +15 44 AP PA Range Damage x Hits Damage Type 1-2 1d8+6x1 Energy

Weapon(Traits) Type Accuracy Cost Rocket Anchor +P GA Ranged +20 36 Range Damage x Hits Damage Type 1-7 1d6+5x1 Solid LD(X)-01 Gunstrider (Gunner Equipment) This is the LD(X)-01 Gunstrider armed with the Gunner type Equipment, which includes multiple long ranged anti-ship weapons and area of effect missiles. Tier: II MBP Cost: 50 Structure: 12 Armor: 5 Agility: 20-10 Weapon Points: 160(10) Ground Movement: 4+2 Water Movement: 2 Air Movement: 2 Space Movement: 4+2 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equipment (80 Weapon Points, Shield, 2 Air Movement, 2 Water Movement) 15 MBP Shield Spend 2 AP after failing Evasion to use shield, shield has 6 Armor and 50 Structure, reduce Agility by 10 Armor(Composite) Reduce Solid Damage by 3 Barrier(Small) Reduce Energy Damage by 3 Pilot Killer Trade Pilot health for Bonus Speed and Agility Weapon(Traits) Type Accuracy Cost *Head Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost *Dual Combat Knives +P Melee +10 16 PA Range Damage x Hits Damage Type 1-1 1d6+2x2 Solid Weapon(Traits) Type Accuracy Cost Heavy Impulse Cannon Ranged +20 60 AS AP B C Range Damage x Hits Damage Type 3-14 1d8+6x1 Energy

Weapon(Traits) Type Accuracy Cost Anti-Ship Vulcan +P AS Ranged +10 36 Range Damage x Hits Damage Type 1-5 1d6+2x4 Solid Weapon(Traits) Type Accuracy Cost Cluster Missiles X +P Guided +15 32 Range Damage x Hits Damage Type 1-5 1d6+4x2 Solid LD-02 Sword The LD-02 Sword is the mass production version of the earlier Gunstrider, with a robust armament based off of the Gunstrider’s own weapons. While not as capable or groundbreaking as its predecessor, the Sword is a reliable AD with a quality constructed. Along with being used mainly by Lincoln’s Colonial Militia, the Sword has been extensively exported throughout the Outer Systems to other Colonial Militias, System Defense Forces, and the occasional PMC. Tier: II MBP Cost: 32 Structure: 12 Armor: 3 Agility: 15 Weapon Points: 96(6) Ground Movement: 4 Water Movement: 0 Air Movement: 0+2 Space Movement: 2+2 Traits Effects Armored Dragoon Free Parts Slot, Free Mod. Equipment Parts Slot One Slot for Parts Mod. Equipment (64 Weapon Points, Shield) 6 MBP Shield Spend 2 AP after failing Evasion to use shield, shield has 2 Armor and 16 Structure Armor(Composite) Reduce Solid Damage by 3 Barrier(Small) Reduce Energy Damage by 3 Weapon(Traits) Type Accuracy Cost *Head Vulcans +P PD Ranged +5 16 Range Damage x Hits Damage Type 1-3 1d6+0x3 Solid Weapon(Traits) Type Accuracy Cost *Dual Combat Knives +P Melee +10 16 PA Range Damage x Hits Damage Type 1-1 1d6+2x2 Solid Weapon(Traits) Type Accuracy Cost Impulse Rifle +P AP Ranged +15 34 Range Damage x Hits Damage Type 2-7 1d8+4x1 Energy Weapon(Traits) Type Accuracy Cost Plasma Edge +P PA AC Melee +10 30 Range Damage x Hits Damage Type 1-2 1d8+5x1 Energy Alpha class Fabricated Frigate The Alpha class of Frigates are one of those common ‘Fabricator’ designs, built on a common open source template from components easily created with basic industry and industrial scale 3D Printers. Tier: I MBP Cost: 20 Structure: 66 Armor: 2 Agility: 5 Weapon Points: 48(3) Ground Movement: 0 Water Movement: 0 Air Movement: 2 Space Movement: 6 Traits Effects Warship Warship Bonuses Weapon(Traits) Type Accuracy Cost Laser Turrets +P Ranged +10 22 Range Damage x Hits Damage Type 1-6 2d8+1x2 Energy Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +10 26 Range Damage x Hits Damage Type 2-6 1d6+0x4 Solid

Beta class Fabricated Corvette The Beta class of Corvettes are another Fabricator designs, this one optimized for use on oceans. Tier: 1 MBP Cost: 20 Structure: 63 Armor: 3 Agility: 10 Weapon Points: 48(3) Ground Movement: 0 Water Movement: 3 Air Movement: 0 Space Movement: 0 Traits Effects Warship Warship Bonuses Weapon(Traits) Type Accuracy Cost 105mm Naval Rifle +P Ranged +10 22 Range Damage x Hits Damage Type 1-9 2d6+0x3 Solid Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +10 26 Range Damage x Hits Damage Type 2-6 1d6+0x4 Solid Gamma class Fabricated Carrier Yet another Fabricator design, the Gamma class was a multipurpose Carrier and freighter, able to easily be refitted between those two roles. Tier: 1 MBP Cost: 20 Structure: 66 Armor: 1 Agility: 10 Weapon Points: 32(2) Ground Movement: 0 Water Movement: 0 Air Movement: 1 Space Movement: 6 Traits Effects Carrier Carrier Bonuses Weapon(Traits) Type Accuracy Cost Anti-Air Missiles +P PD Guided +10 32 Range Damage x Hits Damage Type 2-8 1d6+2x4 Solid